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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 11:26:44 PM

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61  Developer / Art / Re: ASCIIPaint on: September 01, 2010, 08:14:44 AM
WIP


What. That's very sleek looking. Palette reminds me of canabalt.
That's because it's supposed to be Canabalt  Tongue

I tried making the runner once and horribly failed, I'll try to finish it up today.
62  Developer / Art / Re: ASCIIPaint on: August 31, 2010, 07:41:36 PM
WIP

63  Player / General / Re: Christian Games on: August 31, 2010, 05:57:38 PM
-snip-
I'm honestly sorry that you have your view of Christians scewed so horribly.

I consider myself I follower of Christ.  While I might not agree with something that may be written in a book, I will never, ever, ever consider baning it, burning it, or anything of that sort of nature.  I will also not yell at you screaming that you're a sinner and that you're going to hell.  Jesus sat down and ate dinner with those who the religious of the day considered sinner, he didn't walk up and down the street with hate signs, and frankly I don't know where the Christians you're talking about got the idea that they should.
64  Player / General / Re: Christian Games on: August 31, 2010, 05:26:15 PM
Well, being a Christian, there are three reasons I think that currently limit the ability for there to be any good Christian games:
1. Games are about interactivity and the ability for you to affect how the game turns out (even if the story is linear you still affect whether you win or not), and the Bible is something which you really shouldn't be taking liberties messing around with.
2. The gaming medium is not at a point yet where it can convey emotional experiences like movies and literature can, and that leaves very little room to make a game about anything more intellectual than a Bible memorization game.
3. I have yet to see a serious game studio take up a Christian game.  Why is it any surprise that Christian games turn out crappy when you look at similar but non-Christian studios and see crappy games there too?
65  Developer / Technical / Re: Time it take to compile on: August 29, 2010, 04:10:48 PM
"Measuring programming progress by lines of code is like measuring aircraft building progress by weight." Bill Gates
66  Player / Games / Re: new grow on: August 27, 2010, 04:57:56 PM
Well,

After playing around for awhile to no avail, I look the steps up just so I could see it without wasting too much of my time.  I will say that the secret ending isn't something that you can discover by the normal process of deduction, and leads to many turns where the people do very little or nothing at all, though the result is amusing.
67  Developer / Technical / Re: Time it take to compile on: August 26, 2010, 07:09:00 PM
While I don't have any experience with flash, I think I can offer a few comments:

A longer compile time the longer the code is pretty natural for many types of programing.  There are many types of programing that don't require it though.  Unity game engine compiles code on a script by script basis so that you don't have to worry about compiling all your project at once.  Python can interpret code as it runs, so you don't have to worry about compiling your project until you want to ship it.  There are many other game engines (Torque for example) which have in bedded scripting languages, which often do not require long compile times and even may allow to add new scripts while running the game.

However the best thing do to in your case would be to add a developer console.  This would allow you to change values in game, and probably more though I'm not familiar with flash so I don't know the extent of what is possible.  I'm sure there is something somewhere about doing them in flash; Google is your friend.  Development consoles and debuggers are two things that any game dev shouldn't go without.

Lastly, post in the http://forums.tigsource.com/index.php?topic=45.0
We here at Tigsource like to be a community.  Anyone is welcome to join provided they don't act like a dick, but we do like people to introduce themselves and become a part of the community instead of just using the forums as a quick an easy answer service.  I'm sure people would love to give feedback on your game, and you probably have even more to contribute to the community, so jump on in. Wink
68  Player / Games / Re: new grow on: August 26, 2010, 04:04:50 PM
I just noticed on the website:
This is the sequel to "GROW ISLAND".
There are 7 panels, normal ending + secret ending.

Guess I get to try some more :D


And yes, I was really lucky to beat it so quickly, I usually play this games for quite awhile before wining.
69  Player / Games / Re: new grow on: August 26, 2010, 03:56:17 PM
I like it, though I beat it on my second try so I didn't get to have the fun of going through seeing what needs what to level as much as usual.  Absolutely love the skip feature...
70  Player / General / Re: HOLY SHIT GUYS STARCRAFT2 IS OUT on: August 23, 2010, 10:06:34 PM


  Who, Me?
71  Player / General / Re: HOLY SHIT GUYS STARCRAFT2 IS OUT on: August 23, 2010, 06:35:50 PM
I have to say, I've been watching some matches with commentary on youtube, and it kinda makes me want to try SC2 out.  The strategy at a pro level seems quite interesting.  I've always been kinda interested in strategy games but never had much fun with them, I guess part of it might have been never getting into them enough.  I doubt it'd run on my old machine here anywho...
72  Community / Competitions / Re: Ludum Dare 18 on: August 22, 2010, 06:46:26 PM
I think the main reason source is provided is because Ludum Dare is meant to be a community learning experience.  If someone wonders how you did something, they can look at the source, and possibly figure it out.  Also, you coded it in less than 48 hours;  It's not like people are going to be able to steal any revolutionary piece of code.

That's at least how I figure.
73  Community / Competitions / Re: Ludum Dare 18 on: August 22, 2010, 07:43:48 AM
I have an idea, but I've been busy.  I may make a small entry tomorrow and submit it to the jam though.
74  Player / Games / Re: "The Sandbox of God Remastered" free for a few more hours on: August 14, 2010, 02:35:33 PM
So will the game continue working after today, and it's only the installer that will stop working, or is it only free for today?
75  Developer / Design / Re: Level Design Workshop - #3 Structural Atmosphere on: August 14, 2010, 02:17:27 PM
New level for people to make into...levels.

I tried to make the design of the level as interesting as possible, so go crazy giving it a feel.
76  Developer / Design / Re: Level Design Workshop - #3 Structural Atmosphere on: August 14, 2010, 01:02:05 PM
I thought I'd give this one a try.  Theme is caverns.

http://jonathanwhiting.com/coding/ldw/02atmosphere.swf?level=PNEKAIHJAIQBJCLBLCPICPDPCIANDIBMDJAMCPDPDPDPDPGMHAJELAIEPCgPDPCPJAPJBPICMCICKEIHCIHMGOEOGJFJCJDLBIEOHCJBNBJBPJAgMBKBKDKHAKEJCLCJCPIBLAJBIBKHAJHBJEICKBPJBPJBPJCMBJEICLHAMDJANCJAMDIBNBJAMCKBLCKBLCPICPICOEPGLHCJHALBgLAKHAJHALGMDLBIEKBJEKBKDKBKDLAKFJALHLHAIHCJHAJHCMCKANBOEOEPDPDKAMGJAIGKHBJEKBIHCKHKHKDPDPICPIBgMBIHCKHPENFJCIFJGLHCIHCIBICKBIBPAIBPJBLEIHCIHCIHCIHCJHBKHCIGIAIAJEYKDJCPN
77  Developer / Design / Re: Evaluating a Game Idea on: August 14, 2010, 11:37:19 AM
There is a great article by the guys who run the experimental gameplay project: http://www.gamasutra.com/features/20051026/gabler_01.shtml

I recommend giving it a read.  It includes some pretty good tips on how to approach making sure games are fun.  My favorite is to play the game in your head.  Play around with the idea and how it works.  I know from personal experience I've had a few ideas that when I thought about them further I realized wouldn't be any fun.  The best thing about playing games in your head is that you can do it without even touching a line of code, or a computer for that matter.
78  Player / General / Re: Inception. (DON'T READ THIS IF YOU HAVEN'T SEEN IT) on: August 12, 2010, 05:35:00 PM
I personally prefer the view that everything in the movie should be taken at face value and that it was a movie about making movies.
79  Player / General / Re: Inception. (DON'T READ THIS IF YOU HAVEN'T SEEN IT) on: August 12, 2010, 09:49:49 AM
I would say that Cobb nows how well the top spins and how balanced it is.  Since the dreamer wouldn't know how well the top spins, so they'd assume the top was perfectly balanced (just like they would assume the loaded die was balanced) and since it was perfect it would spin forever.

Also, just realized that the "whole thing is a dream" story is flawed in that Mal doesn't show up in the real world, and she always shows up, especially if it was his dream and his mind was the one populating it.
80  Developer / Playtesting / Re: Minecraft (alpha) on: August 11, 2010, 06:13:46 PM
Question: Are you going to implement the ability to play survival over lan with only one copy of the game?  In my opinion it's rather sad that many multi-player games these days are moving away from having the ability to do that, or to even to be able to play lan at all. (ex. Starcraft one allowed you to use the CD to make a spawn which could connect to other lan games which were hosted by the CD.  SC2 is a real pain however and doesn't even allow lan play)

I periodically have lan parties with my friends, and I think this game would be perfect to play during one of them; However without a feature that would allow them all to play without buying, I highly doubt we ever would, and would end up just playing SC1 and Urban Terror the whole time.  Plus if people are exposed to it at lan parties they might be more interested in buying it themselves.   Who, Me?
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