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TIGSource ForumsJobsCollaborationsLights! Camera! Action! ACTION 52 OWNS (let's do this)
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Author Topic: Lights! Camera! Action! ACTION 52 OWNS (let's do this)  (Read 538722 times)
FlyingPigBoy
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« Reply #240 on: May 07, 2010, 03:25:38 PM »

Yeah, I'm not really good enough at programming or graphics to do this terrible game justice. However, I look forward to playing all these games when they're finished.
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Hangedman
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Two milkmen go comedy


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« Reply #241 on: May 07, 2010, 03:51:26 PM »

OHGODOHGODOHGOD

« Last Edit: May 07, 2010, 04:11:50 PM by Hangedman » Logged

AUST
ITIAMOSIWE (Play it on NG!) - Vision
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Melly
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« Reply #242 on: May 07, 2010, 03:52:56 PM »

What the fawks. Is that your game?
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Games: Minus / Action Escape Kitty
Hangedman
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Two milkmen go comedy


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« Reply #243 on: May 07, 2010, 03:58:43 PM »

Halfsize placeholders and a misplaced spawn command, but yes

also: destroyed internet image quality
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
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Dragonmaw
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« Reply #244 on: May 07, 2010, 04:43:51 PM »

Mesh is doing the spritework for my game, so I thought I'd show it off. I removed all the placeholder stuff, if you're wondering why nothing's there. Neon green squares are a little distracting.

http://www.mediafire.com/?de3jtw5mygd

Yes, I know the animation breaks when you hold down two keys at once.
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L
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« Reply #245 on: May 07, 2010, 05:45:08 PM »

Hey guys, Critical Bypass is re-available. And Storm Over The Desert...


Request: I'd like eight or ten, 64x64 or larger, dialog box character portraits of various kinds of humans. Any facial expressions permitted, but at least one of whatever emotion 'willingness to fight for your friends' is.
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Arne
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« Reply #246 on: May 07, 2010, 06:58:59 PM »

I've updated my LUA script. It should make researching the levels/graphics/mechanics more tolerable. Yeah, that's Metroid style energy tanks. I went through over 200 health getting to the last boss in Haunted Halls.



EDIT: I just noticed that having lots of Hit Points in games with life bars will cause graphical glitches (due to sprite limits etc). Just change the thresholds in my LUA script to fix that. e.g. if (Health < 2) then Health = 2 end; Some games give you multiple rapid hits though, so beware.

« Last Edit: May 07, 2010, 07:34:11 PM by Arne » Logged
FrankieSmileShow
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OOOOOH! >:O


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« Reply #247 on: May 07, 2010, 07:20:16 PM »

Another lil animation done, mouth guy dies!

Spent like 6 hours on it, I was always distracted... I have a terrible attention span today. Hoping I can get much more done tomorrow!
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ArmchairArmada
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« Reply #248 on: May 07, 2010, 07:27:38 PM »

I'm making pretty decent progress, though I wish I had more time available earlier in the week.  Currently I have about half of the core engine features completed.  There is still a lot to go.  There is no real gameplay code yet -- I just have an animated guy running left and right with a 3d tilemap.

I'm not entirely certain if the allotted 2 weeks is going to be enough, but if next week turns out to be very productive it might just be possible.
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deathtotheweird
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« Reply #249 on: May 07, 2010, 07:35:18 PM »

Thanks for the LUA script. definitely comes in handy  Hand Thumbs Up Left
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MaloEspada
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« Reply #250 on: May 07, 2010, 07:52:21 PM »

I wonder, who will release the source code here?
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ArmchairArmada
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« Reply #251 on: May 07, 2010, 08:02:52 PM »

I wonder, who will release the source code here?
I think I might make my source code available ... but mostly to get help with porting it to Windows, as I'm using Linux.  But, oh no!  People will see my odd design decisions! Crazy
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Triplefox
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« Reply #252 on: May 07, 2010, 08:56:17 PM »

I wonder, who will release the source code here?

http://bitbucket.org/triplefox/fireball/

I'm building an engine and a demo suite via this and other short-term projects. The Ninja Assault game is being incorporated as the "Nina" project.

I'm trying to get collision going tonight. I wrote some basic environment code this morning, a fake 2.5d system like a lot of classic brawlers where only a point of the actor is sampled against background tiles, and Z and Y are somewhat mixed. Haven't integrated or tested it yet, I fully expect it to clobber me and keep me up all night or something.

Meanwhile, I have almost nothing new for art, cause I've had to build out so much new code for this. I got the tilemaps importing, drawing, and scrolling the other day...nice and smooth(except Flash doesn't understand the meaning of "vsync" in its default wmode - maybe I should look into a different default, but the alternatives are all slower to render).
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JaJitsu
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« Reply #253 on: May 07, 2010, 09:18:17 PM »

I wonder, who will release the source code here?

oh geez... I don't think anybody could understand what I did on some of these parts...
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Falmil
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« Reply #254 on: May 07, 2010, 09:46:54 PM »

I'm building an engine and a demo suite via this and other short-term projects. The Ninja Assault game is being incorporated as the "Nina" project.
Hmmm, a haXe/Flash engine, I've been working on one myself a bit. Was that GSC project yours as well? I see you have the character sprite from the GSC demo as your avatar.
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Overkill
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« Reply #255 on: May 07, 2010, 10:20:04 PM »

I wonder, who will release the source code here?

My unfinished/unreleased game engine, Plum (which I've only developed under Windows -- since my Linux partition died a while ago and I don't have a Mac), is BSD licensed with source available here: http://github.com/Bananattack/Plum

The game logic for my thing is in Lua. I might pack it in a renamed zip file, to bundle things in a tidy little package, but that's about it. I've never really bothered hiding coded for my games when I'm giving them out for free, since it's not like people are going to really "steal" anything by looking at the source. For games from jams or compos, who really cares either way.
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Triplefox
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« Reply #256 on: May 07, 2010, 10:34:15 PM »

I'm building an engine and a demo suite via this and other short-term projects. The Ninja Assault game is being incorporated as the "Nina" project.
Hmmm, a haXe/Flash engine, I've been working on one myself a bit. Was that GSC project yours as well? I see you have the character sprite from the GSC demo as your avatar.
Yes, I abandoned GSC cause, IIRC, I did a lot of things wrong. (I wrote a bunch of abandoned things when I started with haXe.) But I kept the character Smiley Anyway, I'm pretty sure I'm going to stick with Fireball. This is try #3 at a Flash engine and I think it's my best one yet.
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oranda
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« Reply #257 on: May 07, 2010, 11:32:25 PM »

I have the player's ant in game and animated. Right now he just looks around, walks, and throws rocks (or at least does the motions for it, no rocks implemented yet). And climbs on mountains, apparently.


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oranda
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« Reply #258 on: May 07, 2010, 11:39:00 PM »

Another lil animation done, mouth guy dies!

Spent like 6 hours on it, I was always distracted... I have a terrible attention span today. Hoping I can get much more done tomorrow!

Dang that looks good.
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Melly
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« Reply #259 on: May 07, 2010, 11:39:48 PM »



Just implementing different things.
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Games: Minus / Action Escape Kitty
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