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367
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Community / DevLogs / Re: Infinite Blank - 0.1 for Win / Mac this weekend
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on: June 19, 2010, 03:33:48 PM
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Posted demo is really nice, though I was unable to see any rooms drawn by anybody else. I drew a few rooms myself, added a nice cave below the starting point and a bleak forest above. The interface is really nice and I managed to fire off those two rooms pretty quickly.
Again, this is looking excellent, can't wait for the network features to be implemented.
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369
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Community / DevLogs / Re: You Are The Castle
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on: June 15, 2010, 09:48:37 AM
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Expect my money over the Xbox whenever you choose to release it.
Owning one I'm actually glad about your choice to put this on a console. Seems like the kind of game that would be better enjoyed on a couch in front of a TV.
And speaking of playing on a console, have you considered throwing couch multiplayer into this? With the second player controlling the heroes? Seems like it would be fun. Especially because I get images of P1 playing as a boss and P2 playing as whatever powerful hero managed to be the only one to survive in the final room.
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370
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Community / DevLogs / Re: Infinite Blank - world-building online platformer
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on: June 08, 2010, 06:13:46 PM
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Your 'avatar' is your moving, jumping character. It'll be visible to other people and you'll be able to make it "say" things by popping up a little canvas and drawing on it. As stated you'll also be able to draw the little fellow, and maybe animate him too.
Not all that's gonna make it into milestone B, of course.
Forseeing endless hordes of walking penises. But idiocy of players aside, this seems like a really cool and really ambitious project, good luck with it.
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371
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Developer / Art / Re: New(ish) Hasslevania 2 Screenshots
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on: June 08, 2010, 08:49:52 AM
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Well since this is the art forum and you posted screenshots, I really love the graphical style you have going here, it all melds together really well and has a nice clean look to it.
And on a side note, your menus are sexy.
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373
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Developer / Design / Re: Let's talk platformer physics.
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on: June 06, 2010, 11:22:47 AM
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The problem with adding realistic precision jumping to FPS' is that in real life jumping is pretty much a boolean value, you either make it easily or you know you'll never make it. And you can basically tell if you're going to be able to jump a distance or not just from looking at it. However in a 3D FPS where they have to fake 3 Dimensions using your 2 dimensional screen, you'll never have the same accuracy of depth perception as you would in real life.
tldr version games need to stop trying to be realistic, jumping 80 feet in the air is fun as hell.
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374
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Community / Townhall / Re:
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on: June 06, 2010, 10:55:37 AM
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Oh shit I hope Megaman is a playable character I'm going to check every night (god damnit nintendo... so many late nights for nothing  )
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375
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Developer / Art / Re: show us some of your pixel work
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on: May 30, 2010, 09:48:02 PM
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A font I did. each individual character is 7x7, meant to be assembled on an 8x8 grid.  It's meant to look very alien and uncomfortable, but still be readable. the dutch brown fox jumps door the lazy dog
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378
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Community / Tutorials / Re: Creating Flash Games in FlashPunk
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on: May 29, 2010, 03:52:40 PM
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You're trying to compile a class named MyEntity in a file named Main.
Either change the name of the file to MyEntity or change your class name back to Main. The class name and file name need to be the same.
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379
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Player / General / Re: L O S T
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on: May 28, 2010, 02:08:23 PM
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After raging about the ending for a week I realized that judging a 6 season long show on the shitty last season and annoying finale is just dumb.
Face it, 5/6 seasons were BRILLIANT, especially the first 3, that sense of "WHAT IN THE FUCK... NEXT WEEK NEEDS TO HAPPEN NOW" that you got after basically every episode in seasons 1-2 is kind of easy to forget, but it was awesome.
So yeah, I figure I'll just go rewatch the whole thing, though knowing what it all means is really going to kill my enjoyment.
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380
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Community / Tutorials / Re: Creating Flash Games in FlashPunk
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on: May 28, 2010, 11:35:53 AM
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Have to agree with Skofo, my only experience with flash previous to this was some basic stuff with Flixel, and I'm having trouble hooking up FlashPunk correctly.
I tried to do it the way I did it with Flixel, by going to Project->Properties->Classpaths and pointing that to the "flashpunk" folder inside "net" but that didn't seem to work because flash yelled at me for using everything related to FlashPunk when I tried to import it.
EDIT: And just after I post this I fixed it, just have to point FlashDevelop to one level above the net folder, so yeah, pretty basic stuff that even a noob like me can figure out in a few minutes, but it would still be nice to throw a bit in your tutorial about it.
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