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1411364 Posts in 69351 Topics- by 58404 Members - Latest Member: Green Matrix

April 12, 2024, 10:39:38 PM

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1  Developer / Technical / Re: Beautiful fails. on: October 28, 2013, 12:56:25 PM
I don't think the midpoint displacement algorithm is supposed to work like this
2  Developer / Business / Re: Where to get web hosting? on: February 24, 2013, 09:49:54 AM
I used EastSolid for many years and I highly recommend them. From 2008 to 2012 there were only 2 service interruptions, one was just a day-long slowdown and the other was planned maintenance. Support was also quick at responding to the 2 problems I had (one was my fault, one was theirs.)

Their plans are more expensive than they were when I signed up, but I still think they're a good value.
3  Developer / Playtesting / Vexilllum, a new Capture the Flag game (beta) on: February 09, 2013, 09:10:32 AM

Vexillum is a multiplayer CTF game with guns, swords, and ninja rope! I'm testing it this weekend, and the official release will be next week. We had a small test yesterday with 6 players on at the same time and it was well received, so I'm excited to open it to the public.

Currently there is only one map but that will change soon, and I'll release the map making tools too since I'm sure just about anyone can do better art than me.

Download Link

Enjoy! If you find any bugs, it would be great if you could let me know.
4  Developer / Business / Re: Facebook advertising? on: October 06, 2012, 07:07:42 PM
Some things I should have pointed out: My game is free to play and browser based, so it probably lends itself better to social marketing. (I just edited my sig to include the link, although there isn't much to see yet.) Conversions aren't as much of an issue as for some games since all of the income is from banner ads. However, since it's a sandbox sort of game, its success depends on having a lot of registered players.

Does anyone know where to get those coupon codes? I couldn't find any that weren't expired.
5  Developer / Business / Facebook advertising? on: September 30, 2012, 06:31:49 PM
Has anyone ever advertised a game on Facebook? It seems ideal to me since my game is kind of specialized and hard to advertise without heavily targeted ads or spending a lot of money. I've heard criticism of their program before, but not in the context of advertising a game.
6  Developer / Art / Can I get some feedback on this soldier sprite? on: July 03, 2012, 09:45:59 AM
I'm a programmer who's terrible at pixel art, but trying to get better. The facelessness is intentional - this is for a zombie infection game, so I think it fits in well with the post-apocalyptic setting.

7  Community / DevLogs / Re: Untitled side-scrolling shooter with destroyable terrain on: June 05, 2012, 04:26:08 PM
Here's the demo video:

8  Community / DevLogs / Re: Untitled side-scrolling shooter with destroyable terrain on: June 04, 2012, 07:04:35 PM
Pretty sure I had the video/screenshot in mind. I meant how the ground has a lot of noise to the texture, and the player is flat and looks to be scaled to 2x it's original size.

Oh, I see what you mean. That image isn't the final character, but I'm unbelievably bad at drawing humans so I might keep the style if I can get it to work.

First update in a while. I decided that it would be worth learning C# for this project, since it's pretty similar to Java but is quite a bit faster. Now I can get rid of the scaling (you can see further around you now, which will be helpful in busy multiplayer games) and add hundreds of moving objects without any significant FPS drops, and using the XNA framework makes some things much easier than plain Java2D.

I'll post a video of the C# engine tomorrow, along with the beginnings of the weapon system.
9  Community / DevLogs / Re: Untitled side-scrolling shooter with destroyable terrain on: May 19, 2012, 02:55:17 PM
The art is placeholder art, right?
because the way the ground is higher resolution than the ground is kinda unappealing

Are you talking about the hastily photoshopped image in the original post, or the video/screenshot? I'm planning on keeping that visual style for the sky and ground (other than the big gray block) and probably changing the character.
10  Community / DevLogs / Re: Untitled side-scrolling shooter with destroyable terrain on: May 18, 2012, 03:24:14 PM
Never thought about classes for zombies. I do want to make it as fun to be a zombie as it is to be a human, just so being zombified isn't seen as "losing" and a reason to ragequit.

Entity-entity collisions are working in the game engine now:

11  Community / DevLogs / Untitled side-scrolling shooter with destroyable terrain on: May 17, 2012, 10:19:57 AM
This is an idea for a multiplayer game that I had 3 months ago, and I've finally started coding it. Here is the original concept image:

The class list is temporary, and they might be done away with entirely if they don't add anything to the game.


At the start of a round, all players will be human, and they will have 30-60 seconds to find a hiding spot. Then one player will be randomly chosen to be the original zombie, but their identity will not be revealed until they tag a human. The game ends when all players are zombified, or all of the zombies starve (zombies must feed every 5 minutes or so.) I used the same basic gameplay in a Minecraft server mod last year and it was pretty popular for the short time that it was online.

Current progress: Here's a screenshot showing the graphical style and the simple physics engine.
12  Developer / Technical / Smoothing a curve on: November 16, 2011, 03:45:07 PM
I have a list of points, which are connected using linear interpolation:


What's the most efficient way to make the segments connect smoothly, kind of like this illustration?
13  Community / Creative / Re: Is there any chance of saving my game's community? on: July 23, 2011, 11:35:25 AM
My "game" is actually a website where players can create games and share them on the website, so the community aspect is very important.
14  Community / Creative / Is there any chance of saving my game's community? on: July 23, 2011, 08:19:36 AM
I own a 2D game creation community. I haven't done any paid advertising yet, and a lot of our players game from a single source: hate threads on ROBLOX, a children's game with an extremely immature community. Apparently any other website where you make games is a copy of ROBLOX, even when that other site doesn't have two of ROBLOX's most distinguishing features, 3D graphics and Lego blocks to build with.

So we've had a few spam attacks on the forums by ROBLOX players. Most of the invaders got banned, but some of them decided to stay because the community is more mature than ROBLOX's. That is the problem: they make their games on ROBLOX, then hang out on our forums, while not contributing anything to our site (we need good user-made games to advertise, and there are very few of those.)

What should I do? I've considered just changing the game's name and starting over from scratch, but then the ROBLOX stuff has a good chance of happening all over again. Has anyone had a problem like this before?
15  Developer / Business / Re: Best ad networks for games? on: May 16, 2011, 06:12:29 PM
We currently get 4,000 to 20,000 page loads per day, and the game is strongly integrated with the website. Also, some users seem to prefer socializing in the forum to playing the game... not sure if that's a good thing or not.

I never intended to make a fortune from ads--I plan on adding a premium version with added features once we have more active users. I don't want to make the game P2P, because experience with other games has shown that players will raise a huge ruckus if you make once-free stuff cost money. But it would be nice to have a way to pay the server bills until then.
16  Developer / Playtesting / Re: Buildism - Feedback on the new UI? on: May 11, 2011, 01:06:50 PM
Oh, we stopped using Java Web Start, so the .jnlp links will no longer work. Try this one: http://buildism.net/editor.php
17  Developer / Business / Re: Best ad networks for games? on: May 01, 2011, 05:37:33 PM
I know I'm two months late, but I think the spambot derailed my thread: I was asking about publishing ads as a source of income, not paying to advertise my game. Tongue

But when I do start advertising, Project Wonderful looks like a good choice--thanks!
18  Player / General / Re: Things that Suck on: April 30, 2011, 06:53:20 PM
On that note, pollen. It's hard to get anything done when all you can think about is how much your nose itches and how much you want to scratch it.
19  Developer / Playtesting / Re: Buildism - Feedback on the new UI? on: April 30, 2011, 06:33:47 PM
Multiplayer was released today! It's still unfinished, but I think it will be easier to find and fix the bugs with more testers.
20  Developer / Technical / How do you explain to players how to host a server? on: April 30, 2011, 06:32:48 PM
I opened multiplayer testing to the public in my game today. We're using user-hosted game servers for now, since they work well for many other games.

However, I think I have overestimated the intelligence of my playerbase, or I'm just not clearly explaining how to port forward/configure a firewall, because none of the servers people are posting about are working. Is there a good guide for this I could link to?
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