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121
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Community / A Game by Its Cover / Re: [AGBIC] flowEST [FINISHED]
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on: August 13, 2010, 06:29:32 AM
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How did you achieve this amount of fluidity with the critters' animation (when they bend for a turn)? Is is procedural?
They're rendered procedurally, yes. Although I did not get a chance to generate them procedurally like I wanted to, so there's just like ten varieties that I made. Each critter sprite is a polygon that I manually entered into code, and the vertices of the polygon are mapped to the coordinate systems of the nodes in the chain physics model, interpolating between the two nearest nodes using some crazy algorithm that's hard to explain. The chain is a bunch of circles of varying sizes that are kept tangent to each other. By default they follow verlet physics. When they are following a path, they ignore velocity and just move towards the next circle (following an arc) like a snake. I have a system for smoothly interpolating between the verlet and snake physics that I am proud of. 
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122
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Player / General / Re: Where's your chairs?
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on: August 11, 2010, 03:26:40 PM
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What I want to do is jump into a pool of thick jello with a snorkel, and wait until it hardens around my body. Then my friend digs me out from above, leaving an imprint in the shape of my body in relative weightlessness in the jello. I can use this as a mold to craft a chair in the shape of my body in perfect repose.  Better yet, I can go into orbit, or maybe a stalled plane, to get a mold of my body in actual weightlessness. I can dream.
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123
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Jobs / Collaborations / Re: TIGProvement
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on: August 11, 2010, 10:47:48 AM
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As long as they post in the appropriate place (e.g. Announcements) and as long as it's an actual game or a tool that could feasibly be useful, I don't see what the big deal is. I see no need to discriminate against a game just because its creator doesn't spend time in online communities. Basically I'm in favor of lowering the barrier to entry. I mean, isn't that what "indie" is all about? EDIT: Oops, sorry, let's not have a discussion about the word "indie".  What matters isn't whether something is "indie" but whether it's a good idea.
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131
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Community / A Game by Its Cover / Re: [AGBIC] flowEST
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on: August 03, 2010, 10:47:51 PM
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Right now it is like this. Hmm... It didn't lag nearly as much when I ran it directly in the flash player.  The controls take some getting used to, but I like it. I bet it will work better if the player starts with just one critter and learns about the chain mechanics later... It's secretly a micromanagement RTS game, I think. I will have a version with a more clear objective ready for the deadline. I might make another, more complete version after that.
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137
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Developer / Playtesting / Re: Ka-Bloom: First game by indie studio Strongman Games
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on: July 26, 2010, 05:35:46 PM
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It also crashes for me... immediately after entering the tutorial level. I saw some text that said "Eat" and then the screen froze for a moment and then my browser crashed. There was also some slowdown during the title screen earlier. I was not able to actually play any levels.
Mac OS 10.5.8, Safari 5.0, Flash Debug Player 10,0,12,36. 2 GHz Intel Core 2 Duo.
EDIT: I tried again, I reduced the size of the window to make rendering faster, and I lasted until the end of the first tutorial level before crashing again.
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138
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Player / General / Re: Facebook Movie
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on: July 25, 2010, 03:01:18 PM
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I'm particularly irked that they messed with Radiohead and did a weird choir cover of the song Creep... GRR!
The cover was not made for this preview and it is .
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