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1073687 Posts in 43998 Topics- by 36021 Members - Latest Member: RockaHey

December 20, 2014, 09:15:23 AM
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1  Feedback / DevLogs / Re: IRKALLA - New Main Menu!!! on: January 27, 2014, 02:14:13 PM
Also, the URL in your profile goes to some sort of spam blog for shady alt med health products .. D:

Huh?  Are you talking about androidarts.com?  If so, then I think you should check your machine for spyware... It is Arne's legit site for his art and game concepts.
2  Feedback / DevLogs / Re: IRKALLA - New Main Menu!!! on: January 21, 2014, 05:37:43 PM

Think of it this way, astronauts aren't wearing baggy sweaters and Jincos under their spacesuits.

They also aren't wearing thongs either Smiley.

Art is great, didn't mean to sound like a hater. I actually like fanservice, but technical justification for it is a little silly.
3  Feedback / DevLogs / Re: IRKALLA - New Main Menu!!! on: January 21, 2014, 04:58:25 PM

And why are we controlling mechs in panties?


Because If I remove these, the game will need a mature esrb thingy Wink

The panties thing is fanservicey and somewhat out of place.  It also seems highly unlikely that you'd give a male protagonist the same treatment. The alternative isn't for her to get completely naked and the stripping seems completely unnecessary outside of fanservice\titillation.
4  Player / Games / Re: IGF 2014 Finalists on: January 07, 2014, 05:35:15 PM
Disappointed that SUPERHOT only got a honorable mention Sad.
I was at first too, but one thing to consider is now SUPERHOT can enter a future IGF when the final version is released, and it's likely to get nominated for more than just Nuovo.  This happened to another one of my favorite games (FTL), and the version that won design in 2013 was much better than the alpha that was entered in 2012.
5  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: November 21, 2013, 01:30:54 AM
Title screen mock up for a small game.



Hyper Light Drifter\Cave Story mash up Wink?
6  Feedback / DevLogs / Re: [Processing] Platformer - Square Dude on: October 01, 2013, 04:57:29 PM
Nice to see someone using Processing!  Can't wait to see more of your project.  Tell me if you need any help, like with supporting game pad controls or getting good sprite rendering performance with Processing 2.
7  Feedback / DevLogs / Re: The Curious Expedition on: June 11, 2013, 01:15:45 PM
A little concerned about the colonialist undertones in this. But I suppose if you made racism cute enough...

Seconded. Game is looking good though.

Long edit:

Posted this at work earlier and since then I've had some time to look at the rest of the thread and hone in on the reasons why the colonial undertones bother me, personally.  There has been discussion about "advanced" native civilizations, and having racism and exploitation of native people being a moral gameplay choice. While both of those are interesting, they still don't address the main thing that bothers me. I'm uncomfortable because the explorers are all white and the natives are mostly black. I feel like that says more about the game's stance on colonialism and race than a morality system does.  I understand this is a fantasy game and the historical characters are there to add flavor, and there could be a thematic or gameplay reason why all of the explorer characters are white. Of course (more likely) you don't know of or aren't thinking about non-white historical figures that fit the theme.

Because you're taking suggestions for explorers, I'm going to suggest Marcus Garvey.  I had a couple of other historical figures in mind (W.E.B. DuBois, Harriet Tubman, Haile Selassie), but I think he fits the era and tone of the game the best.

Disclaimer: It's common on the internet to get attacked from bringing up race, gender, religion, sexual orientation, etc. in the context of games. See Massive Chalice and the controversy over same sex marriages for a recent example.  I am not calling your game racist or even saying I won't play it or buy it if you ignore my suggestions. Just giving you feedback on what I thought when I first saw the game, and hoping you will be open to it. Thanks.
8  Developer / Technical / Re: Is it possible to do a large scale (not breakout) in pygame? on: March 11, 2013, 09:39:29 PM
I'm a big fan of Mousechief's games and afaik they are all made with PyGame.  There are also tons of great visual novel's made with RenPy.  Most of the big games I've seen made with Python are turn based or adventure games. I haven't seen many examples of computationally expensive games with lots of dynamic objects written in Python, but I have played a few Pygame platformers and shmups made during LD48.  My best advice would be to implement expensive stuff (rendering, collision, particles, etc.) in C or on the GPU and use Python for high level game logic.
9  Developer / Art / Re: The TIGSource Community's Free Placeholder Graphics on: February 26, 2013, 11:13:46 AM
I may add stuff that's not as essential (like animation frames)

I'm a huge fan of this style of low res, prototyping sprite sheet, but people rarely do even simple 2-4 frame basic animations for any of the characters monsters.  This is generally ok for turn based games, but it can be hard to make a decent feeling platformer without some basic animation.

TLDR, please include animation frames if you're going to make some!
10  Developer / Technical / Re: Turn towards angle over time on: February 08, 2013, 01:36:38 PM
It would help to know what issues you're running into.  Does it not turn, turn too fast, crash, not compile?  I feel like stylistically your C code is a little weird (passing in a float pointer and constantly dereferencing it), but nothing sticks out as being completely broken.  If it's angles vs. radians it happens outside of this function somewhere else in your code.
11  Feedback / DevLogs / Re: Cowboy RTS game on: February 06, 2013, 08:16:28 PM
Quote
Raycasting is a way to render essentially 2d data in pseudo-3d. Raytracing is what you're doing.

 Facepalm What a noob, sorry this is only the second game I've ever attempted to make, thanks for the clarification  Smiley

Countering pedantry with more pedantry.  The first usage is actually correct.  What he's doing is ray casting not ray tracing.  Ray tracing specifically involves casting more rays at the intersection point to calculate reflection, refraction, shadows, ambient occlusion, etc. See http://en.wikipedia.org/wiki/Ray_casting.  Ray casting can be used to render 2D data in psuedo 3D, and this version of it has been popularized with the use 2.5D ray cast engines from the 90s, but with the power of modern GPUs it's made somewhat of a comeback for rendering 3D data like sparse voxel octrees and signed distance fields.
12  Player / General / Re: IGF Thread 2013 on: January 08, 2013, 02:53:32 PM
I mean there isn't a Spelunky, Fez, or Meat Boy level game but a lot of the games (like FTL) are deserving of an IGF.
I like FTL a lot more than Spelunky, Fez or Meat Boy.  But, of course it's not a platformer so it doesn't quite reach the "level" of those 3 on TIGSource Wink.
13  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: October 24, 2012, 10:02:35 PM
It kind of is a game...



I only play games with 9000+ FPS.  Shrug

http://www.youtube.com/watch?v=SiMHTK15Pik
14  Community / Competitions / Re: 7DFPS on: May 14, 2012, 10:37:25 AM
IN.
15  Developer / Tutorials / Re: PlayStation Suite SDK Development Tutorials on: April 30, 2012, 07:48:15 AM
So the language for the Vita is Java? Ugh.

Nope C#.

OH MY GOD WHY

Why is it that hard to just give us C APIs nowadays?

There are a couple of different reasons. The biggest is probably security, it's more difficult to sandbox C (ask Google). People could start going the Adobe Alchemy route and offer a version of C that compiles to to byte code and only has access to a limited API and sand boxed memory, but that is more difficult to implement than porting mono.  There are also political reasons why C# is used, obvious with Microsoft picking it for XNA, but I imagine Sony chose it for PS Suite to both poach XBLIG developers and .  Also most developers would rather code in C# than C or C++ if given the option.  The reasons for writing code in C are speed (and if you're working on a PS Vita game that needs C speed you can probably get a full devkit, otherwise you're doing it wrong), portability, and taking advantage of all the C libraries available. I think that all except the last one aren't really concerns for hobbyist indie developers targeting PS Suite. 

At this point C# is relatively portable as far as game development is concerned.  You can use it build games similar to what most indies are building for most platforms indies are making them for (PC, Mac, Linux, Native Client, Android, iOS, 360, PS3), and there are a ton of high profile indie games that have been written with C# (Fez, Atom Zombie Smashers, Dishwasher, Monaco, Terraria, Bastion, etc.)
16  Community / Competitions / Re: ==Ludum Dare 23 : 10 year anniversary! April 20th on: April 25, 2012, 01:37:29 PM
...but also no one knows what's going on.
Heh, I wrote a how-to guide, and a lot of people are still saying they don't understand my game.

I'll check out your game when I get home from work.  From what I can see and looking at the comments it seems like your game is way more complex than mine is and the primary issue is the interface is confusing.  

In my case some of it is interface (having build and attack be the same key, broken research meters), but I think it's more that the game rules aren't clear and the goals are also unclear.  I'm pretty sure a good amount of people don't understand that's it's a 2 player local multiplayer game. People don't know that cities give them research points which allows them to level up and jump higher, so when you first get in the game you assume jumping is broken.
17  Community / Competitions / Re: ==Ludum Dare 23 : 10 year anniversary! April 20th on: April 25, 2012, 10:42:22 AM
My game. Already getting knocked for local multiplayer (I knew that would hurt), but also no one knows what's going on.  Also getting more shit for not having a title screen or instructions than I expected.  Oh well, it is pretty half assed and I almost didn't submit Smiley.



http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=194
18  Community / Townhall / Re: The Republia Times: Orwellian Desktop Publishing [LD48 Practice] on: April 14, 2012, 12:26:34 PM
Played through it, pretty awesome game. I'd like to see the same concept expanded, more articles, more events, less randomness in the game play and more strategy, etc.  Great for two days.
19  Developer / Business / Re: EA's Madden '13 Kickstarter Makes 8.5 Million in Five Hours on: April 13, 2012, 05:23:57 PM
Do you guys know about Indie Fund? There's probably more opportunities for game VC like that. Kickstarter is hard because all people have to go on is a video, images, and a description and that's pretty risky given how few games make it to completion. VC firms can meet with developers one on one and guage much better what sort of people they are working with. Don't be pissy about Kickstarter not working for you. It's a miracle that it works for anyone, really. There are other avenues that are much friendlier to unknowns.

Yeah, because Indie Fund works so much better than Kickstarter Smiley.  There is no magic solution.
20  Developer / Technical / Re: Should I Use a Scripting Language on: February 07, 2012, 02:08:34 PM
It's simple enough to add a lua vm to any C or C++ game that there is almost no reason not to, even if you don't end up using it that much it can be useful to hack in quick things without a rebuild and do configuration stuff.
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