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

March 26, 2024, 09:51:27 PM

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61  Developer / Design / Re: So what are you working on? on: May 20, 2009, 03:23:15 AM
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 Grin

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.
62  Developer / Design / Re: Pitch your game topic on: April 29, 2009, 03:31:29 AM
...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.
63  Developer / Art / Re: Photography on: April 21, 2009, 06:51:28 PM
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.
64  Developer / Art / Re: Photography on: April 21, 2009, 05:27:50 PM


Where'd you see 'em? This concert blew my mind.
65  Developer / Design / Re: So what are you working on? on: April 16, 2009, 09:38:53 AM
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.
66  Developer / Design / Re: So what are you working on? on: April 16, 2009, 08:22:13 AM
I've been busy.

...not busy finishing anything, but busy nonetheless.






along with:



hm..
67  Community / Creative / Re: Today I created... on: April 11, 2009, 04:51:33 PM
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.
68  Developer / Art / Re: show us some of your pixel work on: April 08, 2009, 06:51:07 PM

on of a number of demons

so rad!
69  Community / Cockpit Competition / Re: My cockpit is bigger than yours. [Finished] on: April 06, 2009, 11:48:22 AM
I get an error when trying to run it. Says it is not configured properly.
70  Developer / Design / Re: Taking Advantage of the 3rd Dimension on: March 06, 2009, 02:50:51 PM
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.
71  Developer / Design / Re: Friction and Acceleration on a 2d plane on: March 06, 2009, 02:47:38 PM
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.
72  Developer / Audio / Re: Show us some of your music! on: February 13, 2009, 06:24:52 PM
I guess posting this here is more apt than the "so what are you working on?" thread (where it gets completely ignored. Concerned)

messing around with this

to produce this.
73  Developer / Design / Re: So what are you working on? on: February 09, 2009, 08:49:58 PM
Working with a new plugin.

product.
74  Developer / Design / Re: So what are you working on? on: December 15, 2008, 09:24:26 PM
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.
75  Community / Commonplace Book / Re: Verge (27 Life and Death) [FINISHED] on: December 03, 2008, 07:26:53 PM
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.
76  Community / Commonplace Book / Re: Verge (27 Life and Death) [FINISHED] on: December 02, 2008, 07:11:26 PM


this makes me sad.
77  Developer / Design / Re: great levels in game history on: December 01, 2008, 02:33:43 PM
Level 3 of Soukyugurentai.




The music really makes it. (It reminds me of final fantasy 7.)
78  Developer / Art / Re: Atmospheric Games (image heavy!) on: November 22, 2008, 05:34:06 PM
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.)
79  Developer / Design / Re: So what are you working on? on: October 04, 2008, 12:32:18 PM




To whet your appetite.
80  Community / Competitions / Re: Idea pool for new TIGS competitions on: June 28, 2008, 08:13:32 PM
How about a Dogma 2001 competition?

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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