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879365 Posts in 32975 Topics- by 24363 Members - Latest Member: Renegade_Region

May 23, 2013, 10:24:15 PM
TIGSource ForumsDeveloperCreativeToday I created...
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rococo
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« Reply #1200 on: March 19, 2011, 09:16:43 PM »

I also made this little ditty.

http://dl.dropbox.com/u/9942053/serenity.mp3

I feel like this reminds me of something nostalgia-y, but I can't put my finger on it.
But I like it. It's pretty chill.
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unsilentwill
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O, the things left unsaid!


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« Reply #1201 on: March 19, 2011, 10:27:14 PM »


just getting that out of my system. carry on.
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rococo
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« Reply #1202 on: March 19, 2011, 10:32:44 PM »


just getting that out of my system. carry on.


hey, so.. this is the best thing ever.

you make it seem so exciting! my version is like blahh boring.
i really dig your style.
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TobiasW
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This can only end brilliantly!


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« Reply #1203 on: March 20, 2011, 06:19:52 AM »

I made a sort of joke game for a school project on the Odyssey, and my teacher offered me a buttload of extra credit if I made a serious one
Show it! Cool
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rococo
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« Reply #1204 on: March 20, 2011, 07:12:06 AM »

I made a sort of joke game for a school project on the Odyssey, and my teacher offered me a buttload of extra credit if I made a serious one
Show it! Cool

ohh no. it was like, extremely shitty, and made in an all nighter the day before it was due. I'll describe it, but posting it would just be embarassing, haha.

the gist:

it's a platformer where you're odysseus, and the world is basically a clone of the first super mario bros level with elements from the odyssey kinda just floating in there (while i tried to haphazardly explain what happened). there's a short segment where your mouse is a sword, and you have to click bedsheet ghosts with distressed faces to keep them from reaching a pit of blood until Tiresias shows up. and the part with the sirens is DDR to 8-bit "bad romance" while the sirens gradually dress up in various lady gaga costumes as the song goes on. and the entire game is in black and terracotta.
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TobiasW
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« Reply #1205 on: March 20, 2011, 07:16:32 AM »

Haha, that sounds totally awesome :D

I'd send this over to http://experimentalgameplay.com/blog/2011/03/march-april-are-filled-with-cheap-clones if I were you, it totally fits as Mario/Odyssey clone!
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rococo
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« Reply #1206 on: March 20, 2011, 09:46:53 AM »

Haha, that sounds totally awesome :D

I'd send this over to http://experimentalgameplay.com/blog/2011/03/march-april-are-filled-with-cheap-clones if I were you, it totally fits as Mario/Odyssey clone!

hahaha. if i cleaned it up, then definitely.
i hadn't heard of that before though, thanks for the link.
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JaSp
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« Reply #1207 on: March 21, 2011, 03:12:34 PM »

Today, well, roughly the last two weeks, I gave Flixel a try (along with iTween, Ogmo Editor and SFXR) and came up with this platformer/shooter wip.
I'm just amazed at how fast the project is growing thanks to these API/softwares! Shocked
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Halcyon
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« Reply #1208 on: March 21, 2011, 11:00:01 PM »

Cool, the physics are a little too floaty for my liking though.
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X3N
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« Reply #1209 on: March 23, 2011, 08:22:14 AM »

Today, well, roughly the last two weeks, I gave Flixel a try (along with iTween, Ogmo Editor and SFXR) and came up with this platformer/shooter wip.
I'm just amazed at how fast the project is growing thanks to these API/softwares! Shocked

Running in Firefox, sometimes my keydown gets held after I jump.. and then run into spikes.
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JaSp
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« Reply #1210 on: March 24, 2011, 07:09:10 AM »

Running in Firefox, sometimes my keydown gets held after I jump.. and then run into spikes.

I'm on firefox too and can't seem to reproduce that; does it do that with both monkey and crocodile?
I'm using Flixel's default keys handlers so...I don't know :/
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Richard Kain
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« Reply #1211 on: March 25, 2011, 06:48:45 AM »

I'm just amazed at how fast the project is growing thanks to these API/softwares! Shocked

Yeah, Flixel is a pretty easy API to start working with. One of its biggest advantages is the number of capable example projects that it has available. You always have working methods to look to when trying to figure features out. And SFXR makes sound effect creation quick and easy.

I managed to cook up a Viewport system for my OpenTK game framework. I was originally planning on developing a full camera manipulation system Framebuffer Objects. And I did actually produce a working prototype for that. But I decided that it would be faster and more performance-friendly to create a Viewport system instead. I'm still ironing out a few wrinkles, but I think its going to work well.
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paste
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« Reply #1212 on: March 26, 2011, 08:39:18 PM »

Today, well, roughly the last two weeks, I gave Flixel a try (along with iTween, Ogmo Editor and SFXR) and came up with this platformer/shooter wip.
I'm just amazed at how fast the project is growing thanks to these API/softwares! Shocked

It's definitely cute!  My biggest complaint (although not that big) is that it's kind of hard to turn around.  I want the character to turn around faster when i press the direction opposite the one he's going.
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iffi
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« Reply #1213 on: March 27, 2011, 01:03:01 AM »

Today, well, roughly the last two weeks, I gave Flixel a try (along with iTween, Ogmo Editor and SFXR) and came up with this platformer/shooter wip.
I'm just amazed at how fast the project is growing thanks to these API/softwares! Shocked

It's definitely cute!  My biggest complaint (although not that big) is that it's kind of hard to turn around.  I want the character to turn around faster when i press the direction opposite the one he's going.
Seconded. Cave Story maintains a sort of floaty feel to it similar to this even though Cave Story starts facing the opposite direction immediately after pressing the opposite direction, if you want an example.
That, and I find the controls a little awkward. (I'm not used to having the jump key above the fire key. I personally prefer using Z to jump and X to fire.)
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JaSp
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« Reply #1214 on: March 27, 2011, 06:23:45 AM »

You mean like facing the direction pressed even though you are still decelerating toward the other direction?
Yeah that makes sense SmileyHand Thumbs Up Right

For the controls, I might have gotten too much used to Klik'n'Play's default keys Smiley
I tend to avoid the Z/Q keys though, as it may cause problems with AZERTY keyboards; but I'll definitely add a "customize keys" option.

As for the physics I'm still not sure what I'll opt for, I think I'll go toward something more like SMB3 than the float-ish physics of Cave Story. I should try it with a gamepad too to get the right feeling.
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