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601
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Player / Games / Let's Play (Beat) Your Game!
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on: September 16, 2010, 09:40:23 AM
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Do you think your game is awesome? Do other people think your game is awesome? Do you think your game is just okay? Do you want all your spelling errors pointed out in a public forum? If the answer to any of these questions is "spaghetti," read on! (Also read on in case of any other answer) For several months I've been doing Let's Beat videos (a variant of Let's Play videos which I made up and is exactly the same) of a number of games, including several indie games. For those of you unaware of what an LP (or LB) is, it's basically a video of some doofus playing a video game and making (hopefully) humorous and/or informative comments while playing. I do practically all my videos "blind," meaning I haven't played the game at all before filming the video. So, if you want to see someone play your game, say weird things about it, and maybe get a little insight into what people (read: one person) think when they play your game, I may be your man! Both compliments and insults offered free of charge! You can see a bunch of what's done so far over at http://www.youtube.com/paste42Some of the games I've done are , , Super Press Space to Win Action RPG 2009, FISHBANE, Super Mario Crossover, Enough Plumbers, about 13.5 of the Action 52 OWNS games, Fault Line, Eversion, and many more! Hear what people are saying about LBs of their games: "paste Let's Beat-ed my game (an achievement in and of itself) and his beautiful voice made the game about eleven times better. also he does really good editing." -Droqen "fuck yeah paste!" - Offal "Hey! Thanks a lot for making the vid. it was halarious." -JaJistu "That was funny. I enjoy watching your reactions to the game. Glad you like spread." -Jay Pavlina So if such smashing people begrudgingly accept these videos, isn't it in your best interest to suggest your game? Or don't. I don't care. I just like making videos and playing games.  Note: Requests will be handled eventually. There are always games being played, so please be patient ;] Other Note: If your game is free, I will most likely provide a link to it in the description. Please let me know if you don't want me to.
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604
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Community / Creative / Re: Longest time spent fixing a bug?
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on: August 25, 2010, 04:42:48 AM
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I spent about a week (about 20 hours altogether) trying to connect to a remote mysql database, even with code designed specifically to do that. The exceptions were just so vague. "Unable to connect"... hurray! So happy when I finally got it working though. The worst thing is that even though I posted on message boards for help on the issue, I was so burnt out on the problem by the time I got it working that I have no idea exactly what I did that made it work right. Oh well!
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605
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Developer / Art / Re: pixel art recognition
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on: August 25, 2010, 04:36:58 AM
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...wait, they aren't supposed to be seated?
I have no idea. They just look like they're sitting in a chair when they face the screen, and when they face to the side there's no chair.
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607
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Community / Creative / Most Moving Game
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on: August 22, 2010, 05:17:27 PM
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I'd really like to understand better what people find emotionally moving in the games they play. I assume most of it has to do with the story, and in the timing of the story as it plays out in the game. What game has moved you the most, emotionally, and why?
For me, it would probably have to be The Legend of Zelda: A Link to the Past. Mainly, it was just in the epilogue when it was showing all the people whose lives I changed and how they were happier then. I was like 15.
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609
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Community / Creative / Re: While You Work
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on: August 20, 2010, 06:30:17 AM
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I find that unless I have something going on besides what I'm working on, I tend to get distracted. I know, seems somewhat counterintuitive. Anyway, the secondary input depends on what I'm working on:
If I'm working on art, I like to have something to sing along with, like The Beatles. If I'm working on code or something with words, I like classical or video game music. Basically something without words. IF I'm working on music, that's pretty much the only time nothing else is needed or wanted.
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610
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Developer / Design / Re: So what are you working on?
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on: August 20, 2010, 06:24:47 AM
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Until now, I've only done a couple of short educational games in XNA for this fellowship I'm in (unless you count Hangman or a broken shooter or endless RPG in QBASIC), so I wanted to just get my feet wet in some dumb little non-educational project before I try my hand at larger non-educational projects. Hence, the Derp game I'm working on:  Very basic platformer where you attack the intelligentsia with your derpitude. This project includes my first (very primitive) attempts at tilesets, sprites and game maker.
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613
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Developer / Art / Re: show us some of your pixel work
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on: August 02, 2010, 02:06:00 PM
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I was trying to do it with the light source being directly to the north. I think it may be more apparent on the bows? But I think I see what you're talking about with the skirt of the dress.
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614
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Developer / Art / Re: show us some of your pixel work
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on: August 02, 2010, 01:32:08 PM
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It is totally pillow-shaded, giving it a very ugly aspect.
Also this may be a nitpick, but I think you used too many colors. Specially greens. That combined with pillow shading just makes it look bad.
I don't understand what you mean by pillow-shaded. How many colors should I be using?
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617
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Developer / Technical / Re: Box2D for platformer or...?
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on: August 02, 2010, 04:51:25 AM
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You guys rock. And so quick with the responses. Okay, so I just went ahead and coded the SAT check for collisions. Now I just gotta adjust the positions.
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618
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Developer / Technical / Re: Box2D for platformer or...?
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on: August 01, 2010, 07:53:28 PM
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Cool, thanks. I figured B2D would be a bit of overkill.
Regarding separating axis, the main thing I was considering it for was angled platforms. Unless you know an easier way...
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619
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Developer / Technical / Box2D for platformer or...?
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on: August 01, 2010, 07:29:19 PM
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Hi,
I'm starting to work on this platformer game that I'm all hyped up and excited about, and having not done any yet, I started looking into collision detection methods, and stuff. I started working on implementing the separating axis theorem, when someone mentioned Box2D to me. Now, this project isn't intended to be very physics heavy; I'd say it will use about as much physics as Mega Man X. So, I was wondering whether it would be better to use Box2D or to code my own collision detection, physics, etc. Can anyone explain the pros and cons of each? What do people usually do? I know these are pretty broad questions, so please feel free to answer or ignore any part of it.
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