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2282
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Developer / Technical / Re: The grumpy old programmer room
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on: August 14, 2010, 04:38:38 PM
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massive debugging fail: rework all of the array existence checks to be failsafe without checking that you didn't just typo where it was getting the index. fffffffffffffffffff
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2284
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Developer / Design / Re: So what are you working on?
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on: August 14, 2010, 04:35:13 PM
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 Early days, actor is entirely placeholder, but I've finally got a decent destructible tile system happening. Just need to create a background tile system, make a damage and projectile system on top of all that, implement resources, give the player the ability to build stuff out of them and make zombies attack periodically. Still need to put grass and trees and such in too.
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2286
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Developer / Technical / Re: The grumpy old programmer room
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on: August 12, 2010, 02:49:52 AM
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So apparently my netbook didn't like getting a glass of water spilled on it. Dammit.  That sucks so, so much. Just spent two hours or so setting up objects. Tomorrow maybe some fun will be had, for now, I'm just annoyed that this took so long 
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2287
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Developer / Playtesting / Re: Minecraft (alpha)
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on: August 11, 2010, 08:12:07 PM
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Personally, I hate achievements unless they relate to the gameplay somehow. Since you've brought it up, I kind of miss the simple old plains from the free version. Not that I have anything against the new arches and intricate cave systems, but it'd be nice if every so often you ran into an area like the old versions of the game had as well.
I think it'd be awesome to be able to set what type of terrain generation you want at the start of a game. having it so sections were more "biome" related would be awesome too, like walking for a while and finding yourself in the desert with rocky arches rather than the lush forests would be rad. desert forts make me think of garudos. Question: Are you going to implement the ability to play survival over lan with only one copy of the game? In my opinion it's rather sad that many multi-player games these days are moving away from having the ability to do that, or to even to be able to play lan at all. This is very valid.
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2288
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Developer / Art / Re: Mockups
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on: August 11, 2010, 08:06:26 PM
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Scut, that looks so fucking delicious I don't even know how to explain 
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2289
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Developer / Art / Re: Mockups
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on: August 10, 2010, 12:59:17 PM
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Making a .msstyles isn't that hard, though M$ have made it much more of a pain to work around than it should be. Skinning for things that aren't trying to prevent you from skinning them is generally easier 
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2290
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Developer / Art / Re: Mockups
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on: August 10, 2010, 02:46:36 AM
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Someday I'd like to make it for reals, if only as a fullscreen program inside of windows at least. Like, a pretend OS.
Surely you can just skin any other OS to look and feel like this? Or am I missing the point and you're more interested in making an OS than the design?
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2292
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Developer / Art / Re: Mockups
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on: August 09, 2010, 01:11:36 AM
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Oh yeah, I totally agree, it took me a while to notice actually but I figured you'd like to know at some point.
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2294
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Developer / Art / Re: Mockups
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on: August 08, 2010, 12:04:51 AM
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styles kind of inconsistent, relix. The character is all refined and nice, and the trees are all blocky and mleh. background trees are nice.
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2296
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Developer / Art / Re: Mockups
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on: August 07, 2010, 03:45:03 AM
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he gon slip.
Cloud boss looks awesome. I feel the backgrounds are raping my eyes, but that's pretty common w/ gameboy I suppose. I think the grass would be more effective done with highlights for blades rather than shadows, as the actors are already using the darkest shade with the lightest for detailing. Not sure though, could be worth looking into. New trees are rad.
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2297
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Developer / Art / Re: Art
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on: August 07, 2010, 03:05:13 AM
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Full view 1400x1400Whee, I think I've got these guys down. The problem is, I'm not planning on including them in the base game  sereneworx, fucking nice work on the clouds. neon, <3 well make parkour games, you'll really need to nail the movement for it to be fun though. not sure if 3d would be the way to go though :/ if you keep the style simple and fun rather than boring and realisitic, I'd be interested.
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2298
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Developer / Art / Re: Art
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on: August 06, 2010, 09:29:11 PM
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Cheers  That looks fucking incredible, I think I'll use it as a wallpaper for my next desk shot actually; assuming that's alright with you?
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2299
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Developer / Design / Re: Unpredictable Enemies in a Platformer
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on: August 06, 2010, 12:36:02 AM
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Depends what kind of game you're making. In a metroidvania, having enemies with at least a set "behaviour list" would be good (so you know that xyz enemy won't suddenly start jumping about nutilly when it's a slug, and that abc enemy won't randomly fire it's rocket launcher), but I think developing complex, unpredicatable behaviours is just another part of developing challenging AI. I think as long as not too much hinges on what behaviour rolls you get (ie making it possible to checkpoint scum to get an "easy" boss) then go for it.
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