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878914 Posts in 32944 Topics- by 24352 Members - Latest Member: odingrey

May 22, 2013, 11:52:02 PM
TIGSource ForumsDeveloperFeedbackDevLogsProbability 0 (original & outdated)
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Author Topic: Probability 0 (original & outdated)  (Read 47290 times)
Droqen
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« Reply #195 on: January 28, 2010, 12:22:00 PM »

There are definitely a bunch of new ideas I'd like to explore... I may make some kind of sequel, with a better plan behind it now that I know the basic concept of Probability 0 works. Hopefully, I'd be making it in Java!

I like the idea of being like a heartbeat, although it would have to be at best reminiscent of one. New music probably won't be coming for this version.

Talent and Potential aren't really meant to be difficulty levels; they really are supposed to be difficulty curve modifiers for those who want to explore the higher-level abilities (if they can't get that far on their own), not a true "I'm not as good so I'm going to make things totally easier for myself".

You don't need 20 skills to get to 2km Wink

And... I kind of don't like temporary powerups, though some kind of "advanced HUD" is some kind of ability I'd be interested in adding.

Finally thank you :D
but you'd better not fail your classes because of me D<
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Vanguard
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« Reply #196 on: January 28, 2010, 05:25:53 PM »

So far it seems like the new version does a much better job of keeping the pressure on for a level 10+ character, especially after 2 km.
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Droqen
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« Reply #197 on: January 28, 2010, 05:43:06 PM »

Great Grin I'm hoping that the effects all make sense and are reasonably fair (i.e. I don't want people running into the 1km, 2km mark and feeling like the game is simply killing them off without giving them a chance). Do you like the... extra "enemy"?
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Vanguard
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« Reply #198 on: January 28, 2010, 08:53:53 PM »

Great Grin I'm hoping that the effects all make sense and are reasonably fair (i.e. I don't want people running into the 1km, 2km mark and feeling like the game is simply killing them off without giving them a chance).

I felt like I was getting massacred when I hit 2 km and a million squids came with a spider boss and turned the game into some kind of a bullet hell shoot-em-up... but I probably just need to adapt.

Do you like the... extra "enemy"?

The heart sphere?  I'm paranoid of what will happen if I let that thing touch me.  Maybe it'll just be a regular hit, or maybe it'll be instant death.  I don't know.  I just spam stars at it if it gets close until it goes away.
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Pesto_Nightmare
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« Reply #199 on: January 29, 2010, 10:46:32 PM »

Alright. I came across this game on Reddit, and I've gotta say, I've really been enjoying it. I recently met a.. gigantic drill. That pretty much freaked me out. Good luck on further advancing this for us.
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mcc
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« Reply #200 on: January 29, 2010, 10:56:04 PM »

Quote from: Droqen link=topic=9224.msg287016#msg287016 [size=6pt
"Pyglet unfortunately is incompatible with Snow Leopard's system python.
Snow Leopard ships with a 64-bit build of python, and because pyglet depends
on the Carbon API, it cannot run in 64-bit environment.

You can download and install a 32-bit version of python from python.org,
which should allow pyglet to run."[/size]
Hey, bit of a late response, and I haven't looked closely into what your game requires, but...

Snow Leopard's python can run in either 32 bit or 64 bit mode.

It goes to 64 bit by default. But there's an environment variable or a "defaults" key or something that can tell it to run in 32 bit mode.

Checking google I find this advice:

Quote
The Python that comes with 10.6 apparently honors an environment variable called VERSIONER_PYTHON_PREFER_32_BIT. If that's set to 'yes', invoking Python from /usr/bin/python brings Python up in 32-bit mode. By default, it comes up in 64-bit mode.
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My projects:<br />Games: Jumpman Retro-futuristic platforming iJumpman iPhone version Drumcircle PC+smartphone music toy<br />More: RUN HELLO
JMickle
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« Reply #201 on: January 30, 2010, 02:20:16 PM »

Wrote an article. hope derek wont mind that i made the music Tongue
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Droqen
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« Reply #202 on: January 30, 2010, 09:24:22 PM »

:D Article! Thanks, JMickle!

mcc: I'll take a look into that, for sure.

Pesto_Nightmare: Found it on Reddit? o: // There's a lot more to come, past the first mini-boss :D

edit Vanguard: Hah, I'll tell you only that I certainly considered something of the sort.
« Last Edit: January 30, 2010, 10:09:00 PM by Droqen » Logged

ChaoSpectre
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« Reply #203 on: January 31, 2010, 03:40:47 PM »

I'm going to have to report that the dots appear in 1.0 as well.

Their appearance coincides with a (perhaps?) 10% slowdown in frame rate.

And none of that is related to the fact that I've yet to break 1k or level 5.
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ortoslon
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« Reply #204 on: February 02, 2010, 05:45:41 PM »



i don't move when i press right from that position because spiky blocks are slightly smaller than solid blocks. please make them the same size because stumbling becomes annoying when you have spike armor
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Vanguard
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« Reply #205 on: February 02, 2010, 06:25:33 PM »

That actually is pretty inconvenient, but I never remember to mention it.
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Droqen
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« Reply #206 on: February 02, 2010, 06:27:39 PM »

If (when? hopefully) I end up fixing that, it'll just let the player do a little step-up sort of thing.

The size difference is there, though, so that when the player lands halfway between a spike block and a regular block, I don't get collision detection issues D; (i.e. player lands mostly on regular block but partially on spike block and technically hits the spike block "first" and so takes damage).
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mokesmoe
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« Reply #207 on: February 02, 2010, 08:54:59 PM »

Yeah, I think a step-up is the best idea.
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Parthon
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« Reply #208 on: February 02, 2010, 08:57:33 PM »

Not trivial to code though. Good luck. Wink
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Vanguard
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« Reply #209 on: February 03, 2010, 04:18:00 PM »

That is a good idea.  I figured the difference was there for hitbox reasons.
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