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521
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Community / Versus / Re: Demipong
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on: January 20, 2011, 12:39:24 PM
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if you suck at it, your hardly going to be stuck with it, are you? Your demi will only change if you score a point with it. If you suck with it, you won't score a point, therefore you will be stuck with it.
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523
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Community / Versus / Re: Versus Competition: Rules
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on: January 20, 2011, 10:25:27 AM
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she/he will in a way become part of the community! Only people of the community can participate, but we will automatically claim everybody for the community who works with any of us!
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524
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Community / Versus / Re: Meow vs. Rawr!
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on: January 20, 2011, 10:23:46 AM
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So, cute stuff? And Tower Defense? I like!  How would the controls be for two players local?
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526
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Community / Versus / Re: Argue Mentor RC1
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on: January 20, 2011, 08:27:27 AM
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Okay, so a few topics: Pizza vs Hot Dogs Programming vs Game Maker, Unity etc (I forgot what the word for that is) Television vs Cinema 3d movies vs Normal movies Oldschool games vs Modern games 2d games vs 3d games Firefox vs Chrome (vs Safari - I'm wondering if 3-way debates would get too much. Probably.) PC games vs Console games Meat vs Fish Oh, and another feature (perhaps not a good idea after I've posted so much crappy topics): Topic rating! Might be a nice statistic for you! And ingame topic suggestion. Harness the power of web 2.0! 
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528
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Community / Versus / Re: Guardian Soul
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on: January 20, 2011, 06:37:03 AM
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Wow, that sounds great! And... ambitious? And on top of it online multiplayer for a twitch-based fighting game, you are totally insane. Don't you dare not to finish this game now, Melly! By the way, did you do the mockup? Because it looks awesome! If you're only good with spriting or only good with backgrounds, no problem, I can take two. 
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530
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Community / Versus / Re: Nasty Jazz
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on: January 20, 2011, 06:27:07 AM
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Maybe this will clear up some of those nagging questions. Sure does! And the best thing is it doesn't make the game sound less insane. I like it! What kind of university are you going on anyway that allows you to do crazy stuff nonstop?
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534
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Community / Versus / Re: Sumo Wrestling, Tim Rogers Style
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on: January 19, 2011, 05:15:33 PM
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Wow, what an intriguing idea! Dodging the bullet and then letting yourself get hit by the rebound, how... well, ordinarily at least, paradoxical! That made me finally read the Wall of Text in the first post. Nice idea, and certainly not to hard to make! Good luck with it!
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536
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Community / Versus / Re: Dirty Jazz
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on: January 19, 2011, 01:57:36 PM
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How do you combine iPad multitouch with Windows kinect? Different input schemes?
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537
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Community / Versus / Re: Dirty Jazz
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on: January 19, 2011, 01:24:46 PM
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based around 2-player competitive play and fluid physics, sexual blob reproduction, hair shaders, iPad multitouch controls, Windows kinect controls, 3D hats, etc. I might sound stupid, but what is that list? You're doing all of that in one project, or you pick some elements off this list?
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538
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Community / Versus / Re: ARQA
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on: January 19, 2011, 01:14:20 PM
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Another option would be to start with a sorted deck from 0..49, and then for (int i = 0; i < 49; i++) { swapCards(i, rand()%50); } I'm not sure and I'm no math pro, but I think Sos' wrap method might heighten the probability that cards are sorted after a long stretch of filled slots. For example: |8||5|6||7||4|10|2|9|3||||1||||| Now for 6 out of the 20 possibilities, the 11 would be placed after the 3. Then for 7 out of the 20 possibilities, the 12 would be placed after the 11. ...and so forth. edit: Oh, I took to long to post.
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539
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Community / Versus / Re: Dungeon Dash
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on: January 19, 2011, 10:40:25 AM
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Mostly because I wanted to maintain a map with some persistence, but at the same time invoke the feeling of drawing random room cards off the top of the deck. I don't think I want new rooms discovered every turn. Then what about letting the player decide the direction, which could either mean that a) he enters an already visible room or b) he draws a random room card? Persistent map check, the feeling of drawing random room cards check - and additionally one more choice for the player. That's a rather common mechanic among board game dungeon crawlers. How about a Munchkin-esque "play nasty cards during the other players turn" mechanic?
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540
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Community / Versus / Re: Dungeon Dash
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on: January 19, 2011, 10:10:26 AM
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This will move them in a random direction. Why a random direction? The rest sounds nice, except... how do the players interact?
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