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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 01:49:14 PM

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21  Community / Townhall / Re: Geoff Gibson launches 8bitfunding on: January 26, 2011, 03:38:29 AM
Hold on, I'm confused. What do you need in order to qualify for this? Could anyone apply? Who checks that the games and/or perks really exist?

It seems like it would make sense for things like freeware PC indies moving on the Xbox Live or mobile development or something.
22  Community / Versus / Re: Cowboy VS Ninja [Prototype 2] on: January 25, 2011, 03:40:51 PM
Ok, I've got a new prototype up. Not much more added, just some very basic graphics which need to be redrawn at some point. Also, the boxes are now boulders that the ninja can push to squash the cowboy flat.
23  Community / Jams & Events / Re: TIGJAM UK 4 ROSTER on: January 25, 2011, 10:18:59 AM
Name:
William

Coming from:
Manchester

What I do:
Vaguely competent programming using Python or Actionscript (Flixel). Can stretch to Java or C# if needed.

Some of the things I've worked on:
Not very much. I've made an entry to Ludum Dare 19 called Ghosts and Gemstones and are working on a VERSUS compo entry called Ninja VS Cowboys.

TIGJam history:
None, this is my first.

What I want out of TIGjam:
To meet other people interested in indie game development and to make some games.
24  Community / Versus / Re: Cowboy VS Ninja [Prototype 2] on: January 22, 2011, 09:48:46 AM
Updated prototype. I've given the ninja some more tools to use against the cowboy. Now the ninja can dash with Z (to allow the ninja to close the gap at the cost of showing the cowboy who the ninja is) and the ninja can also push the purple blocks while the cowboy is now killed by them. I haven't thought up of an in-game justification for this yet however. Maybe the boxes are poisonus or ninja traps of some kind? Whatever, mechanic wise they should allow the ninja to put some pressure onto the cowboy and should make the clones more useful.

I'll have to rope some mates into playing this at some point.
25  Community / Versus / Re: Versus Games Idea Pool on: January 22, 2011, 08:37:56 AM
You know the

That. Maybe each player has some skills that are hidden from the other players that are needed to break into the bank? So you have to keep players alive to get the money and you need to work out what skills other players have so that you can kill them off.

Maybe it would work more as a card game? Then you have the whole social aspect.
26  Community / Versus / Re: Cowboy VS Ninja? [Still designing] on: January 21, 2011, 09:49:36 AM
I've made a prototype! It's more black squares against blue square right now, but it's the basic idea down. I've still got a lot to do however.
27  Community / Versus / Cowboy VS Ninja [Prototype 3] on: January 18, 2011, 11:12:56 AM
It's high noon. The cowboy and ninja stand and face each other. The cowboy is armed with a revolver, the ninja with a sword. The cowboy lifts his(?) gun to aim at the ninja and the ninja responses with his shadow ninja magic. Now the cowboy's only hope is to work out which is real while the ninja must reach the cowboy.

So it's a bit of a Ninja Convention and Puji clone that uses asymmetrical gameplay. The ninja uses the keyboard to move and the cowboy uses the mouse to shoot. I don't really have owt to show anyone yet to be honest. Just a vague idea.

UPDATE 21/1/2011: I have a basic prototype working. It's more black squares VS blue square but it's got the basic idea working. Link here.

UPDATE 22/1/2011: Updated prototype. I've given the ninja some more tools to use against the cowboy. Now the ninja can dash with Z (to allow the ninja to close the gap at the cost of showing the cowboy who the ninja is) and the ninja can also push the purple blocks while the cowboy is now killed by them. I haven't thought up of an in-game justification for this yet however. Maybe the boxes are poisonus or ninja traps of some kind? Whatever, mechanic wise they should allow the ninja to put some pressure onto the cowboy and should make the clones more useful.

UPDATE 25/1/2011: Ok, I've got a new prototype up. Not much more added, just some very basic graphics which need to be redrawn at some point. Also, the boxes are now boulders that the ninja can push to squash the cowboy flat.
28  Community / Versus / Re: Versus Games Idea Pool on: January 18, 2011, 07:55:27 AM
I've got some vague ideas. I want to make something that can be played by at least two players on a computer in the same room and I want to use Flixel because I'm used to it and don't have much time, so that means that I'm stuck with a keyboard and a mouse (with a single button  Sad)

So I got thinking, why not not have one player use the keyboard and one player use the mouse? Maybe the mouse player can point and click to shoot at the keyboard player and the keyboard player has to attack or escape from the mouse player?
29  Community / DevLogs / Re: Super Ghosts and Gemstones on: January 14, 2011, 11:30:32 AM
Ok, I've got a basic shop and level changes working. So now I guess I'll work on adding more interesting enemies and equipment in.
30  Community / DevLogs / Re: Super Ghosts and Gemstones on: January 09, 2011, 06:51:38 AM
I am reading it :0
That's good to know. I thought noone cared.

I like the idea of balancing killing and repercussions for doing so. Perhaps you could get items for killing, as well? Since "no enemy to attack you" is mooted by the new enemy attacking you.
That's a good idea. I'm ashamed to say that I hadn't really thought of that, which is a bit worrying because it's such an obvious thing to add. I already have gems that are just lying around, it should be easy to make enemies drop gems.

I still need to add some stairs down to different levels (which means that I need a way to differentiate levels, need to tie monster and ghost spawn rates to the current depth and that) as well as adding a shop just to get to the state the ludum dare entry was in. Stairs should be simple to add, I just need to create some sort of static current game state blob class and then increment things as the player descends.

The shop should also be fairly simple to add as well (I can pretty much just recycle the code from the ludum dare entry for that). I don't know how many people played the ludum dare entry, but in that the shop allowed you to buy upgrades like faster speed, more health, more bullets on screen at once, greater range and that. That's cool (and piss-easy to implement) but it's all a bit dull really. You don't have a massive change in player tactics at any point. I think I'll implement secondary items that you can buy like bombs, mines, missiles, a dash, a scanner, blockades. Stuff like that, that gives the player new tactics to use instead of just making them better at what they could already do. I might also make it so that you have to find a shop instead of getting one everytime you find the stairs. But this is all just stuff I'm thinking about, nowt solidly implemented yet.
31  Community / DevLogs / Re: Super Ghosts and Gemstones on: January 08, 2011, 04:05:12 PM
I don't think that anyone is reading this but I'm enjoying posting these so I'm going to keep posting here. I've implemented two normal monsters and one special monster (the ghost).

I'm doing something interesting with the monsters in this game. Normal (live) enemies can be stunned by the player's laser gun and killed by being shot again when stunned. However, when killed they drop a grave which spawns a ghost. The ghosts cannot be killed and chase you down through walls. So in theory it should be a balancing act where the player has to choose in real time between killing off enemies for a short term benefit (no enemy to attack you) or not killing the enemies and having the long term benefit of not having to avoid the ghosts.
32  Community / DevLogs / Re: Super Ghosts and Gemstones on: January 05, 2011, 06:15:19 AM
Ok, I've added these little gems that can be collected by the player. It's a tiny change but the underlaying code needed to make it only visible when in the players line of sight and that is needed. So I should be able to add some enemies soon.
33  Community / Jams & Events / Re: TIGJAM UK 4 - 4-7 February, Cambridge [ REGISTRATION OPEN ] on: January 04, 2011, 11:45:50 AM
Monday is usually pretty laid back.  We'll probably be around until the evening (sixish), but people will probably be leaving at various points during the day.
Ok, I'll keep that in mind. Thanks a lot!
34  Community / DevLogs / Super Ghosts and Gemstones on: January 04, 2011, 11:12:51 AM
So I made a game for Ludum Dare 19! And it's set of this whole process and now I'm making an action digging rougelike thing.

It's a bit like this other game (I guess that this kind of thing is in vogue now. I blame Recettear and that.)

Right now all I've got is an engine test. There isn't much game (or any technically, as there are no goals or owt) but you can imagine how it will all work. You'll play as a little person who wanders around caves, mines through walls and steals items and gold and that. There will be monsters (which you can only see if they are within your light radius. I'm hoping that this will mean that monsters can sneak up on you and surprise you.) and traps and items and all that standard dungeon stuff. It's nowt that new.






You can play the engine test here if you want. Or not

Thanks a lot to Oryx and his wonderful LO-FI 8x8 Fantasy tiles which I'm using to prototype.
35  Community / Jams & Events / Re: Hostel accommodation for TIGJam UK4 on: January 04, 2011, 09:23:22 AM
Ok so I'm going, just need to fix details.
So, for I'll take my Friday and Monday to come, 3 nights - confirmed.

It starts friday morning or night? or maybe saturday?
According to the offical thread, it starts at 6 on the Friday (Although some people might be early). I don't know when it ends.
36  Community / Jams & Events / Re: TIGJAM UK 4 - 4-7 February, Cambridge [ REGISTRATION OPEN ] on: January 04, 2011, 09:22:08 AM
Do you know what time it will end? I'm booking a coach in advance you see and it's asking me for a return time.
37  Community / Jams & Events / Re: TIGJAM UK 4 - 4-7 February, Cambridge [ REGISTRATION OPEN ] on: January 03, 2011, 05:28:14 PM
I've got my ticket. Haven't got my travel sorted yet however and getting there from Manc is going to be a bitch. Still, I'll work something out.
38  Community / Jams & Events / Re: Hostel accommodation for TIGJam UK4 on: January 02, 2011, 06:50:00 AM
3 nights for me please!
39  Community / Creative / Re: Today I created... on: January 01, 2011, 12:09:54 PM
I've been working on using cellular automata to randomly generate levels for a sequel to my Ludum Dare entry.

Here's a cellular automata program I wrote a while back that might help you do this: http://dl.dropbox.com/u/10116881/Gold.rar

Shouldn't be too difficult to figure out how to work it. Change the file path in rules.txt to one of the files in the rules directory. There's a text file entitled documentation.txt detailing how to make your own rulesets quickly and easily. Within the application, press the period key for a single step or hold the spacebar down for continuous simulation.

For a maze or dungeon generator, I recommend B3-S1234 with Moore's Neighborhood. Scatter around a few cells (with at least two touching each other) and then let it simulate until it stabilizes.
Thanks a lot for that, it's a massive help!

Today I managed to clean up the level generation code and stick it all in an subclass of FlxTileMap so that I can create an actual tilemap from it. I then used the FlxTilemaps ray method for good not evil to make this.
40  Community / Creative / Re: Today I created... on: December 29, 2010, 03:47:59 PM
I've been working on using cellular automata to randomly generate levels for a sequel to my Ludum Dare entry.

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