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142
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Developer / Technical / Rolling terrain like in Animal Crossing
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on: July 04, 2010, 10:07:06 PM
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So in Animal Crossing Wild World and City Folk (and I'm sure other games), there's a really neat trick where the objects in the background roll sort of get smaller as though there's a horizon line. Look at this video for an example of what I mean:
I'm trying to achieve this effect, but I haven't a clue as to how to do this. My thought is this is dependent on how the camera renders things.
While I'm doing this in Unity, a platform agnostic solution is fine.
Feel free to talk about implement cameras in general as well.
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143
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Developer / Design / Re: Games where you are not important
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on: March 30, 2010, 09:51:33 PM
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Heavy Rain is not about saving the world from impending disaster; it's about the personal lives of the four main characters (disclosure: this is from what I know from the press and having played the demo). Characters can be NOT important in the grand scheme of things (not a world leader, not a super-hero, the chosen one, etc.) but as long as they are interesting and compelling, they can add to a game's appeal (a game can still have the most interesting characters in the world, but be a pile a shit). Basically, it's about making the player care about this character's problems long enough to get to next plot point.
Another example with a less grounded plot is the Left 4 Dead series. None of the characters had anything to do with the cause of the infection, but they're interesting enough that you want to keep not just your character alive, but your fellow survivors as well (unless you're a dick who team kills).
Generally, I find ordinary people who come into extraordinary situations more compelling than a cliched save-the-world type.
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146
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Player / Games / Re: Gametunnel is gone ?
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on: March 19, 2010, 08:52:18 PM
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they don't really provide that when they're bought (and they're bought most of the time for the big videogame journalism outlets) -- they're a measure of how much a company paid journalists for the scores, if anything.
Could you substantiate this claim with proof?
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148
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Community / Creative / Re: Varying art design in game
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on: March 18, 2010, 09:52:14 PM
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This reminds me of the WiiWare title BitBoy a little. Never played it, but the main pull was progressing through the various eras of graphics from 4-bit to 128-bit.
The idea is certainly interesting, but if there isn't a purpose behind it (say plot-wise), it could just be distracting you from the important parts of your game.
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150
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Community / Townhall / Re: Power to the People! Viva La Revolution!
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on: March 18, 2010, 09:43:04 PM
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1. Penis 2. Vagina
Stipulation: The objects must look like a penis and a vagina in silhouette only. They must actually be other things.
I think I put too much syrup on my waffles, because I don't normally suggest suggesting things. That and the lack of sleep.
Anyway, awesome idea!
Edit: I meant I don't normally suggest suggestive things.
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151
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Community / DevLogs / Charger! - Topdown Arena Shooter
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on: March 18, 2010, 08:43:28 PM
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Latest build always available here: http://db.tt/xnDxZY3O (zip file) I've been working on a game on and off with Game Maker since the announcement of the Yoyo Games Competition 05 (that numbering bugs me). I set out to actually get down and learn Game Maker for the sake of not wasting $20 (the cost of the program at the time). I've have a few entries about it on my blog (see the link in my sig). I just got around to starting on the graphics. I doubtful I'll win the compo, but it's a goal to strive for. Missed the deadline  Right now, the problem I'm tackling is getting my animations to work. Works fine. Current stuff in-game: [BEGIN SALES PITCH] - A main menu
- You can move the player around with proper rotation.
- The enemies can die.
- You can die
- I've got respawning that accounts for obstructions
- Sounds galore!
- Scoring! Local High Scores!
- Charging your laser!
- Fancy alpha effects!
- ...and more!
[/END SALES PITCH] Some screens:    Font I made (that I'm going to have to remake):  Dev videos: http://www.youtube.com/view_play_list?p=40CA27FB15514729Design document (view-only): https://workflowy.com/shared/93538c49-a4ac-78e8-f223-47380ad1240c/So yeah, generic, not particularly innovative, but I'm learning. I'll put the game up when I find a good place to host it.Image album http://imgur.com/a/UrVTo#.TzhsPoTmuSk.linkEdit: Changed link to game and moved it higher.
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154
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Community / Townhall / Re: Global Game Jam 2010
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on: January 31, 2010, 09:01:19 AM
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We ended up going with 3 ideas, and then dropping one of them. So we're down to two games. One is a multiplayer game based around the Prisoner's Dilemma. And the other, which we're finishing up, involves clowns, lots of fucking creepy clowns.
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160
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Developer / Technical / Re: Which IDE? C++
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on: January 15, 2010, 12:42:00 PM
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If you're studying at a university, several of them are enrolled in eAcademy (aka MSDNAA), which gives you free access to all Microsoft software under a student license. (Meaning you'd have access to the full Visual Studio suite, rather than just express.)
Linus
Correction: a LOT of Microsoft software is available, but not all of it, and it takes a while to for some of the packages to get updated. No Ultimate edition of Windows 7 either  That or it just may be my school is lame like that. Anyone who is a student almost anywhere can still get Visual Studio (among other things) for free through Dreamspark. I got Visual Studio 2010 Beta 2 through there (though I haven't installed it yet). I haven't done C++ programming in a while, and I when I did I preferred using a plain text editor. But I do love Code::Blocks.
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