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61
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Developer / Design / Re: So what are you working on?
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on: May 20, 2009, 03:23:15 AM
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Optimized collision system. img This is in Game Maker. It automatically scans the room and replaces groups of solid tiles with single, stretched ones to fill the space. So it cuts down on collision calls by a significant amount. In that shot I could get 430 enemies running and jumping around with simple AI and physics before the FPS dropped below 60. With my old engine, I could only manage half that much. Game Maker can be pretty powerful if you want it to  is this still using Game Maker's built in collision detection (with masks and whatnot) or are you doing it another way? I'd love to see the editable, this would help me out a lot with some current projects.
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62
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Developer / Design / Re: Pitch your game topic
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on: April 29, 2009, 03:31:29 AM
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...multiplayer, competitive River City Ransom-esque beat-'em-up focused on acquiring turf and taking over a city...
I've thought about this idea many times over the years and I fully support it. It's hard for me to think of how you would maintain control of your turf once everybody has to log offline. But yes, a gang-system thing would be pretty cool. Yes, I've been trying to figure out some creative way of handling that. Assuming I ever really start this project and decide to go with the turf war focus, I'll have to figure out some solution. Perhaps turf can only be acquired when someone is online to defend it, unless it's neutral? Who knows. booby traps.
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63
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Developer / Art / Re: Photography
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on: April 21, 2009, 06:51:28 PM
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Funny story, I was walking around the next day and was waiting to cross the street at a stoplight and I turn around and Thom Yorke is standing next to me. I was like "Hey, I saw your show last night, it was great" and he was like "Hey, thanks".
Amazing. I saw them last May, from the lawn. Wish I could say I had been closer. Greatest day, though.
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65
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Developer / Design / Re: So what are you working on?
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on: April 16, 2009, 09:38:53 AM
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Yeah, i guess i figured there would be some flak from that one. It's hardly a fez clone though. It actually shows a cross section of a 3d map. (ie. you cannot traverse cross sections, as in fez). I started it simply as an alternative to conventional camera angles for 3d platformers.
The first one was going to be my entry into the cockpit competition, but my schedule didn't allow for it to be finished. That screenshot is a little old. It's a shoot/avoid game. yeah.
The second-to-last one (and the one above it) are being worked on actively and will hopefully become more than vaporware.
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67
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Community / Creative / Re: Today I created...
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on: April 11, 2009, 04:51:33 PM
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today i worked on a game i started a day or two ago very interesting. Hm. I am curious about the game mechanics. The projectiles sticking in the walls and whatnot. Can't wait to see the demon sprite incorporated.
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70
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Developer / Design / Re: Taking Advantage of the 3rd Dimension
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on: March 06, 2009, 02:50:51 PM
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This might have already been mentioned, but the Tribes franchise took the Z-axis into full consideration with regards to gameplay. If you are good at first person shooters, you will still find yourself getting beaten consistently by veteran players if you are playing for the first time. It has its own learning curve.
CounterClockWise is an interesting take on the third dimension. It's like the Tron lightcycles turned on its head.
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71
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Developer / Design / Re: Friction and Acceleration on a 2d plane
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on: March 06, 2009, 02:47:38 PM
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I ironically played N+ (demo) yesterday and loved it.
Coincidentally, not ironically. Just a pet peeve, not being a dick. When I first played N I really liked the motion as well. They work in a game such as that because its level design is forgiving (more so than other platformers without friction and momentum - don't get me wrong, N is HARD - but there's not LAVA... not in the first one at least. is there lava in the second one?) I think it depends on the type of game you are making. Precision games can be hell with momentum (such as Punishment). But exploration games (or less brutal games) can use these concepts to their advantage - for realism or aesthetic sake.
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74
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Developer / Design / Re: So what are you working on?
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on: December 15, 2008, 09:24:26 PM
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Fun with the third dimension. I have too many ongoing projects.     Last one is a concept image, inspired by the colors in Aram's piece over in the "show us your pixel work" thread.  I'm trying to make a game out of this, but I have very little programming skills and am a totally nub to game maker. gameplay!: "Garden" is only the working title - because I felt it had a rather zen feeling at the time.
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75
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Community / Commonplace Book / Re: Verge (27 Life and Death) [FINISHED]
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on: December 03, 2008, 07:26:53 PM
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Alright, got it. It's very fun! I've sortof given up on the level with the timed blue blocks and all the spikes and the looooonnnggg trek back to the revive block... Just don't have the patience now.
Haven't seen a good game maker game in a while - it doesn't feel lovecraftian, but it's damn good in any case.
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78
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Developer / Art / Re: Atmospheric Games (image heavy!)
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on: November 22, 2008, 05:34:06 PM
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And while we're speaking about cyberpunk, beneath a steel sky had a pretty great atmosphere too.
Second'd - One of my favourites. King's Quest, anyone? (probably already been mentioned... but hey.)
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80
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Community / Competitions / Re: Idea pool for new TIGS competitions
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on: June 28, 2008, 08:13:32 PM
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While the general idea is good, that guy's rules are quite a bit off in my opinion. No side-scrollers? I'm not sure he understands how broad side-scroller as a term is. Maybe he does understand it, and you are just too accustomed to conventional games. (?) I don't think noone ever thought the dogma thing was serious.
intended double-negative?
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