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877500 Posts in 32868 Topics- by 24305 Members - Latest Member: orloff

May 19, 2013, 04:56:13 PM
TIGSource ForumsCommunityCompetitionsOld CompetitionsProcedural GenerationBiocosm [FINISHED (OSX and WIN32)]
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Author Topic: Biocosm [FINISHED (OSX and WIN32)]  (Read 27790 times)
Caio
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« Reply #75 on: June 03, 2008, 03:50:17 PM »

I found no bugs at all. The PG content is amazing and the creatures are damn spooky!

The game, though, I found quite annoying. Sorry. It's very hard to grab the creatures; I found it much easier to just run over them and go backwards so that they're pushed in the right way. This doesn't always work, though.

You have a fantastic framework there, but right now it's lacking good gameplay. I'm looking forward to seeing any development Grin
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Gainsworthy
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« Reply #76 on: June 05, 2008, 03:31:24 AM »

Aww MAN! Toastie. Look, the creatures? They're awesome. Eerie and organic and cute and bewildering.I love seeing them in action.

But, ze game, she is broke. Scratch the forklift- it's slow, and finicky, and dull. Replace it with a UFO. With a tractor beam. Or a mutate ray. Or a grabby arm. Something which allows exploration and observation over... gameplay? It doesn't even have to control particularly well, just enough to let one zip over the creatures and get a good look.
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Noyb
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« Reply #77 on: June 05, 2008, 04:27:32 AM »


One of my specimens refused to be beamed up. Sad

I love the atmosphere. When the physics engine works well, the feeling of dragging these tortured, insane creature unwillingly to their doom is amazing. But there's too many times when it feels like the claw didn't have enough friction, nor the wheels enough torque to handle all the creatures.
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Yuka
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« Reply #78 on: June 05, 2008, 04:50:27 AM »

This can happen to Smiley



Otherwise it was fun, I liked the physics and how when I tried to pull a big one towards the beam he struggled to get loose. Felt kinda guilty, but you gotta do what you gotta do.
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Crash
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« Reply #79 on: June 05, 2008, 05:01:00 AM »

I like the idea. It looks sweet, the creatures are cool, but he game seems fundamentally broken. I either end up with a creature that is impossible to grab, or I get flipped over by some creature bugging out. I bet it'd be hard to fix, too. Great concept though  Tongue
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Quetz
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« Reply #80 on: June 05, 2008, 05:22:36 AM »

I tried playing this on two different computers, and neither worked very well. The first computer has a fairly decent ATI Radeon 9600 with up-to-date drivers, 1GB of RAM and some sort of AMD Athlon processor that runs at like 1.6 or 1.8 MHz. The game loaded up fine and I could see the menu. However, once I started, the game consistently ran about a tenth of a frame per second. The second computer has an Intel 82865 Graphics Controller with only 64 MB of video memory, only 240MB of RAM, and a Pentium 4 processor, 2.4 GHz. When I started the game on this computer, the menus had the feared white blocks about them. After starting, the game actually ran at a pretty decent framerate. Eventually I ran into memory problems though, and had to put her down when I tried opening up the thread to get game instructions.

What a shame... the game looks so great! Embarrassed
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Ivan
Owl Country
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alright, let's see what we can see

Valaam0
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« Reply #81 on: June 05, 2008, 09:14:40 AM »

Wow! Thank you for your feedback, guys!! The game IS broken, unforunately as I had very little time to work on it after writing the creature code, most of which was spent balancing the forklift's torque, friction and speed parameters to a point where you can actually drag them around. I will definitely make updates to it when I have some free time.

But, ze game, she is broke. Scratch the forklift- it's slow, and finicky, and dull. Replace it with a UFO. With a tractor beam. Or a mutate ray. Or a grabby arm. Something which allows exploration and observation over... gameplay? It doesn't even have to control particularly well, just enough to let one zip over the creatures and get a good look.

The original idea actually was a UFO, but a car was actually easier to implement using the physics engine and I also thought that it might be more fun to have physical interactions with the creatures. I think in the end it might be cool to have both options. If I finish this, i'd probably make you a humanoid and make you able to get into the car or the UFO.
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moi
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« Reply #82 on: June 06, 2008, 04:56:41 PM »

I'm sorry it doesn't work on my computer Cry
The opening screen takes two minutes to display anything, then I see a menu but nothing happens when I click "new game"
I have vista and a shitty integrated graphic cards (ATI x1250).
That might be the reason. Or maybe you used some old red army punchcards to code the game?

[EDIT] Okay, the playing screen finally appears but it's frozen, what are the controls anyway?
« Last Edit: June 06, 2008, 05:02:35 PM by moi » Logged

lelebęcülo
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« Reply #83 on: June 06, 2008, 05:41:43 PM »

Got another small feedback; wouldn't be easy to add some extra blocks to the arms so that the creatures will be easier to catch?

so instead of:
-----.
      |
      ===
      |
-----'

it looks like:

  -----.
 /      |
        ===
 \      |
  -----'

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seregrail7
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« Reply #84 on: June 07, 2008, 06:55:30 AM »

Doesn't work well for me either, with a Radeon x1400 Mobility, 1.83Ghz Core 2 Duo and 3GB ram. Getting a really slow frame rate, far below 1FPS.
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AClarkFS
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« Reply #85 on: June 08, 2008, 11:52:45 AM »

Ive got basically the same stuff as seregrail7, cept 1gb ram & 2ghz core duo. The game is incredibly slow. A shame too, I wanted to try it out.
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SteGriff
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« Reply #86 on: June 10, 2008, 11:26:16 AM »

The game runs at a decent rate on my PC
(3ghz Pentium D, 2gb RAM, VistaHP32)
But I also think the forklift is a little flawed. I'd like to see a flying vehicle with an altitude-adjustable grabber, like one of those toy-grabbing machines in arcades (and Toy Story)
But loved the creatures. Reminded me of Soda constructor. And the background visuals are Lush, but occassionally a little too sparse.

Oh, and I get the white boxes >_<
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Ivan
Owl Country
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alright, let's see what we can see

Valaam0
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« Reply #87 on: June 11, 2008, 07:19:53 AM »

I made a little update to it, so it should run better and hopefully this will get rid of the white boxes issue
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aparrish
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« Reply #88 on: June 11, 2008, 08:35:46 PM »

It gets my vote just because I love seeing those Karl Simsesque creatures struggle so desperately against my manly pincers.

I kinda wish there were more per level, and that the terrain were a bit more varied.
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Daniel Benmergui
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« Reply #89 on: June 13, 2008, 02:28:53 PM »

Impressive aesthetics. I really got into the game because of that.

The controls felt a little awkward, but not frustrating in some physics-based games. Good job on that.

I didn't feel very compelled to pick all of them though...felt like hard work Smiley.

The creatures twitching feels disturbing... nice job!
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Daniel.
Ludomancy
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