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601  Developer / Technical / Re: TiBasic - The ultimate road to complete indieness? on: March 25, 2008, 10:20:35 PM
Quote
Quote from: dustin on March 20, 2008, 05:31:29 pm

Quote
- a code-editor + interpreter + compiler. (all 3 together in one programme)
2.  You do not need an interpreter and a compiler.  You either compile it so it runs nativly or run it through and interpreter I don't really see any reason to have both...
Wel if plans to use a bytecode (something like java) then yes, he needs both.

Good point.  That just didn't seem like the way to go in terms of simplicity but good point java has a compiler and interpreter.
602  Community / VGNG / Re: Savage Balloon 3000: finished on: March 24, 2008, 09:50:46 PM
OK the game is finished!

Savage Balloon 3000


Download:

For Mac/Linux: http://nitsud.rhodes.googlepages.com/SavageBalloon3000.zip
just double click on savageballoon3000.jar and it will open. 

For Windows: http://nitsud.rhodes.googlepages.com/SavageBalloon3000windows.zip
You could use the mac/linux one but this one has an actual .exe with a nice icon and everything.

Story/Instructions: note these are also in game...
 
You are a balloon, and not just any balloon but the savage balloon 3000. How did you get like this?  Well, one day, while you were being carried by your child, disaster struck.  Your child was stung by a bee.  From that day forward you vowed to destroy all bees using nothing but your savagery.  To activate your savagery press wasd in the direction you wish to attack.  Your savagery will only last for so long though so use it wisely.  Once it's finished you will return to being a normal balloon and be forced to avoid bees once again until your cool down period is done.  When you see the hive at the end of a level crash into it to destroy the whole thing and end the level.  You earn points based on how many bees you destroy in a single rage so get as many as you can.  If you have already completed a level you may skip it by pressing the space bar.  Try to unlock all the colors by getting to level 20 or beyond.

Screen shots:







If anyone wants to see screen shots kinda going through the process of making this game you can see it here

http://picasaweb.google.com/nitsud.rhodes/SavageBalloon3000

Great competition everyone!
603  Community / VGNG / Re: Video Game Name Generator Competition on: March 24, 2008, 09:05:18 PM
I'm done with coding but still trying to get the presentation of my download to be better.
604  Community / VGNG / Re: Savage Balloon 3000: finished on: March 24, 2008, 05:49:54 PM
OK so this is a finished version kind of.  It's completed but it's still in .jar format not .exe.  This means it plays fine but if you want it to be a bit nicer packaged wait till tonight.  To play just unzip it and double click on savageballoon3000.jar.  You can turn the fps meter off and on, fullscreen off and on, and music off and on.  These buy default all start as off.  Like I said wait for tonight if you want it packaged better this is just to make sure that if I die tonight I have a finished version out.


http://nitsud.rhodes.googlepages.com/SavageBalloon3000.zip

605  Community / VGNG / Re: Time Shark II: Medieval Shark Strike Force *COMPLETED* on: March 24, 2008, 02:40:00 PM
sweet the osx download works for me and may I say well done sir...

well done indeed.
606  Community / VGNG / Re: Time Shark II: Medieval Shark Strike Force *COMPLETED* on: March 24, 2008, 01:10:56 PM
I tried the osx version and it doesn't run for me on my macbook pro 10.4.11
The app starts up and immidiatly exits (like before the window even pops up)

I tried going into the app and running the TimeShark from command line (which I have no idea if it should work or not) and I get this error...

dyld: Library not loaded: @executable_path/../Frameworks/SDL_mixer.framework/Versions/A/SDL_mixer
  Referenced from: /Users/dustin/Desktop/TimeShark/TimeShark.app/Contents/MacOS/./TimeShark
  Reason: no suitable image found.  Did find:
        /Library/Frameworks/SDL_mixer.framework/Versions/A/SDL_mixer: mach-o, but wrong architecture
Trace/BPT trap

like I said I don't know if this should work anyway but it doesn't work for me when double clicking it either
607  Player / General / Re: Soul Calibur is dead to me. ;-; on: March 23, 2008, 03:13:44 PM
I'm less ok with the ridiculousness ivy and most of the other femal charectors have come to then with the inclusion of the star wars charecters.  Probably because I just want to play as them Tongue .  That said I hope they are bottom tier charectors so they don't become annoying and more then just kind of a joke/inclusion for the fans.
608  Community / Creative / Re: What are Your Weak Points? on: March 23, 2008, 01:28:27 PM
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When I'm finishing a project my code starts to get really messy as I just hack things into it.  This is fast and is fine if I'm never coming back to the project and I complete it in a week or so but if it's a long term thing I'm screwed

Just wanted to say that I really only consider myself a programmer so my weakness is in programming.  I don't consider myself an artist or a musician really although I do like making some art (and have had to for all my games so far Smiley ).

So basically even though I'm a lot worse at pretty much all aspects of drawing/music making then I am at programming they don't bother me so much because I'm not an artist or a musician, I'm a programmer so it's only my programming weak points that bother me.
609  Community / VGNG / Re: Infinite Afro in the Hood on: March 23, 2008, 12:06:35 PM
vim is faster (for me) then a mouse driven editor but not because of macros but because moving your hands off of home row to the mouse wastes time.

That said I use xcode with vim as the editor sometimes.
610  Community / Competitions / Re: Idea pool for new TIGS competitions on: March 23, 2008, 11:23:42 AM
I liked the one month limit as well.  It made me get something out quickly and make sure I finish it.
611  Developer / Design / Re: So what are you working on? on: March 22, 2008, 08:43:22 PM
that autism splash screen or whatever is pro.
612  Community / Competitions / Re: Idea pool for new TIGS competitions on: March 22, 2008, 08:39:04 PM
Quote
Another idea, anyway:
Make a game which is absolutely different every time you boot it, which means:
-procedurally generated graphics
-procedurally generated music
-procedurally generated story/gameplay (more or less...)

My game for this compo has somewhat procedurally generated graphics (the balloons color is done in code instead of in an editor so I could make it a random color by just setting the r,g,b variables to random values).
My gameplay the bee's move semi randomly but that doesn't really count.
My music is sadly not procedural, it's 99 red balloons.
613  Community / VGNG / Re: Infinite Afro in the Hood on: March 22, 2008, 08:35:58 PM
Quote
Why vim instead of XCode?

Because vim is what we like to call "hardcore"?   Smiley
614  Community / Creative / Re: What are Your Weak Points? on: March 22, 2008, 08:08:37 PM
When I'm finishing a project my code starts to get really messy as I just hack things into it.  This is fast and is fine if I'm never coming back to the project and I complete it in a week or so but if it's a long term thing I'm screwed.
615  Developer / Playtesting / Re: Help these girls on their last leg. on: March 22, 2008, 11:28:30 AM
I played it and loved..

the insulting attack system that was awesome!  I want to see an rpg with that type of system.

I like how when you quit it automatically saves

I like how you can press i at any time to get info

I love the art style and the amount of resourced in this thing it's great

A couple things I'd change

Sometimes the text boxes flashed by to quickly I'm  not really sure what they were saying

When I'm in the i menu and I press back I want it to just take me back 1 card not all they way back to the game.

Runs well on my mac!
616  Community / VGNG / Re: Savage Balloon 3000: demo2 fixed the slowdown bug on: March 21, 2008, 03:08:35 PM
ok made the code framerate independant although if you have it running at much less then 60 it looks kinda jerky but no way around that really.

I also re did some of the graphics and added tried to polish it as much as I could

Still a couple more days left to just polish Smiley
617  Community / VGNG / Re: Savage Balloon 3000: demo2 fixed the slowdown bug on: March 21, 2008, 12:48:58 PM
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This is pretty screwed up on Vista. It is unplayably fast (fps counter reads around 1000fps Shocked ). I'm not running a supercomputer or anything, just a Core 2 Duo 2ghz, Nvidia 7900gs, 2gb ram. Looks nice though Smiley

10000 fps that's nuts!  I mean I guess it's not that unreasonable for a hardware accelerated 2d game but still I thought adding in all the particles I could would slow it down at least a little.  And people say java is too slow Smiley

Anyway I can see how that would be unplayable.  The game should sync with the verticle refresh rate meaning 60 fps at all times pretty much but yeah.  I'll add in code telling it to max of 60 fps even if the vsynch is crazy and I'll also make the code frame independant that way it won't matter if you're getting 1000 fps Smiley

Thanks for the feedback and I'm glad it runs on vista!  It's nice to know that all the major os's have been accounted for now (well not really linux but yeah)
618  Developer / Technical / Re: TiBasic - The ultimate road to complete indieness? on: March 20, 2008, 05:31:29 PM
I just read the full post and I have some questions.  Note I have never programmed in tiBasic so maybe some of these questions are weird...


Quote
- a code-editor + interpreter + compiler. (all 3 together in one programme)

1 why would you write your own code-editor instead of letting people choose whatever editor they want?

2.  You do not need an interpreter and a compiler.  You either compile it so it runs nativly or run it through and interpreter I don't really see any reason to have both...

Quote
- the .exe itself: The only way to execute a game.
- subprogramme-subfolder: The compiler can compile .exe-files and .subp-files.
                          Explanation following...
- sound-subfolder: Contains all sound data. Sounddata is accessible directly
                   through code in the programme. It is stored in .tis-files.
                   (the synth/sequencer produces .tis-files) (I just made up
                   that filetype. Smiley )
- data-file: In this file (probably a .bin?) all variable-data of the
             application itself is being stored. The application can edit
             it's existing data-file.



ok so a subprogram is bassically just a function right?  That's what it seems to me.  By a .exe file I assume you mean an executable file of any type.  This is what you'd get from a compiler so I still don't understand the interpreter thing. 


About this data file.  What do you mean that's were the variable-data is being stored.  Variable data would be stored in memory.  Do you mean this is where data can be saved to disk by the program?  If you want all the variables to be here then this should only be done on exit as you don't want be constantly reading from the disk..


About the commands the only ones I see as being actual language keywords are

the math ones (even then these could be functions c++ style)
#
if
stop
return
lbl
goto
repeat
while
and the logic commands

Everything else you listed seemed like just a built in function (not that this is bad the fewer keywords the easier it is to right the compiler in general)

Overall I wouldn't want to write a compiler (as I have no experience and that would mean a different compiler for all os's)

What I could see myself doing is writing a program that simply converts this code into c code or some other popular language and then that can be compiled for whatever os.  Would that be applicable with your vision Smiley ?

Also writing a converter seems pretty doable and then people could implement all the functions as they wished.  I had to write an emulator of similar complexity last year and I had to write it in this random integrated system assembly so writing it in java would be much easier Smiley
619  Community / VGNG / Re: Emo Harvest On The Oregon Trail on: March 20, 2008, 12:59:03 PM
As long as you don't put in any original emo people (ie people I actually like) I'll be ok.  IE don't put in Sunny Day Real Estate or any of the older hardcore punk emo people
620  Community / VGNG / Re: Video Game Name Generator Competition on: March 20, 2008, 10:16:34 AM
oh good I was worried about getting yelled at for massive coding on easter Smiley
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