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1075982 Posts in 44155 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 09:30:55 PM
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421  Developer / Technical / Re: Making a Simple Collision-Tree on: June 23, 2009, 10:56:19 PM
What does your movement/collision routine look like? I'm surprised the pushed rectangle at least is not moving smoothly in the same direction as the pushing rectangle. In any case you may need to create a specific routine for things being pushed or things fixed to something else in general (like something moving on a moving platform...)

As far as collision-trees I'm not sure what you mean exactly, as I don't think space-partioning trees are what you're looking for here?
422  Developer / Business / Re: What does your physical workspace look like? on: June 16, 2009, 04:13:02 PM
This is my setup. I like it simple and clean Smiley but since a few weeks ago, i can't work(sit) there for more than an hour straight. That really is poison for my little project i want to code. I just doent feel to sit infront of the monitor anymore. Mostly I end up in my bed doing nothing. Thought of redisign my workplace somehow - every suggestion is welcome Sad (or i just need a looooo~ng vacation).


you say you like simple and clean Freezy, but I wonder if the desk is not too clean. I think some things on a desk are good to distract the mind occasionally...so it doesn't get into a rut or get bored. of course vacations are always necessary Smiley

and I may be biased:



Moved house last weekend...for some reason I like to put desks in closets.


423  Developer / Design / Re: A Sub Exploration Game on: June 16, 2009, 03:57:17 PM
this sounds great, in fact I've wanted to play something like this so much that I've tried to make one, though it is a little beyond my abilities at the moment. For controls, though, I suggest taking a page from the way contemporary submarines operate...the up and down arrows could control ballast (basically flooding the ballast tanks, or pumping out the ballast tanks) to sink or rise. Then the motor controls the propeller with left and right arrow keys...maybe for turning you could have a turn animation instead of a quick flip of the sub sprite as well, I think that'd look nice.
424  Developer / Technical / Re: Game Dev laptop? Macbook? on: June 13, 2009, 02:44:34 PM
I'm guessing dspencer has tried out a MBP and knows if it feels good, but personally when I tried one I didn't really like it. The keyboard was a big turn off. It was such a change from a thinkpad feel (not to mention the trackpoint versus touchpad). Has anyone had a similar experience but grew to like the keyboard + touchpad?
425  Developer / Business / Re: Opening up a physical indie shop...? on: June 13, 2009, 07:12:45 AM
wow thanks Aquin, you are excellent  Beer!. It sounds like you have the experience to give this kind of thing another go sometime, if you're not sick of the whole thing already. Smiley
426  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: June 12, 2009, 07:56:01 AM
welcome everyone to TIGS!  Smiley

Alan, you may get distracted but you seem very productive! I think that bodes well for the future to be honest. Also, your ClockSpider game looks interesting, but weirdly the arrow keys didn't work to move?
427  Player / General / Re: edge of twilight on: June 11, 2009, 02:13:34 PM
it's an Australian studio I noticed. Australians tend to have an interesting spin on the fantasy genre in my experience. It even reminds me a little of the Monster Blood Tattoo books.
428  Developer / Creative / Re: Rate My Unrealistic Dream Project on: June 11, 2009, 06:59:56 AM
Just off the top of my head, maybe look at metaplace as a platform? It's isometric 2D only at the moment I think, but maybe close enough to what you're going for, and designed to be more usable by designer types I believe.

As for pulling it off, I would say start doing it all yourself.
429  Developer / Technical / Re: Component systems on: June 04, 2009, 06:44:29 AM
I think the entity is useful for maintaining state.

Also this.
430  Player / Games / can roguelikes blow your mind? on: June 02, 2009, 04:53:06 PM
I believe the answer is yes.

http://www.youtube.com/watch?v=lsQC9reFbdQ

http://groups.google.com/group/rec.games.roguelike.development/browse_frm/thread/15d38821db7665b5#

 Shocked
431  Feedback / Playtesting / Re: deadly planet dungeon planet on: May 31, 2009, 05:33:18 PM
ACE!

so much to love. I need to break 100 kills before I can say anything constructive though.  :D
432  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: May 30, 2009, 07:29:37 AM
lol ... so everyone who supports this guy is Cheri Davis Langdell. Hahaha .. A new definition of douche, douchebag.

Let's not rule out that Tim himself has registered. If so, I am honored.  Gentleman
433  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: May 29, 2009, 08:36:30 PM
uh, time to read the first sentence of Tim's wikipedia entry.  Beer!

eta: it wasn't me, btw. I wish it had been though.
434  Developer / Audio / Re: Some music on: May 29, 2009, 07:52:53 PM
hey I just checked this out for the first time. Ravinale is ridiculous!  Shocked Do you use a keyboard for any of this or is it all in a tracker?
435  Developer / Business / Re: Opening up a physical indie shop...? on: May 28, 2009, 06:39:30 AM
for instance, because indie games are usually unrated by the esrb, you may even have to *pay* to get a game rated with the esrb before you sell it in stores, legally. and considering that that costs around $5000 per game or so, that'd be pretty pricy.

isn't the esrb itself voluntary though? I'm not sure what states or local juridstictions have tacked on top of that, but if you're not worried about marketing to parents specifically you may not need esrb ratings.
436  Developer / Business / Re: your thoughts on Physical Media (I.E. actual disks) on: May 26, 2009, 05:25:22 PM
I think this definitely would appeal to a niche audience, the same people in fact who normally would be willing to spend more money on something they like. This would be a sub-set of all the people who would buy your game. Some IF games (World's Fair for example) have done much of their selling on physical media as well (I think about 2,000 copies sold, again, to what you could describe as a niche audience). Personally I love the idea.
437  Player / General / Re: PC Buying on: May 26, 2009, 05:18:12 PM
This probably isn't the choice of most people (for good reason) but my two PC obsessions right now are all-in-ones like this and very small cases like this.
438  Feedback / Playtesting / Re: The Real Texas, screenshot + video on: May 25, 2009, 07:53:29 PM
Well to be honest at first I was a little put off by the visuals, particularly the trees. Something about the way the leaves are rendered in the cube shape seemed kind of weird. And the bouncing lego man seemed like it could get old after a while. But when that deer frolicked across the scene I was completely sold! Very cute.  Gentleman I think the concept is brilliant as well. Looking forward to more!
439  Developer / Design / idea neologisms on: May 25, 2009, 01:25:50 PM
score yourself with Google hits. lower is better of course.

scrollcery: the art of casting magic from scrolls. (google 0  Cool)

programancer: a programmer who casts spells written in code (google 6)

440  Player / Games / Tomb of the Aztecs, beautiful textmode on: May 24, 2009, 07:58:16 PM
Some of you may know about libtcod, the library behind some beautiful ascii roguelikes such as The Chronicles of Doryen, Umbrarum Regnum, and others.

Well if beautiful ascii wasn't good enough, how about beautiful raytraced textmode 3D?





Iain C., aka coldcity, dropped this over at the libtcod forums, thought some of you guys might like a look.
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