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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 09:26:39 AM

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401  Developer / Art / Re: show us some of your pixel work on: April 14, 2009, 03:59:52 PM
Naeco Live is my favourite indie game wtf!

I don't like that name... It is too similar to Naruto  Durr...?
402  Player / Games / Re: Proper Night Game Trailer - Actually Awesome!!! on: April 14, 2009, 03:18:43 PM
Is Nifflas still making this in MMF2? Is Nicalis then manually porting all his MMF2 work to C++, or did they actually write some sort of MMF2 interpreter to run the game?

I have to say though, that the whole silhouette look is getting kind of grating. It is coming off less as a style and more as a crutch for devs doing higher resolution projects.
403  Developer / Design / Re: Portraying Elevation in 3/4 Top-Down 2D Games on: April 14, 2009, 03:10:48 PM
That Ultima online trick sounds pretty hot Smiley Though it could get a bit confusing. Kind of similar to the whole Super Mario Sunshine Silhouette trick, but of course, more helpful because you can see crap around you too...
404  Player / General / Re: What's Baltimore like? on: April 14, 2009, 02:55:06 PM
Well, he DOES live in Baltimore.  Cry
405  Developer / Design / Portraying Elevation in 3/4 Top-Down 2D Games on: April 14, 2009, 02:23:24 PM
Whenever 3/4 top-down 2d games (think 2D Zelda) attempt to portray elevation, they end up making all the "higher" ground at the top of the play area, and the lower ground below it. This allows for easy cheating of faked elevation with "stair" tiles, that really aren't any different than regular tiles. This also prevents the character from becoming totally obscured by the higher ground if they are walking on a lower level behind it.

Of course, this works fine and great, but you can never have higher elevation below you on the screen. It seems kind of cheesy though. ("Wait, let me guess... the mountains are NORTH of here.. right?") and actually prevents you from displaying many terrains you may want to have in your game. What if your terrain is procedurally created? Obviously one solution is to just use 3D so you can spin the view around, but are there other good 2d workarounds?







This has always bugged the heck out of me, and I wanted to get some good brainstorming going on this. Of course, there are probably other solutions to this issue that exist that I don't know about, you can steal those and post them here too Smiley
406  Developer / Playtesting / Re: Can u beat me? on: April 14, 2009, 12:46:59 PM
Hemp- you are awesome at calling fools out  Hand Shake Left Kiss Hand Shake Right
407  Developer / Art / Re: show us some of your pixel work on: April 14, 2009, 12:09:59 PM
noitu love

read it backwards.  Giggle
408  Player / General / Re: What's Baltimore like? on: April 14, 2009, 08:47:18 AM
The Wire is awesome.. but my experiences in Baltimore do not resemble that show in any way.

If all I knew about New York City was CSI:NY, I would never take the train in to hang out there either!

Not everyone is all :handpointL:Cool or Noir or  Evil:handmoneyR: or  Well, hello there!Hand Knife Right
Most people are just  Gentleman

I'm sure if you go looking for trouble in the projects, you can end up starring in your own version of The Wire, but seriously... Why would you?
409  Community / DevLogs / Re: Arsenic Cookies on: April 14, 2009, 06:59:29 AM
You should make a special room that everyone keeps telling you to go in. When you finally go in, it is totally dark and you can hear shifting about in the room. You scream, and then the lights turn on, and your friends are throwing you a surprise birthday party. Your happiness level goes so far up that the whole world turns to color, and giant YOU LOSE letters pop up on the screen. The game abruptly cuts back to the title screen as you blow out your candles Smiley
410  Developer / Playtesting / Re: Spelunky v0.99.8 on: April 14, 2009, 06:10:09 AM
I really like the way the spikes work. Changing them would be a big mistake IMO.

If you are walking slowly up to something sharp, why would you stab yourself on it? Logically it works better than "insta-kill" spikes. Spikes kill you by falling on them. Not by brushing up against them.

But also, it lets you retrieve items that fall into spikes. Can you imagine the pain of losing a shotgun in a spikes if you can't pick it up again. (Oh yeah- you can. its like when you drop it in lava Smiley )

When I first started playing the game, and I'm sure when others did as well, I didn't know that you could drop into the spike pits over the vines. Talk about a nightmare! Some of those vine jumps are really tricky, and if you are unlucky, you could be doing vine hopping over 3 pits in one level. Not to mention monkeys that throw your crap down into the spikes. But it is stuff like this that give Spelunky its great learning curve. Once you figure out the trick to something, as long as you are careful, it (theoretically) shouldn't be able to kill you.

I have played over 500 games, and now when I play, the only things I don't feel like I have complete control interacting with are angry shopkeepers, and the occasional arrow trap at floor level that hits you as you are walking forward as soon as the trap scrolls into the edge of the screen.
411  Developer / Design / Re: Open discussion: free flight in a platformer game on: April 13, 2009, 08:25:10 PM
Or possibly make all the enemies ground based with AI platform movement. And if eliminating them is the objective, you'll have to come down to fight them. Kind of like the megaman 2 "dragon vs. megaman" fight, but you are the dragon.

I mean, superman has unlimited flight, but lets be honest, there isn't much going on up there... He has to come down to the ground to interact with everyone else for the most part. The "platforming" aspect could end up more like pilot wings or something, landing in different locations accurately. Flying is the easy part, its the landing that's the bitch Smiley
412  Developer / Art / Re: TIGSource: Renditions! (current subject: SAMUTH!) on: April 13, 2009, 04:50:03 PM


Well, since Snake totally owned Samus, I thought I better go in a totally different direction Smiley
413  Developer / Art / Re: SIR's drawings on: April 13, 2009, 01:44:49 PM
yeah-- the first two are totally rad!

The quick sketch is really bland though. Even with sketches you can inject some more life into them. The pose is pretty flat and a bit trite--and of course, not having a face isn't helping things.

I'm sure you already know this though, as the first one has some awesome posing in it, and the "character" in of both of the others are both super too!
414  Player / General / Re: What's Baltimore like? on: April 13, 2009, 11:51:07 AM
Paul-

The hilarious part (I think) is that the city actually paid to put in the lights to warn the average citizen. And at the same time created free advertising for the drug dealers.

Its not like the drug dealers went to radio shack and started installing the bad boys as a marketing ploy.
415  Developer / Art / Re: show us some of your pixel work on: April 13, 2009, 11:22:45 AM

And some stuff from a new secret project, muahahaha :D



 This is Wizard-like. I am loving these so very very much. Can you leak some more from this project  Beg
416  Player / General / Re: What's Baltimore like? on: April 13, 2009, 10:35:38 AM
Wait, so the blinking blue lights don't mean the drugs are on clearance?
417  Developer / Technical / Re: Scripting game actors by composable behaviors on: April 13, 2009, 07:32:01 AM
This is indeed a very useful setup to have. The enemy behavior in Nun N Gun works almost just like this. We would load in "Script" files for an enemies behavior, and it really was just a pattern of behaviors that could be loaded in from a give set. (Like: Walk, Pause, Shoot, Jump, etc..) I think we had different "triggers" too that you could define behaviors for. So there was an Idle pattern, a "walked to platform edge" pattern, etc, so that it could switch patterns based on what was happening to a given entity.

If your game can support all of the needed enemy functions with a simple setup like this (losing flexibility on the scripting end) then go for it! But the tough part is to know when things are complicated enough to switch over to a full blow scripting language. Because switching over mid-way is a pain, and if you need it really powerful, "rolling your own" becomes a pretty poor choice.
418  Player / General / Re: What's Baltimore like? on: April 13, 2009, 04:40:04 AM
My whole extended family lives there, and both my parents grew up there. I have visited there many times each year since I was born. It is a fantastic city, as long as you stay the heck out of the downtown area. The Inner Harbor is especially amazing. But there are plenty of great areas to live and hang out in... Eat some steamed crabs, drink some beer, and catch an Orioles game! All great fun!

Of course, you won't get the "big city" vibe this way, but at least you will be safe.

My dad went to Hopkins for med school though and had to get escorted by a security guard to his car if he left after a certain time so he wouldn't get mugged though. I don't think Hopkins is in the best area, but that could have changed. I think he was there in the 70s.
419  Player / General / Re: This is why you're fat. on: April 12, 2009, 07:05:30 PM
Is it bad that this site made me hungry. And no... I don't weigh 200 lbs..... YET
420  Developer / Playtesting / Re: Spelunky v0.99.8 on: April 12, 2009, 06:38:29 PM
This story would only really be good if a lava man spawned right by you as you tried to recover the scepter and you joined it in becoming lava goo.

Instead you are cwying because your sceptre-weptre got mwelty in the lala. Boo hoo.

 Cry
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