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421
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Developer / Audio / Re: Indie Game Music Remix Competition!
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on: September 11, 2008, 04:13:06 PM
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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.  EDIT: only not for the compo, I wonder.
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422
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Developer / Technical / Re: basic 2D platformer AI question
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on: September 11, 2008, 01:26:05 AM
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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))./
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423
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Developer / Technical / basic 2D platformer AI question
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on: September 11, 2008, 12:14:35 AM
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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?
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427
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Community / Bootleg Demakes / Re: Lady Boy Love Collection [FINISHED]
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on: August 27, 2008, 01:28:34 AM
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Lady Milliion: is the bomb, the baby bomb. the turret on lady idol's level keeps killing me tho.  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  (it's a sort of platform you can jump through) ah, man...:D that would've kept me busy.  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?
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429
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Community / Bootleg Demakes / Re: Lady Boy Love Collection [FINISHED]
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on: August 26, 2008, 11:42:01 PM
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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.  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.
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431
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Developer / Art / Re: tigsource draws robots
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on: August 26, 2008, 12:16:10 PM
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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.
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432
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Developer / Art / Re: PIXEL WAR I : The Great Enlistment || Join up now!
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on: August 26, 2008, 12:12:52 PM
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good news everyone, I'm a bit happier with the foliage now.   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.
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433
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Player / General / Re: last.fm
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on: August 26, 2008, 11:42:23 AM
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this is therapeutic. I've never felt so incompatible in my whole life. 
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435
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Developer / Technical / Re: XRhodes thread | we gots new downloads (OSX version works!)
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on: August 26, 2008, 09:53:53 AM
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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...  the pixelation of the sprites too close to the camera are achieved by ::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); as opposed to ::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)
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438
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Community / Bootleg Demakes / Re: Lady Boy Love Collection
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on: August 26, 2008, 08:42:13 AM
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Got the fourth game done. Only half a level to put together, then I can upload the prerelease version.
 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.=)
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