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203
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Player / Games / Re: Nic Destefano / Lyle in Cube Sector
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on: March 18, 2011, 09:41:23 AM
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Yeah, I definitely remember it being brutal at the start; I think just removing the "player can be injured by their own boxes" rule would help.
There are a few places where you can farm for health though, I seem to recall doing this a lot -- enter a room, kill enemies, hope for health, repeat.
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205
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Player / Games / Re: Nic Destefano
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on: March 15, 2011, 01:34:24 PM
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Yeah, Lyle in Cube Sector is right up there with Cave Story in terms of "if this game had come out on SNES, it would be world-famous" quality.
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207
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Player / Games / Re: Autumn Fog?
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on: March 14, 2011, 12:07:10 PM
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Found the topic for the game on the gamedev forums - the site is dead and archive.org's no use here, but if nobody here has it you might be able to contact the author (jack_1313) there.
Great idea, thanks! I've sent a message.
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208
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Player / Games / Re: Autumn Fog?
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on: March 14, 2011, 07:26:52 AM
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Graphically it's 2D, but gameplay is 1D: left/right across terrain.
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209
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Player / Games / Autumn Fog?
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on: March 14, 2011, 06:53:20 AM
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I *think* I'm remembering the name correctly; it's a WW2-themed 2D (mostly 1D actually) game, sort of like a slow rocketshoes-less version of Soldat. Does anyone have a copy? I can't seem to find anything via Google 
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213
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Player / Games / Re: Obscure Indie PC Games
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on: February 18, 2011, 07:34:52 AM
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YES!! Also Rocky's Boots. Solar Winds too. Okay, these aren't super-old but there are some good HotU-era games that aren't on TIGdb; most of these are known pretty well probably, sorry  Medieval Clash: the classic "1D RTS" http://www.gamemakergames.com/archive/medieval-clashFrontline: another "1D" game, this time action/shooting http://hotud.artfulgamer.com/files/game/f/frontlin/fline125.zipPuchiwara no Bouken: Lode Runner-esque stick-man puzzle-platformer http://ftp.vector.co.jp/pack/win95/game/action/puchi073.lzhWirehang Redux: addictive Icy Tower-style game http://www.gingerbeardman.com/wirehang/Area 2048: I'm surprised that this wasn't in TIGdb already... http://homepage2.nifty.com/isshiki/a2k.zipAnd I can't believe that there are no Chris Street games (Zone Runner, etc.) in TIGdb...?!?! Unfortunately a lot of early-2000s games, especially from Japanese developers, are missing/dead. If anyone has a copy of these or knows of a non-dead link, please post it!Kurukuru UFO/Smashset: two really fun, simple, and slightly strange games http://homeoftheunderdogs.net/game.php?id=4683http://homeoftheunderdogs.net/game.php?id=4262Spout: 1-bit particle-fest randomly-generate cave-flyer http://homeoftheunderdogs.net/game.php?id=4781Finally, a really great, pretty old game: Zeliard! http://en.wikipedia.org/wiki/Zeliardhttp://zeliardgame.tripod.com/download/raigan p.s - there are other more recent games like Colorful Notes that I would have assumed were in TIGdb but aren't... wasn't there even a main-page article about that one?
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217
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Developer / Technical / Re: How can [Embed] fail at runtime?
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on: February 11, 2011, 07:33:36 AM
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Do the SDK and CS version match? (i.e are you using FlexSDK 4 to compile against the swcs generated with CS4?)
We had a problem where swcs created with CS3 wouldn't work with FlexSDK4; presumably FlexSDK3 + CS4 could have similar problems.
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218
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Developer / Technical / Re: Intersection pts of a line on a circle
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on: February 07, 2011, 06:54:54 AM
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As I said though, non-raycasting (collision-or-not checking) solutions don't find the closest point, which sounds like what this fella needs if he's doing motion planning.
If you use the "solve a quadratic" approach, you should be left with 0, 1, or 2 values of t (the ray parameter) at which there's an intersection; the smallest value is the point closest to the ray origin. I hadn't ever seen that Pythagoras-based approach, that's pretty cool!
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219
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Community / Versus / Re: TTTCW (Thubalup Thubalup Thump Crack Whump)
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on: January 27, 2011, 06:01:36 AM
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Doesn't the left player have an advantage, because they're turned away (and thus it's harder to see if their shield is centered/down)? I guess both players "facing forward" like the right player looked wrong? 
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220
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Developer / Technical / Re: Fast, Simple Actionscript 3.0 RNG
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on: January 26, 2011, 11:48:13 AM
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What's wrong with Math.random()? Are you looking for PRNG? In which case, having a seed value is a very good property.
Yeah, I need it to be repeatable. What I meant about the Flixel version is that as of v2.43 it's suggested that the client save the previous returned value and use this to seed the next call; this seems really wrong, as that sort of thing should be handled by the library, not by me! It would require just a tiny change to make it handle that internally, so it would be an easy fix, but more importantly seeing that sort of thing doesn't give me a lot of confidence in the code  //COPYRIGHT TYLER GLAIEL 2010
Thanks! A related question is: does it matter if my RNG only returns values inside (0,1)? I always assumed that random() in AS3 and C# produced numbers 0 <= x < 1, can anyone suggest why this would be any better than an RNG which produces 0 < x < 1? I really have no knowledge at all when it comes to RNG, I've always used the standard runtime versions 
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