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890639 Posts in 33509 Topics- by 24748 Members - Latest Member: CherrySlug

June 17, 2013, 08:47:14 PM
TIGSource ForumsDeveloperFeedbackASCIIshmup
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iamwhosiam
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« Reply #15 on: February 08, 2010, 12:31:13 PM »

I disagree though lol, there's alot of issues you can run into with using ASCII graphics this way, like figuring out the symbol for everything while making sure that everything is still readable. making the controls feel smooth even though though the game is grid based. (which you succeed IMO)

yeah you don't have to design ships and enemies, or how the world looks but it doesn't mean it's easy!
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LazyWaffle
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« Reply #16 on: February 08, 2010, 02:44:18 PM »

Version 1.1 is out!

CHANGELIST:
-Fixed some bugs
-Decreased difficulty slightly
-Added new unlockables, achievable by getting tons of points
-Added new menu
-4 new songs
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tametick
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« Reply #17 on: February 08, 2010, 02:49:18 PM »

yeah you don't have to design ships and enemies, or how the world looks but it doesn't mean it's easy!

Not easy, just easier (In my experience anyway).

Anyway, good job LazyWaffle!  Would be nice to get a mac version so that I don't have to run it under windows in a virtual machine.
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Dragonmaw
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« Reply #18 on: February 08, 2010, 03:20:24 PM »

I made a video showcasing it. I'm not that great at it (I only make it to about the second checkpoint) but it's a good example of the game in action. Also, it's not the music in-game. My computer doesn't let me record output because I use a USB headset.

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FiaStarta
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« Reply #19 on: February 08, 2010, 04:02:26 PM »

Quote
Using it let you focus on the gameplay and programming

can we really talk about gameplay when the ship has to move cell by cell for purely visual reasons?
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C.A. Sinner
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« Reply #20 on: February 08, 2010, 04:47:18 PM »

Looks like a few frontpage trolls found their way to the forums.
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Glyph
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« Reply #21 on: February 08, 2010, 04:57:54 PM »

Of course it's easier to some extent for us to have done it in ASCII (or faux-ASCII, as this is); that is hardly arguable unless you have the world's best artist on your team who cranks out whole spritesheets on a whim. But we also did it because we liked the style and it made it sort of unique. Run-of-the-mill in almost all other aspects, but still differentiated.
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FiaStarta
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« Reply #22 on: February 08, 2010, 07:28:45 PM »

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Looks like a few frontpage trolls found their way to the forums.

I should have known that the only valid feedback had to be praising every tiny game like it was a piece of art. IMHO that's insulting for those who really put work in their games. Anyway, have fun with comtemporary art, which I will obviously never understand.
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Dragonmaw
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« Reply #23 on: February 08, 2010, 07:46:51 PM »

But when have ASCII games ever been good?

Nethack. Dwarf Fortress. Pretty much any rogue-like.
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Molten_
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« Reply #24 on: February 08, 2010, 08:32:00 PM »

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I should have known that the only valid feedback had to be praising every tiny game like it was a piece of art. IMHO that's insulting for those who really put work in their games.
haha okay then..


I really like where this is going, the game's really fun so far. the difficulty imo is perfect because it totally mirrors the old games and how frustrating they were. which isn't a bad thing!

also I love the music, nice job with it
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tametick
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« Reply #25 on: February 09, 2010, 03:43:46 AM »

Of course it's easier to some extent for us to have done it in ASCII (or faux-ASCII, as this is);

That should also make it easier for you to use a bigger font and thus be able to make the game window bigger Wink

I really like this game, but on my 1920x1200 monitor the game window is really tiny.

My second request is that you add an easy difficulty setting that lame people like me can choose because even 1.1 is too hard for me.
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FiaStarta
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« Reply #26 on: February 09, 2010, 06:58:34 AM »

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Nethack. Dwarf Fortress. Pretty much any rogue-like.

I tried DF, even watched video's to try to understand it, never digged it. So now I'm mainly waiting for a "mainstream" version of it, one pre-installed with a good tileset/renderer (I've seen a nice isometric one), as it doesn't look like the point of DF is being ASCII, more like a well-written engine behind a "will do graphics later or someone else eventually will" appearance. In fact, I'm waiting for it to have a full classic GUI as well, as I found the controls horrible.

And yes I'm expecting a lot of snobs to tell me that DF's main point is to look ASCII, but just ask normal, non-nerd people around you if they'd wanna touch a game that looks like that.
So to me DF is a counterexample, a game that seems to be good, but that puts people off because it looks ASCII.
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Kekskiller
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« Reply #27 on: February 09, 2010, 07:10:05 AM »

Just stop making yourself ridiculous. Different people prefer different graphics/controls. You're complaining about essential things a normal beeing is usually aware of. It will never change. It is like that. ASCII games aren't for the average gamer or casual dude. And now stop whining and go play your "full classic GUI" games.

Goddamnit. Why do they just don't get it. Why do they just don't get it.
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C.A. Sinner
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« Reply #28 on: February 09, 2010, 09:30:57 AM »

And yes I'm expecting a lot of snobs to tell me that DF's main point is to look ASCII, but just ask normal, non-nerd people around you if they'd wanna touch a game that looks like that.
Sorry to disappoint you, but Tarn Adams said numerous times that the ASCII graphics are not an "aesthetic choice", and just a temporary solution, same for the controls. You need to keep in mind that despite its ridiculous complexity, DF is still in still in alpha, and polishing the graphics and controls is usually one of the last things in the development cycle of a game. Also, being a "programmer type", chances are Tarn just isn't the greatest artist.  Wink

For me, ASCII graphics in roguelikes are part of the fun though (DF is not a roguelike). Ultimately, it's a "take it or leave it" thing. I couldn't care less how many people it appeals to, what's important is it appeals to me.
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FiaStarta
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« Reply #29 on: February 09, 2010, 10:29:45 AM »

Quote
Sorry to disappoint you, but Tarn Adams said numerous times that the ASCII graphics are not an "aesthetic choice", and just a temporary solution, same for the controls.

So that confirms what I wrote, it's the worst example as it's not ASCII by design but because proper graphics haven't been made yet.

Pixel art has its touch, from the Bitmap Brothers who managed to get amazing things out of 16 colors, to Sierra's plain but recognizable & charming early AGI style. But I can't think of an ASCII game that was ASCII for aesthetic reasons. I could understand ASCII 3D filters as they were fun to watch when they were new, though. The other problem is that ASCII is kinda abstract, it makes sense when you're replicating the charset of a known computer, there it may work for nostalgy reasons. But here it's not the case.

Anyway, I'm out before the animosity raises. Looks like no one can take criticism.
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