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Developer / Design / Re: So what are you working on?
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on: January 24, 2011, 02:37:13 PM
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Currently trying to work on an little exploration/action/whatever you want to call it platformer where you control several characters with different abilities. 
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Community / Townhall / Orton and the Princess
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on: May 20, 2010, 11:56:55 PM
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Hello, Here's a little "ironic platformer" I made last week end to learn Flixel and AS3. There are 18 levels, two different endings and lots of hidden stuff. The game is very short, actually if you rush through the game you can finish it under 2 minutes. Note : running the game on Mac/Firefox is not recommended (jumping issues, so you can't get past the fourth level). No instruction needed, a tutorial is included. Best played with a gamepad, obviously. Along with Flixel, I used Ogmo to create levels (tilemaps, collision map, objects and scripted events). Very nice editor, I recommend it, although it's a bit buggy sometimes. Oh, one last thing : this game can be very frustrating, but if you're used to platformers, it's relatively easy. Don't forget to turn your speakers on, music is part of the experience Keep in mind that this game was made as an exercise to learn AS3/Flixel, so it's not supposed to be a full featured-awesome-marvelous platformer, but seeing how it was received on RockPaperShotgun, I thought I should post it here  Have fun !
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Player / General / Re: phobias
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on: March 21, 2010, 01:39:24 PM
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I have a weird fear of deep waters.
I have this really weird fear of the ocean. Can't walk in seawater without panicking. Can stand next to it though, no problem.
Same here. I guess it's because of the "unknown" under my feet. Imagine how I felt the day I saw the 15 meters long squid photos in a National Geographic. We know more about outer space than our own oceans... It's disturbing.
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Developer / Art / Re: Photography
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on: March 21, 2010, 04:06:45 AM
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Lots of awesome stuff here. You guys are good. My turn, yay ! Although mine are far from being as nice as yours and it's hard to post after such beautiful shots... I noticed there weren't a lot of pinhole shots here, so here's a quick selection. Quick test to see how sharp is my pinhole - it's fine, but not as good as I wanted it to be (click for full view) :  Over-exposed sky, too bad, it was a zen place to be :  10 hours long exposure in a bedroom. Uninteresting composition, but I think the soft shadows are nice   Any other pinhole addict here ?
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Community / DevLogs / Re: I Live Underground
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on: March 20, 2010, 03:07:04 PM
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It's like Minecraft and Cortex Command had a baby  Looks cool, although I don't quite understand what you're going to do with it... Survival ? Exploration ? A big sandbox ?
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Player / Games / Re: A plea to indie/Flash developers
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on: March 15, 2010, 07:57:39 AM
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I'm sure all the Europeans with AZERTY keyboards would appreciate it, too...
This. I spend my time switching between AZERTY and QWERTY keyboard as some games don't support input customization or don't use correct key codes.
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Player / Games / Re: Oujevipo
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on: February 16, 2010, 08:15:51 AM
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Hello, I thought about doing a French version of Tigsource last year (well, not exactly the same but you get the idea), but I was short on free time. Glad to know there are some French people here  Having such a website would help promoting indie games to the French community. Believe me, people here love unusual games, retro games and such. I work in the game industry, and I often talk about indie games concepts with our game designers. One of them even follow indie news intensively, not to steal ideas but to simply play fun & fresh games. Nice to see you started something like that, but : - Why Over-blog ? Why not hosting it yourself ? It'd be easier to customize (your current design is a bit sad and hard to read), faster and would remove the annoying black bar from the top.
- You're writing reviews with your own point of view (using "Je" everywhere). It makes your website feel very personal, is that a choice ? I'd better read something more generalist, with a little humorous touch, like Tigsource.
- Last thing, I'm not sure about the name... "Oujevipo" is a bit complex/strange and not easy to remember.
Good luck with your website  Tom
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Developer / Art / Re: Low poly 3D tutorials?
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on: August 17, 2009, 09:56:36 PM
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I don't know about Blitz3d, but looking at the official documentation, there doesn't seem to be a way to change filtering options...
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Developer / Art / Re: Low poly 3D tutorials?
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on: August 17, 2009, 08:43:31 AM
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A lot of those don't have that "pixel" like look to them though. I'm looking for this very specific low res style. And this very specific style can be done as explained in my previous post. It's just a matter of texture filtering and aliasing  In that original page I linked to, the images mention "tris." Tris mean "traingles" right? Yep, tris = triangles. ...turning off any filtering (which I only know how to do in the Max viewport. Meep.) You can also have it at render time : Using the scanline renderer : go to Render Setup -> Renderer tab -> Uncheck "Antialiasing" and "Filter Maps". Using Vray : go to Render Setup -> V-Ray tab -> Image Sampler -> Uncheck "Antialiasing Filter". If you want to import your model in an OpenGL-based engine, simply load it with a GL_NEAREST texture filter, should be enough to keep the "pixelated" look  Hope this helps.
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Developer / Art / Re: Low poly 3D tutorials?
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on: August 16, 2009, 01:35:20 AM
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Geometry : try to get the most basic shape of the object with the lowest polygon count you can get. Texture : work your texture pixel per pixel at very low resolution, something like 32x32, 24x16 etc (look at how small his textures are). Finally set the texture as self-illuminated if you don't want any light smoothing. Rendering : disable any anti-aliasing and texture filtering options. And... That's it, really. There's no magic involved, it's all about graphic style  Edit : I can make you a simple 3dsmax tutorial if you need.
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Developer / Art / Re: Art of file
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on: May 29, 2009, 09:42:46 AM
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All the files I try end up SO BORING.
Try some uncompressed files (images & sounds) 
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Community / Creative / Re: Today I created...
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on: May 24, 2009, 10:43:24 AM
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Cool thing, but remember that calling glBindTexture() is really expensive, so you might want to get it out of your rendering loop. Your code calls it 10000 times a frame to bind the same unique texture.  Sorry for the offtopic...
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Developer / Playtesting / Re: Minecraft (alpha)
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on: May 22, 2009, 12:34:48 PM
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This is an awesome game, but you really need to fix your keycodes... I'm using an AZERTY keyboard, so moving with WASD is simply impossible (I know I can use the directional keys, but it's not really easy with the spacebar being the jump key)  Keep up the great work !
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