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142
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Developer / Playtesting / Re: Mr Runner
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on: July 31, 2010, 07:01:06 AM
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I found it almost impossible to see the player against the mountain background. Silhouette style tend to rely on some contrast, and you have almost none here.
I found the running controls a little sluggish too, as though he was exceedingly heavy.
Love the presentation, really polished front end and level select, which I really appreciate!
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145
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Player / General / Re: You Meet The Nicest People Making Videogames (documentary)
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on: June 12, 2010, 12:06:03 PM
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I hope this documentary goes ahead. I would love to see something covering a more interesting selection of indies, and generally doing some digging. It's too easy to build content and contacts from a couple of days of GDC, but it doesn't represent the 'scene', just the 'pros' within the scene (and mostly just Americans). I hadn't really heard of TIGcast before, so I just found the official thread and tried to listen to the first episode. Does it get better? Sound quality wise, I mean, 'cause that first episode is a mess. It gets worse, unfortunately. I think people are used to a pretty low bar for production values because of youtube and podcasting, but tigcast unfortunately fell beneath that.
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146
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Player / General / Re: "We need more women in Indie Games"
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on: June 10, 2010, 06:29:12 AM
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Were it not for the availability of easy to use tools like Unity I wouldn't be a full-time indie game developer. I had no experience with coding before using it, and I was able to teach myself at my own pace - using incredibly horrible methods at first, and gradually using better techniques as I learned them. The fact that I could get my work up and running quickly helped me an enormous amount.
It's really not obvious how to get started with making games for a lot of people.
Also, I firmly believe that being able to share games easily is very important for getting more people into development. It helped me that I could share my Unity games in browser, and this could be made even easier. People making interactive toys and animations on Deviantart are a good example, of this, and it would be even better if you could invite people to make their own games.
Things like Playpen ought to be appealing for girls, but it's mostly full of pixel geekery and duck anus. There's something there, though.
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147
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Community / Jams & Events / Re: TIGJam UK3!
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on: June 05, 2010, 10:21:00 PM
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We'll be heading in there around 10am today. I've really been enjoying this jam, and I hope to wrap up my VMU project this morning.
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148
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Community / Jams & Events / Re: TIGJam UK3!
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on: May 18, 2010, 05:34:16 AM
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Don't think I'll be going after all, got other stuff going on in June & July and only so many days off work and so much money. Hope it's fun and I'll try and go to the next one  D: Why don't you love us.
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150
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Developer / Technical / Re: 2d tennis game
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on: May 11, 2010, 02:09:09 AM
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One of the easiest ways is to compute all your tennis gameplay on a flat 2D field, and then convert the positions when you draw it. Perspective is just a trapezium, so you need something like this: fakePositionX = realPositionX * ((realPositionY * 0.2) + 0.  ; // indent the X position more towards the top. fakePositionY = realPositionY * 0.75; // squish the Y position. With the ball, be sure to draw the shadow in the precise position, and the ball should be above that.
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151
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Community / Jams & Events / Re: TIGJam UK3!
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on: May 10, 2010, 11:42:57 PM
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Blergh the fear of a student financeless summer is bearing down on me like a giant... debt. Not sure if I'll actually be able to make this one without prospective employment on the horizon. Fingers remain crossed. Good luck lefishy! It would be great to have you back again! I'm really looking forward to this tigjam!
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152
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Community / Townhall / Re: Sorcerer's Maze
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on: May 08, 2010, 11:04:49 PM
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Oh, wow, really? Despite that you can start from any level using the level load menu? If lives are really that frustrating for the players (or would be, if there weren't a ridiculous number of them), then I agree that they should be removed entirely. The first time it is clear you can continue at any level is when you try to play it for a second time. The first time I was playing I saw this number of lives, and took it that my progress would be lost as soon as I lose all my lives, so the number of lives definitely loomed over me in my first play session, despite there turning out to be 'infinite continues', the game appeared to be ready to kick me to the kerb when I was playing. I'm curious that they don't add to the retro feel for you, though. So many NES games had pointless (excuse the pun) point systems. I don't think anybody bragged about their new high score in Super Mario Bros. (At least SMB made it clear exactly what actions gave you points -- that's something Sorcerer's Maze needs to do as well.) As for lives, I also associate those with old school games. I was under the impression lives were a carry-over from arcade games, where each life represented a monetary value. I've played Super Mario Bros for score against a friend, actually, and it's pretty good in that respect. Because it's an action game with one play session and no continues the scores are very real. I don't think your game is actionny enough to make good use of it, and rushing the levels would be more irritating than anything. With lives, I mostly associate these with limited chances to perform a challenging task. You have so many good retro aspects to your game already 
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153
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Community / Townhall / Re: Sorcerer's Maze
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on: May 08, 2010, 03:26:48 PM
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Frankly I think you should ditch the lives, just let people hammer through it level by level. Also, the score felt pretty meaningless.
Y'know, that's a good idea. Lives and score are both kind of outmoded and a little meaningless at this point. I think I'd be inclined to keep them only because this is supposed to feel like a classic Nintendo game... I don't think the lives add to the feel at all. Had I run out of lives I probably wouldn't have played the game again, because it just doesn't seem like managing lives/health is part of the gameplay. I also don't know what I'm being scored for,
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154
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Community / Jams & Events / Re: TIGJam UK3!
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on: May 08, 2010, 06:31:00 AM
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I don't think we need to make it into a convention. We don't have the venue for it, for starters. There are plenty of events for talks and all of that.
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155
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Community / Townhall / Re: Sorcerer's Maze
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on: May 08, 2010, 05:42:52 AM
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IMO there are too much lives. I finished game with 20 left. Frankly I think you should ditch the lives, just let people hammer through it level by level. Also, the score felt pretty meaningless.
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156
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Community / Townhall / Re: Sorcerer's Maze
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on: May 05, 2010, 12:41:50 PM
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Delightful! I just completed it, had a lot of fun. Love the style, and the gameplay was light but short enough to keep me playing.
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158
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Player / Games / Re: Do you play PC Games using a Game Controller?
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on: May 02, 2010, 10:47:29 PM
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1) Is it an Xbox360 Controller?[/b] Nope.
2) Which controller are you using and how many buttons does it have? Sega Saturn USB controller. Dpad only, 8 buttons + start.
2) How often do you use it? Seldomly. Very few games support it.
3) If a 2d game supports both, keyboard and controller, which control style would you prefer? Controller, so long as I can config my controller.
4) If the game doesn't support controllers, do you use Keyboard Key Emulators like Joy2Key? Sometimes, but sometimes not. I was using Joy2Key, but it's a bit of a pain.
5) Would you still be interested in getting a game that forces you to play it with a controller? Technically, yes, such as 2D fighting games. They don't force you, but it's very lame to play without them. In most cases this sounds like a loaded question from someone that especially likes developing for the 360 controller on their desk.
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160
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Community / Jams & Events / Re: TIGJam UK3!
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on: April 22, 2010, 12:48:13 PM
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I've been speaking to the manager of CB2, and he seems agreeable to the weekend in question. I'll be able to confirm the date (and then set up tickets) early next week.
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