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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 11:30:17 PM

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21  Player / General / Re: The Translation Party Thread on: May 20, 2010, 07:02:52 AM
http://translationparty.com/#7374729

"It was not by my hands that I am once again given flesh." Dracula to Richter Belmont (beginning of Castlevania SOTN)

into

"My hands, giving the meat, I was again."
22  Developer / Playtesting / Re: Paradise Fort on: May 18, 2010, 05:13:04 PM
Nicely done, you beat my score by about 200pts(I'm Devlin, btw)

My plan is to usually excavate the entire island(I start always with a tiny island, and build a small, easily repairable fortification), then strategically place six cannons on top of each other to make a stream of bullet death which takes out just about everything in the sky.

I noticed the water bug too, but I decided it was valuable to scoring to not moan about it :D
23  Player / General / Re: font editor on: May 18, 2010, 02:28:57 PM
http://hukka.furtopia.org/projects/fony/

This is a great font editor, but it can't output TTF files.

Bugging the author enough might make that a possibility, though.
24  Developer / Technical / Re: Problems with wall objects in a JnR game on: May 17, 2010, 11:19:07 AM
Yeah, sure why not. Add me on MSN(look in my profile) and i'll help where I can.
25  Developer / Technical / Re: Problems with wall objects in a JnR game on: May 17, 2010, 10:43:37 AM
Here's a fixed GMK file with a couple tweaks - Your buttons shouldn't be solid or your character won't collide with them properly.

You also don't need to have separate collision events for solid objects, create a solid object then set o_floor_PARENT as it's parent, and the rest is done automagically.

I fixed the jump problem, a big typo by me, sorry!

Download :
http://www.wizardslair.co.uk/dev/jnr.gmk
26  Developer / Technical / Re: Problems with wall objects in a JnR game on: May 17, 2010, 07:48:03 AM
Try this code for size - you are really close to having it cracked but there were a few minor bugs and comments i'd like to make:

1 > You should always put jump before direction, or you get a nasty bug that makes you run off the edge of platforms, and it isn't pretty.
2 > Your wall objects should be solid, or it causes collision bugs.
3 > Your code is looking pretty solid, good work :D

Code:
if place_free(x,y+1) // is there something below me?
{
    gravity = 0.3; // if there's nothing below, gravity on
}else{
    gravity = 0; // if there is something below, gravity off
}

if (vspeed >= 12) // if we're going too fast
{
    vspeed = 12; // let's not go so fast
}

if (keyboard_check_pressed(vk_space) and !place_free(x,y-8))
{
    vspeed = -8;
}

if (keyboard_check(vk_left) and place_free(x-5,y)) // keyboard left, check if there's anything in the way first
{
    x -= 5;
}
else if (keyboard_check(vk_right) and place_free(x+5,y))  // keyboard right, check if there's anything in the way first
{
    x += 5;
}

And for colliding with walls:-
Code:
y=ceil(y); // makes sure your y co-ord is an integer
move_contact_all(direction,12); // moves the player so it's actually touching the ground
speed = 0; // kills all speed
27  Developer / Art / Re: Mockups on: May 16, 2010, 06:25:02 PM
Did you do that font yourself, Wizard? Someting about it I really like, it seems really readable, and I love how the letters are weighted. I think I have a thing for wide lettering in general, though.

Yeah, A long while back I did a big study of NES fonts, and I made that as the result - It's got some serious inspiration from games of 'Back in the Day' - and it's available for download on my site (click software link, Quantum Harmonizer)
28  Developer / Art / Re: Mockups on: May 16, 2010, 04:16:45 PM
Something that may never be finished. Ever.



At the moment that mockup is the only thing of it that exists, plus a bunch of dead-tree notes and a few basic icons.

The guy is an edited sprite from Myth: History in the Making(on amstrad cpc/zx spectrum), used as a inspirational base until I draw some real player sprites.
29  Player / General / Ronnie James Dio has passed away on: May 16, 2010, 12:35:19 PM
Quote
Message from Wendy Dio

Today my heart is broken, Ronnie passed away at 7:45am 16th May. Many, many friends and family were able to say their private good-byes before he peacefully passed away. Ronnie knew how much he was loved by all. We so appreciate the love and support that you have all given us. Please give us a few days of privacy to deal with this terrible loss. Please know he loved you all and his music will live on forever.

- Wendy Dio

Our God of Metal is dead
 Cry
30  Developer / Business / Re: Best traffic sites on: May 16, 2010, 05:38:10 AM
I've been seeing a steady rise in hits since I changed my domain (from http://www.devlsoft.co.uk/ to http://www.wizardslair.co.uk/)

My top 5 sources since the change (these are fairly accurate pre-change as well):

1) Direct traffic [63 hits]
I talk about stuff and link to things on my site via IRC a lot.

2) Google Searches [55 hits]
People using Google. I generally don't count this much, as I don't consider myself to have hit the stage in which people would actively google me.

3) TIGSource [9 hits]
People click on the link in my signature, simple as.

4) Twitter [5 hits]
I occasionally tweet about my site, or people click the link in my profile.

5) Retro Remakes [4 hits]
I get a few clicks from here because I did a remake of an old game back in 2006-7.

I get clicks from Facebook and a couple other forums as well.

I'm by no means a "huge" indie developer, but I still get a bit of traffic.
31  Developer / Playtesting / Re: Paradise Fort on: May 15, 2010, 08:35:32 AM
"One of the particular things wrong here are the controls, I didn't bother changing them from the original ones. You can change the mappings, however, through the "controls.txt"."
Wink
Oki, awesome.
I made an edit but my internets ate it.

I still love the game, although I run out of white stones a lot, and you can't "delete" ammo into black stone.
32  Developer / Playtesting / Re: Paradise Fort on: May 15, 2010, 06:10:16 AM
I love the game, but I still can't get used to the default controls.
I keep throwing things when I should jump :/
Can we edit that controls.txt file?
33  Developer / Art / Re: Tigworld v2.0 on: May 15, 2010, 01:28:49 AM
I offer to you, the segment of F1.

34  Developer / Art / Re: TIGer Paint on: May 09, 2010, 09:08:42 PM
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Based off the player sprite from my LD entry, Mad Hatter Island. like a little diver girl or something...
35  Hidden / Unpaid Work / Re: Low level artist looking for work on: May 06, 2010, 06:25:02 PM
Intro thread is Right here.

I'd suggest putting together some examples of your work(or making some if you don't have any), otherwise people aren't going to be all that interested...
36  Developer / Art / Re: pixel art recognization on: May 06, 2010, 01:45:42 PM

Obvious gigantic sea horse.
I swear, that's a chicken.
Rubber chicken with a pulley in the middle.
Sorry dudes, it's totally a duck.
37  Hidden / Unpaid Work / Re: Low level artist looking for work on: May 06, 2010, 01:43:53 PM
Have you got any examples of your work? (also, have you posted in the obligatory intro thread?)
38  Player / Games / Re: Hero: Core on: May 04, 2010, 07:03:30 PM

On the topic of autofire, there are some points where you DON'T want to use it because you'll waste shots and won't be able to use an opening in the defenses to lay it out to the enemy. (I was constently switching it on and off when fighting the dual annihilators because if I had 6 shots out and not hitting them, I wouldn't be able to hurt them and it was happening more then was safe for my sanity so yea.)

I constantly toggled autofire while fighting Cruiser Tetron in Hard mode. Didn't realise you could till after I'd finished Normal, same with the Expel move(when i played through normal I killed one or two bosses then went straight to tetron). I liked how Hard mode was actually hard with new content and superior AI to Normal, as opposed to usual with less savepoints/stuff/etc...

Not looking forward to Annihilation mode - looks like it's a hell of a lot harder than Hard mode! Shocked
39  Community / Creative / Re: While You Work on: May 03, 2010, 04:48:27 PM
I often listen to music if i'm just casually playing around in Game Maker or doing random graphics, but when I'm in the zone, I don't have any external stimuli - just me and the laptop(or PC) and the task at hand.

And there's usually a relatively fresh cup of Earl Grey nearby...
40  Player / General / Re: I've Changed My Avatar. on: May 03, 2010, 04:40:27 PM
Was...
Nothing!

now a metagalactic llama. wearing goggles. based on some llama image i found on google.
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