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1411317 Posts in 69331 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 06:01:00 AM

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161  Developer / Business / Re: Too many musical people. on: April 05, 2011, 06:27:10 PM
Just when I need musician to make music for my games Beer!
162  Developer / Business / Re: Thoughts on Flash 3D (Molehill) on: April 05, 2011, 06:26:18 PM
Agree with Golds, by utilizing hardware graphics, we can leave the CPU doing the game calculation alone. It's like saying that two head is better than one.
But the funny thing is that, when I ask to a sponsor, will molehill change how flash game look (and play), he answered,"No, it wont"  Concerned
I totally disagree with him since by adding another 'D' to 2D games will surely make a big leap, we can do things in 3D that cant be done in 2D.
Check this video, it was made with flash I believe:


163  Community / Creative / Re: What makes a survival/horror game good? on: April 04, 2011, 10:22:43 PM
Then you guys should really play Ju:on on Wii..
It's funny that the scariest game is actually released on a console that suppsedly cheerful LoL
164  Developer / Technical / Re: Unity on Flash on: March 30, 2011, 11:46:09 PM
Though it means that I'll have to download a new version of unity. Bah, the last version can cost me 450MB, I hope they use patching option instead of downloading the whole thing.
Still, if the free version of unity still not allowing render to texture, maybe I'll use direct Molehill instead(well, with the help of other wrapper, like Away3D or ND3D, of course)
165  Developer / Technical / Re: Top Down 2D with 3D Walls on: March 30, 2011, 11:42:20 PM
Sure, it can be done (and I think it will be much easier) using stack of rectangles. But it need more stack to get the building smoother, and more stack can impact the performance
166  Developer / Technical / Re: Top Down 2D with 3D Walls on: March 28, 2011, 10:40:08 PM
I believe it can be done with skewing trapezoidal images
167  Developer / Playtesting / Re: Metal Chaos on: March 08, 2011, 09:58:03 PM
Wooow... I think I showed you this game a little bit too late since it already got released.
Thanks anyway, since your feedback could be really useful for me to make another similar/sequel game(which I'm already planned but it is in the bottom of my next game list)
168  Developer / Playtesting / Metal Chaos on: March 02, 2011, 06:09:25 PM
Link:
http://www.nx8.com/play/16152/Metal_Chaos_Arena/

   







Welcome to the Metal Chaos Arena.
This is the place where player across the universe gather to test their skill and compete to win the tournament. Some will do it for honour, some for pride, and the rest for credits, cash, money. Enter the battle where you will find bullets and missiles fly everywhere, laser beams cut trough steel, Mechas explode all around you, and you walk out the arena as the winner, for this day atleast


Featuring:
- 6 Mechas to choose, after you buy it of course, each comes with own characteristics such as Speed, MTOW(Maximum Take Off Weight), and of course, Special Ability
- 2 Special Mecha, one with a very high price and the other is unlockable
- 4 battle mode including Last Man Standing, Frag Master, Team Death Match, and Artifact Steal.
- 8 different weapons, again with different characteristics.
- Hire team members so you can compete with other teams in team battle mode
- 'Bot' chatter will show their condition in the heat of battle
- Adaptive AI, AI difficulty will adapt to your skill in battle, offering almost unlimited gameplay.
- Spectator mode, even if you're killed in the battle, the battle doesn't just end, you can watch other players fight each other until someone become the winner

Long story short, this game will redefine the term of 'Arena Shooter'

For cheats, you can just PM me Smiley
169  Developer / Art / Re: 3D thread on: September 14, 2010, 12:19:38 AM
I like more poly for the leg, make them rounder.
@McMutton: That's pretty awesome, you make your avater into 3D?
170  Community / Tutorials / Re: Glow effect for sprites without using shaders on: September 12, 2010, 11:23:35 PM
An easier way to create glow in GIMP is using the softglow filter. It also 'glow' your main sprite however, so the picture will look brighter and blurry.
171  Community / Creative / Re: P-XCEL - simple on-model texture editor on: August 25, 2010, 12:11:53 AM
Cool stuff, 3D pixe ART Beer!
Just dont forget to disable the filtering Tongue
172  Developer / Technical / Re: Special Effects on: August 24, 2010, 11:28:41 PM
Todo an outward glow in GIMP, based from your picture, I'll say selecting the black part then do any blur filter(I prefer the motion blur>zoom blur>blur outward) will work nicely Smiley
BTW,in GIMP, there's a nice feature in the filter menu(i think it's in the filters>artistic) called "softglow". It will give you good bloom effect in only a couple of mouse clicks.
173  Developer / Technical / Re: Special Effects on: August 23, 2010, 02:23:45 AM
For flash games, there is somthin called pixelbender that can do shader stuff for flashgames.
Newestversion of flixel(it's awrapper for AS3) also support post processing effect to do some crazy stuff :D
Here's an example: http://flixel.org/flxbloom/

For 3D games, looks like there is a never ending list of special effect but generally those fx devided into two major categories, Material shaders and Post-processing shaders(I dont know about deffered shader, maybe it's the combination of both)

About particle, is there any algorithm to create a 'beam' type particle? I went through google only to find accelerated particle gun things(what it has to do with 3D games?)
174  Developer / Technical / Re: Z-Ordering in a Flash game on: August 23, 2010, 02:11:39 AM
This abandoned games relies on z sorting, even it's collision take z into account
http://filebin.gamedevid.org/view/100bv/

I only zsort everything when a grass reach the nearest znear value, then move that grass to the farthest z value (zfar). The 'zsort' itelf is just the internal AS3 sort. I think the result is considerably smooth Smiley
175  Developer / Technical / Re: Z-Ordering in a Flash game on: August 19, 2010, 07:50:12 PM
Judging your game engine, I'll say go with multilayered background, like in some old console RPGs.
Or, you can just check if the player collide with background tiles, then swap it when necessary.
Or, instead of sorting everything, you just sort the visible walls, put all ground tile in background.
176  Developer / Design / Re: So what are you working on? on: August 13, 2010, 05:15:22 AM
A Turn Based Strategy for flash, jush finished the pathfinding(still buggy though)


Debugging floodfill:


Test here:
http://filebin.gamedevid.org/view/100eq/
177  Developer / Technical / Re: What AI algorithms should I look at for RTS / Tower Defense? on: August 06, 2010, 07:29:34 PM
It's just the different turrets and various types of armour that are throwing me. Obviously each gun will have a certain level of effectiveness against different areas.

Sorry that I missed that worms style projectile :D
For the turret AI maybe like giving some predefined turret_angle vs target_distance chart. Then when the bullet miss the target, the AI will adjust the angle, like when it falls behind target, decrease the angle and vice versa.
178  Developer / Design / Re: Infinite high score gameplay VS level based "story mode" gameplay on: August 05, 2010, 09:52:50 PM
Well you can always have a story mode AND an unlimited mode  Wink
Agree, include both mode, story mode and, what it usually called, survival mode?
179  Developer / Technical / Re: What AI algorithms should I look at for RTS / Tower Defense? on: August 04, 2010, 05:23:08 AM
Steering behaviour maybe the suitable fo Tower Defense games. Maybe some basic function like follow path, chase, flee and something like that
180  Developer / Design / Re: So what are you working on? on: August 04, 2010, 01:39:28 AM
Coded the world generation again from scratch, and managed to reduce the generation time from the whopping 15+ seconds to less than 1 second. Next I shall add roads and cities!

No kidding, that's not a time reduction, I say it's time elimination Beer!
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