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Community / Bootleg Demakes / Re: Beijing Summer Game 2008
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on: August 12, 2008, 02:39:59 PM
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Oh wow, I didn't realize you could look at the title screen in so many different ways...
By the way, I'm taking requests for any summer olympic sport that anyone thinks is an absolute must in the game. As for me, I'm still trying to figure out how to integrate rhythmic gymnastics into it.
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23
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Community / Bootleg Demakes / Beijing Summer Game 2008 [Done]
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on: August 12, 2008, 02:51:42 AM
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UPDATE: The new full-time job kind of took over all of my time for me lately so this entry is pretty much completely embarassing but as promised, I wanted to at least be able to say that I made the entry. So please keep in mind that this was basically a product of maybe 8 hours of actual game development when/if you check it out. (It's one-event of the Olympics...) Maybe it's crappiness will moreso reflect its bootleg-ness? Hopefully this won't come back and haunt me for how terrible it really is. >_< Pretty excited for a lot of the other entries though! Download here  Just a title-claim post for now. I just recently started my full-time job so I am not sure how much time I'll have to commit to this project but you can bet I'll have something! Title: 
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25
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Community / Bootleg Demakes / Re: About old console system specs
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on: July 23, 2008, 08:27:04 AM
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So having made several GB emulators before, I can tell you that the gameboy does not have hardware scaling, rotation, etc. (you have to remember it's quite old), but the gameboy color had some cool extra features built in for things like better scrolling. For the most part, the rendering done in the gameboy were with various tricks like using its "Window" tiles that don't allow any transparent part of sprites but can loop across to the other side of the screen and so forth. I can help explain more about the gameboy in detail if you would like but it is really about as simple as it gets in terms of blitting sprites onto the screen. Zelda: Link's Awakening is imo the best example of the capabilities of the original GB...
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28
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Community / Procedural Generation / Re: sin(Surfing) [Finished]
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on: June 20, 2008, 03:11:49 PM
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Took some fuhnoodling but i got it to work. I think its my favorite entry so far. For some reason, the fact that you added a clock makes me really happy. A screensaver version of this would be so cool.
Awesome, I hope more people get to play it. =) I googled it earlier today and found sin(Surfing) on a few other sites! That was pretty exciting.
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29
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Community / Procedural Generation / Re: My Digital Self Expression [Finished]
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on: June 20, 2008, 11:51:47 AM
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Wow... this is so cool! Seeing the process of the flower being generated is the best part in my opinion. And running on IE7 I don't really mind its performance, it seems to work well in this case. The flower seems to grow too big right behind the title though sometimes.
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30
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Community / Procedural Generation / Re: Minus [FINISHED]
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on: June 20, 2008, 11:23:54 AM
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It reminded me of an Orisinal game, which I adore. It was very fun to play, though I didn't get nearly to the top after an hour and I can't hit the clouds worth a damn. But, I still enjoyed every minutes of playing. Would be nice if the full screen filled the screen a bit more, on my computer it didn't do much other than put a background behind it, where I like things big because I can't see well.  Yeah, the Winterbells game! Both games are pretty fun, great game, Melly! I love the gameplay and it's very memorable. =)
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31
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Community / Procedural Generation / Re: Loboton (finished)
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on: June 20, 2008, 10:28:36 AM
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I can't decide if this is my favorite game or my most frustrating because it's definitely the one I've replayed the most but my reasons for it was just to get to a higher score because I was so frustrated by how I died for stupid reasons... Pretty cool game though otherwise... I agree with the other person, it seems like the skin should shed and deform as you shoot the boss. And the teeth are kind of tough to see. =)
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32
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Community / Procedural Generation / Re: DragonStabber [FINISHED]*
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on: June 19, 2008, 06:48:49 PM
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Wow, this is really awesome. I especially like how you can tell you're getting close to the end of each dragon by how turbulent the gameplay becomes... good signal of progress. Pretty tough game though...
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33
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Community / Procedural Generation / Re: Crime City [FINISHED]
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on: June 19, 2008, 06:16:30 PM
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I really like the idea but I think the interface is too difficult to make it as fun as it could be. For instance the people move a little too quickly and are too small to click easily and the folders look great but switching between interviewing people and the open-case isn't very clear. It might also be good to have the game pause while the case file is open. Pretty cool though otherwise!
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34
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Community / Procedural Generation / Re: box breaker [Finished]
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on: June 19, 2008, 06:05:17 PM
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This ran for me but all I got was a static screen that did nothing. No key or mouse input seemed to affect it except for the "escape" key which closed it.
Same thing for me  Same for me too... )_;
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38
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Community / Procedural Generation / Re: Apophenia [Complete]
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on: June 13, 2008, 06:41:55 AM
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This concept is pretty cool... I keep thinking though, if only I could type in or generate different gameplay mid-game. Kind of like hacking the game to do certain things in real-time and knowing that certain words do certain actions would give you a set of weapons to work with.
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40
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Community / Procedural Generation / Re: Procedural Generation Competition
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on: June 10, 2008, 12:57:22 PM
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Incidentally, I finally got XNA working and was able to play the XNA entries into the contest. I literally had to install Visual Studio C# 2005, the updates, and the XNA Game Studio pack from Microsoft's site to get it to work! Worth a try for anyone else who's having trouble!
Woot! Total awesomeness. I am so glad you kept trying even after all that and that you got it to work!!!
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