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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 27, 2024, 12:20:54 AM

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421  Developer / Audio / Re: Indie Game Music Remix Competition! on: September 11, 2008, 04:13:06 PM
I wanted to do a remix of Sick Panda's (Lady Boy Love Collection by increpare) soundtrack. I still do. And freaking hell, I will. Cool


EDIT: only not for the compo, I wonder.
422  Developer / Technical / Re: basic 2D platformer AI question on: September 11, 2008, 01:26:05 AM
awesome! thanks guys, especially bataleur.=) so, if I get it right, I should be checking for a LACK of collisions in front and below the enemy?

w for wall, bold for entities, italic for the "phantom"
p  <-e
wwwweww
wwww ww



/I kinda like the walking zones technique too, but it involves storing information that can be redundant or wrong at times (with respect to falling down - like if the player blows a hole into the path of the enemy (even worse if it happens while they can "see" it))./
423  Developer / Technical / basic 2D platformer AI question on: September 11, 2008, 12:14:35 AM
I'm just about to timidly cross the border between framework development and game development, with one toe. Trying to test the cooperation between Camera and Collider classes I was going to do a quick 2D platformer sketch, then a somewhat related realization hit me: how the hell am I going to check for platform edges in the enemies' AI, preventing them to fall off the edges? The "game" isn't tile based, it's polygons.

I was thinking that during collision detection (which, as I see it from here, will be done with different groups (std::list-s) of game objects), I'll just check the collision normal from an enemy-wall collision, see if it's that of a walkable surface (<45° (normal.y > normal.x -- as it's perpendicular to the surface)), then check the length, do some offset magic (relative positions) and use that to see how far can the enemy walk.

yes, it does get blurry towards the end...

I guess it isn't even strictly AI. All I've found is Game Maker stuff (.gmk files...) and GameDev.net's AI resources (this was and is going to be useful, just not for this problem)...  has anyone seen anything on the interwebs that might just have to do with what I'm trying to do?
424  Community / Bootleg Demakes / Re: PING [FINISHED] on: September 10, 2008, 10:13:59 AM
 :D

is there more than one ending?

and do I have to reboot to play again?
425  Developer / Art / Re: PIXEL WAR I : The Great Enlistment || Join up now! on: August 27, 2008, 01:24:48 PM
awesome !ce-9! this is gonna be quite a match. you dont ned to include my background though :p
that'd be my pleasure.=)



updated with Kyse. (I'll stop updating, it's just something to get everyone into the mood anyway.=) )
426  Developer / Art / Re: PIXEL WAR I : The Great Enlistment || Join up now! on: August 27, 2008, 02:15:20 AM
quick mockup. had tooooo much time on my hands hurrying to work.



Inane, I do <3 your crab.
427  Community / Bootleg Demakes / Re: Lady Boy Love Collection [FINISHED] on: August 27, 2008, 01:28:34 AM
Quote
Lady Milliion: is the bomb, the baby bomb. the turret on lady idol's level keeps killing me tho. Angry The bosses and the collectibles are awesome.
It's not a turret, it's a collapsing platform...if you shoot at it it falls apart and kills you  Evil  (it's a sort of platform you can jump through)
ah, man...:D that would've kept me busy. Tired

as for the randomness, I think I was wrong. Some of the title tracks were just too fast compared to the first time I heard them ...playing without sound. :ogre:

anyway, let me say again, that Sick Panda's music is so fucking awesome, I'm considering making a remix/cover. can I? may I?
428  Player / General / Re: last.fm on: August 27, 2008, 12:04:39 AM
http://www.last.fm/user/bitRAKE
I'm not compatible with anyone either.  Sad

that's the only way you can become a member. Wink
429  Community / Bootleg Demakes / Re: Lady Boy Love Collection [FINISHED] on: August 26, 2008, 11:42:01 PM
Mac version has sound irregularities (random double speed playback & co).

Sick Panda's music is awesome, really loving it, and the game itself is a casual gaming gemstone. Easy to pick up, self-explanatory gameplay, easy conglaturations.

Biocollect: strange error, when every sprites flies away (like beamed up, only everywhere) then new sprites will keep popping out of the ground and fly away et cetera foreva.

Lady Milliion: is the bomb, the baby bomb. the turret on lady idol's level keeps killing me tho. Angry The bosses and the collectibles are awesome.

Zeppelin: umm. I've done a one minute session without seizures, then that's how much I played it.
430  Developer / Art / Re: tigsource draws robots on: August 26, 2008, 04:54:56 PM
angrybot

...is angry
431  Developer / Art / Re: tigsource draws robots on: August 26, 2008, 12:16:10 PM
Good enough.

Brought a tear to my eye.

I'm SO seconding that. I just joined this thread, will possibly throw my robot in the mix... but my jaw remains WAY dropped. That goes out to Mr. Corwley & Dhomochevsky too, and more.
432  Developer / Art / Re: PIXEL WAR I : The Great Enlistment || Join up now! on: August 26, 2008, 12:12:52 PM
good news everyone, I'm a bit happier with the foliage now. Grin



I must admit, I was cheating with the first one, I used a shadow layer, which gave the color of dark leaves and the left side of the tree (and the stones deeper in the ground). Today, however I revamped my palette, and although I do miss a couple of colors, it gives me enough space not to use methods that are considered sacrilege in pixel(art)ist circles.=)

hope you enjoy the new one.
433  Player / General / Re: last.fm on: August 26, 2008, 11:42:23 AM
this is therapeutic. I've never felt so incompatible in my whole life. Undecided

434  Developer / Technical / Re: XRhodes thread | we gots new downloads (OSX version works!) on: August 26, 2008, 09:57:16 AM
ah. yeah. :D
435  Developer / Technical / Re: XRhodes thread | we gots new downloads (OSX version works!) on: August 26, 2008, 09:53:53 AM
There's one quite nice effect whose intentionality I'm not entirely sure of, namely the lines that appear in the images



not sure what you mean... Smiley

the pixelation of the sprites too close to the camera are achieved by
Code:
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

as opposed to
Code:
::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
(intentional; just a question of my taste, I thought small pixel sprites blurred don't look good. I think I'll leave an option to switch between the two (as for the framework))

the lines in the LDI logo is achieved by a set of Paint Shop Pro effects I barely remember. (intentional)

something else / irony? (unintentional)

436  Developer / Technical / Re: XRhodes thread | we gots new downloads (OSX version works!) on: August 26, 2008, 09:30:13 AM
problem fixed. some minimal extra functionality, corrected documentation and source included in the new downloadables. both platforms.  CoolTired
437  Community / Bootleg Demakes / Re: Shadow of the Bossus - alpha available on: August 26, 2008, 08:58:04 AM
the graphics and the whole atmosphere is ace, the arrows' physics is cool. I didn't do much damage on my first try, but now I'm going back.=)
438  Community / Bootleg Demakes / Re: Lady Boy Love Collection on: August 26, 2008, 08:42:13 AM
Got the fourth game done.  Only half a level to put together, then I can upload the prerelease version.
Shocked four? th? what are the originals?

Question: what's the deal with flickering?  How bad is it to have flickering on a screen?  Not whole, big-assed, on-screen flicker, but lots of small things flickering about?  hmm.  I guess you guys can judge for yourselves when I upload it.
we want executables.=)
439  Community / Bootleg Demakes / Re: Barf™ - Now featuring Blast Processing!™ on: August 26, 2008, 08:38:56 AM
...a revolutionary first person third person shooter platformer for PC..

I was so hoping that it actually means a 2D platformer.=) ironic marketing gibberish reference ftw.=)
440  Community / Bootleg Demakes / Re: Fake Pigs II on: August 26, 2008, 08:34:15 AM
it's an awesome name.=)
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