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1173769 Posts in 50164 Topics- by 41180 Members - Latest Member: sim79

November 27, 2015, 02:03:22 am

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 on: Today at 01:47:21 am 
Started by Nillo - Last post by Nillo
The jargon creates a learning curve, but I think it helps a lot with the flavor of the game once you've figured it out. It seems much cooler to "make a run on R&D" than to "attack the opponent's deck". And it makes sense that the Corporation is getting new tools from the R&D department.

I'm really impressed with the flavor of the game overall and how it's reflected in the game mechanics. When you play as the corporation, you get the feeling of being more powerful than the runner, but also more sluggish and slow to take action. The runner is relatively weak compared to corporate ICE, but they are able to control the flow of the game by choosing when to jump into the fray and when to pull back.

The net/meat damage distinction is important for flavor as well. Net damage is dealt to the runner in the digital world of running. Meat damage involves simply going to the runner's location and blowing them to pieces with explosives. Which is why you normally need to tag the runner before dealing meat damage to them. The tag tells the Corp where the Runner is, so they can go and beat them up.

 on: Today at 01:46:41 am 
Started by Canned Turkey - Last post by lobstersteve
Oh man, i start really liking the project.
It has the charme of one of those really good point & click adventures from my childhood  Smiley

 on: Today at 01:45:55 am 
Started by chopsticksgames - Last post by chopsticksgames
Finally, Party Gods has a release day for iOS: 10th of December 2015.

 on: Today at 01:30:47 am 
Started by Happymagenta - Last post by Happymagenta
Hey folks! Smiley

2 new gifs from a secret room! See what might happen when you don't think ahead Smiley
hope you'll enjoy Smiley

 on: Today at 01:19:38 am 
Started by Lurler - Last post by Lurler
We've finally been greenlit. Good Smiley

 on: Today at 01:07:26 am 
Started by Photon - Last post by Mittens
people always hack them, no matter how insignificant or unpopular your game is, the top leaderboard spots will always somehow look like

9999999999999999999 TIT
9999999999999999999 POO
9999999999999999999 KKK
9999999999999999999 ASS

 on: Today at 12:49:21 am 
Started by somin - Last post by somin
The overall concept is pretty simple actually. as always, the devil is in the details.

First off, I render a heightmap, representing the terrain. This heightmap can later be changed through the interaction with the player ( at the moment you can push things up and down ) and through environmental factors like erosion or volcanoes and such.

In this heightmap, a second channel is dedicated to the height of the water in that pixel.
To make the water flow around I simply check if the full height in the adjacent pixel is higher than the combined height of terrain + water. If it is, it will flow into the current pixel and out of the adjacent one. Only if there is water in that pixel of course.

All this stuff is done with multiply shaders, like post effect shaders basically.
Currently I'm struggling to find a good formula for erosion. I tried multiple approaches to far but non were completely satisfactory. Best case scenario would be getting the rivers to meander naturally. At the moment they look like they meander sometimes but that simply because the are on an uneven surface, not because of proper erosion.

 on: Today at 12:48:05 am 
Started by ithamore - Last post by starsrift
The huge Steam sale got me to clean up my wishlist a little bit. Been playing a quiet little game called The Spatials. Interesting idea, you run a space station and take a crew on away missions. Implementation feels very shallow, though.

 on: Today at 12:40:03 am 
Started by DizzyDoo - Last post by DizzyDoo
I really like that you're using 2d billboards for living stuff instead of 3d. Very cool.

Thanks, I hope it ends up looking good!

I ended up fixing the physics explosion issue by just not using hinges, and recreating the same carrying effect through raw forces. Hinges are just so unpredictable, there's no checkbox for "please, never explode".

My inter-dimensional portal is where the monster boxes will come through, and where the items like food that the player orders spawns through. The final idea will be, a tentacle emerges and drops the thing through, but I think this might be the ugliest piece of placeholder art I've ever created:

Yuck. Looks so mechanical and static. Will all be gone soon, I keep telling myself. Next week is when I start the first graphical pass, which I'm very excited about. Can't take any more of this checkerboard texture, or the blue static sprites.

 on: Today at 12:32:00 am 
Started by ProgramGamer - Last post by ProgramGamer

Ok, so I cleaned up my Ludum Dare 32 participation and published it! It's a little simple and it's not very long, but hey, people seemed to think it was fun back when it was a Ludum Dare thing, so give it a try, maybe. I'm not the boss of you but maybe you're missing out.

You're a girl trying to escape a psychedelic space ship full of pretty dumb aliens. Your weapon? A ball you found in a bin close by. Good luck making it out, the captain is out to get you!

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