Show Posts
|
|
Pages: 1 ... 4 5 [6] 7 8 ... 14
|
|
101
|
Community / DevLogs / Re: Hammerwatch - On Steam the 12th
|
on: September 11, 2013, 03:39:31 AM
|
|
The last boss is a little bit hard, and I also think the game is much harder in multiplayer than in singleplayer, because there is not enough food for all players. But I really like the game, it is awesome.
|
|
|
|
|
102
|
Community / DevLogs / Re: Delver
|
on: October 09, 2012, 08:29:15 AM
|
is there a way to do button remapping? I use this very uncommon keyboard layout that works with no game's default button mapping.
Krux! I use a program called Auto Hotkey http://www.autohotkey.com/download/ which is very cool. Basically install that and load up a new blank notepad. In the new notepad put this in there: Tab:: Send i return x:: Send m return ...and then save that on your desktop as an .AHK, I called mine 'Delver Key Swap.ahk'. This script will basically do the following: if the Tab key is pressed, do an 'i' instead (default inventory key) and I personally have it set so when 'x' is pressed, it does an 'm' instead (default map key). You can change them to what you would prefer, I like 'Tab' as my inventory and 'x' as my map. Hope this helps you out! thanks for the info, forgot to say I am on Linux.
|
|
|
|
|
103
|
Community / DevLogs / Re: Delver
|
on: October 06, 2012, 04:45:53 AM
|
|
is there a way to do button remapping? I use this very uncommon keyboard layout that works with no game's default button mapping.
|
|
|
|
|
105
|
Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
|
on: March 08, 2012, 06:42:16 AM
|
Lately I've read that creativity comes from restrictions, and without restrictions there is no creativity. Another thing I've read about graphics is, that it is only distracting from the game. Perfect examples for this are rougelikes that only have ASCII chars to display its environment. I think these restrictions are what make those games good. So my suggestion is to restrict the people in Graphics and make great games out of it. It could be done to only use ASCII characters, but that would result in a roguelike competition. My Idea is more to just use straight lines like in Lunar Lander and Asteroids, or the Vectrex. A modern example of this might be Geometry Wars, Grid Wars, Gravitron, Thrust Extreme. But that realtime glow is more that thing of Facncy graphics stuff, that should not be the center of this competition (on CRT monitors you get it for free at night). Gravitron 2Geometry Wars
|
|
|
|
|
106
|
Developer / Playtesting / Re: Turn-based tactical with marines and aliens
|
on: February 14, 2012, 12:35:44 AM
|
I came, I saw, I liked it. Now I have to play it. Edit: I finished act one and I already have critics. Good Job! It is a very intense game, you made a good job to do so. Atmosphere is great. A little bit frustrating is, that after you saved the crew, in the next mission the crew spawns again in a screwed situation  . Please let me feel safe at tho beginning of a mission, I want to rest a little bit from the last mission. I would like to play until the situation where the crew gets screwed up.
|
|
|
|
|
107
|
Developer / Playtesting / Re: SUPER BIG GUN ADVENTURE - The flash game of a lifetime!
|
on: February 14, 2012, 12:32:56 AM
|
|
Not that easy to play with Neo keyboard. Is there any way to reconfigure controls in flash games? I never saw a game that offered that option.
what I like about the game is the title screen, that is really cool. Thought about some parallax scrolling in the game (I didn't see any).
|
|
|
|
|
108
|
Developer / Technical / Re: Adobe Ends Flash Mobile
|
on: November 23, 2011, 03:31:14 PM
|
|
I would like to see some Games written for the Java Platform as an applet (in Scala). Java seems to be abandoned for web-development for ages now, but be serious would Minecraft be possible in HTML5 or Flash? I really hope that somewhere in the future Java will be revived in web game development (only for games).
|
|
|
|
|
110
|
Developer / Playtesting / Re: Unity Shooter how fast does it run for you?
|
on: October 18, 2011, 01:38:49 PM
|
|
I do like it. Using unity means I wont be able to play it on my Linux machine, but I am used to it. The world needs more retro style 3D shooters with lots of action, then I can dig out my retro Joystick. But the style of the lasers needs to be better. Yours is just transparent a glow is a must have for Lasers.
|
|
|
|
|
112
|
Developer / Technical / Re: Trees of objects
|
on: July 03, 2011, 07:25:48 AM
|
|
the singleton is a good solution as long as it works. Its benefit is, that you can quickly refactor a singleton into a non-singletion class as you need it, but you are not forced to bring everything in a tree structure if there is no need for it.
|
|
|
|
|
113
|
Developer / Technical / Re: Trees of objects
|
on: July 03, 2011, 02:54:26 AM
|
maybe you can put your Game Runner and Game World in a Singleton, then there is no need for backward pointers anymore, and I don't think you have more than 1 Runner or World Object.
|
|
|
|
|
115
|
Developer / Technical / Re: Technology Compilation
|
on: May 17, 2011, 12:48:44 PM
|
|
ok maybe I was not specific enough, the Idea of this thread is to get an overview about available technology, and what technology might be worth a deeper study to enhance it into game mechanics.
for example automontage might be used to create Clonk in 3D. Sauerbraten might be used to Create Minecraft with Slopes.
but you are right, maybe I have to add examples for the each technology.
@BorisTheBrave thanks thats what I meant, but links would be nice.
|
|
|
|
|
116
|
Developer / Technical / Technology Showcase
|
on: May 17, 2011, 11:19:48 AM
|
Hi I am interested in a compilation of available technology that might be turned into a game. e.g. a technology to produce portals anytime and anywhere inside a 3d environment has been used to make Portal, and time traveling has been used to make Braid. But these jobs have already been done. The question is: What technology is left to make a great and mindblowing game out of it. It is not important weather the technology is freely available, or commercially sold. It is only important that is has already been done (to show that is is possible at all). PhysicsPhysics are inside many Games, but many features of possible physical simulations haven't been exploited by game designers, for example soft bodies. www.bulletphysics.orghttp://www.ode.org/Volumetric WorldsMinecraft has shown to us, that Volumetric Games are Powerful, but in my opinion Minecraft only showed how fun it is to have a volumetric deformable world in multiplayer. There is much more to exploit Voxel engines: http://www.atomontage.com/http://unlimiteddetailtechnology.com/http://voxelstein3d.sourceforge.net/An Interesting engine with a game on top of it that nobody needs http://sauerbraten.org/World Generation http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html
|
|
|
|
|
118
|
Developer / Technical / Re: Bad Coding Habits
|
on: April 20, 2011, 02:38:34 PM
|
val lightest = sides.map( x => (x, data(~x&7).abs+data(x).abs) ).reduceLeft( (x,y) => if(x._2 < y._2) x else y )._1
|
|
|
|
|
119
|
Developer / Technical / Re: Bad Coding Habits
|
on: April 19, 2011, 01:30:52 PM
|
|
I have heard indenting code with tabulators is bad. I never indent with spaces, because I hate spaces at the beginning of a line.
|
|
|
|
|