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182
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Developer / Technical / Re: Retro arcade racing games - how did they work?
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on: June 03, 2010, 08:38:29 AM
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i thought they were the same technique just mode seven turned into the common term for it?
Nah, they're quite different. Mode 7 has a single floor bitmap that rotates and scales, but which is always flat, whereas Super Scaler games mostly just scale sprites; for the floor I'm not sure what they did, but it features no rotation (you can only go in one direction in all those games), and does allow different heights.
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184
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Developer / Technical / Re: Retro arcade racing games - how did they work?
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on: June 02, 2010, 07:55:21 AM
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mode [seven] that's a numerical seven, not the word, my seven key is just broken
Basically, you adjust the scale and rotation of the background image on a per scanline basis, and can get fake 3D effects that way
You're confusing your technologies. You mean Sega's Super Scaler, rather than Nintendo's Mode7.
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185
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Player / General / Re: Phil Fish Dreams
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on: June 01, 2010, 06:57:51 PM
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I once dreamed of a girl I once knew online, many years after I lost track of her. She was so appealing in this dream that I decided to email an address I suspected to be hers. I never received a reply.
I also dreamed of Fish once, but he was a dick.
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187
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Player / General / Re: Latin American Indie developers
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on: May 31, 2010, 01:18:14 PM
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You have quite an interesting portfolio agj, nice. What are you working on right now?
Why, thank you. If you mean what game-related stuff I'm making, I have some stuff I'm working on now and then, but since my computer's broken, it's more 'then' than 'now'. I'll share whatever I finish first as soon as I do that, I guess. If you mean paid work, today's my last day at this place that makes educational Flash stuff, for which I'll keep working with on a freelance basis afterward.
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190
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Player / Games / Re: Games Made by Children
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on: May 29, 2010, 07:34:34 PM
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I would really like to make a game with a kid. Maybe I'll do that with my own sister (4 years old) at some point. It sucks that she lives so far away from my house, though.
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193
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Developer / Playtesting / Re: Wasabi [WIP]
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on: May 28, 2010, 04:57:46 PM
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Really smooth! I couldn't stop until I got the three stars. Some details: - Sometimes the water blocks get stuck in mid bounce. - The veggies should probably be visible in front of the character, as I couldn't see their state easily while watering them. - Twice it happened that the character went through the platform after bouncing off the 'customers' block. - Do I get better fish if I press the button more quickly or if I have a better fishing rod? It didn't seem like it, but I intuitively expected it to work that way. - I believe that a few times I pressed C to skip a dialog, but it would stay in place, though the 'swish' sound would play. - One of the sentences triggered by the ? block had two periods at the end instead of one. - You should make the sushi house grow bigger and cooler (visually) per each upgrade! I made great use of the storage blocks, by the way. The only thing I never used was the garbage bin. The other thing is I kept worrying that like, if I walked off the dock or into a pit the game would end. After I beat the game I tried and found there were invisible walls. Part of my kept thinking there would be some weird double meaning and like, there was some underwater platform shooter all along and I just had to jump off the dock.
Awesome, this also occurred to me!
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197
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Developer / Design / Re: Mousewheels
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on: May 19, 2010, 04:47:21 PM
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There is a very interesting Flash game out there that uses only the scrollwheel, but I don't remember its name. I couldn't play it anyway, because my mouse's scrollwheel is broken.
I want to make a game for tablets, though. Some day.
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