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1411321 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 04:43:31 PM

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1561  Developer / Technical / Re: Lighting/ (Fog of War) on: July 06, 2011, 08:53:48 AM
I guess the easiest solution is to just draw everything in normal lightning, then draw a black opaque circle gradient over it which in the middle is transparent, so around the player everything will be lighted, but the farther from the player the darker everything would be.
1562  Developer / Design / Re: My First Topic: Critique my game idea(s) on: July 06, 2011, 03:51:23 AM
I kind of miss a story there. At least some reason for why the guy would be doing all that. What's waiting for him in the end?
1563  Developer / Technical / Re: Software idea: Simple Shape Editor on: July 05, 2011, 04:56:47 AM
Maybe I could help you, though you would need to describe what you want more thoroughly.

I have experience with Python+Pygame so this should be a breeze to implement.
1564  Developer / Technical / Re: The grumpy old programmer room on: July 05, 2011, 02:17:54 AM
...
Sometimes it's just better to forget all the good habits and just hack it.
1565  Developer / Art / Re: Android pixelart apps? on: July 04, 2011, 02:18:24 AM
No, there isn't any. And I doubt it will be in the future. It's just too uncomfortable to do pixel-art on smartphone. Maybe there's something for the tablets though.
1566  Developer / Technical / Re: Delta Time issue on: July 03, 2011, 02:32:37 AM
I would set it some value so this is always true:
player.max_y_velocity * delta_time < tile_size
(if your update code is something like: player.y += player.y_vel * dt)
Which essentially means that the player won't be able to travel distance longer than the tilesize in one frame/update. So it won't happen that the player would teleport under the platform.
1567  Community / Tutorials / Re: Creating a game - article series on: July 02, 2011, 10:58:48 AM
Very good articles. Maybe I'll finally finish some game Smiley

Btw, I'd suggest using Git or Mercurial over SVN as the cooperation on coding is then much easier and faster - easy branching/merging etc. There's also a lot of free repository hosting sites like GitHub which are very friendly to newbies.
1568  Developer / Technical / Re: Torque 3D 1.1 and Torque 2D - Opinion? on: July 02, 2011, 06:11:02 AM
I may get flamed for this, I dunno but.

I think UDK is a poor choice. I mean unless you are not planning on making a profit with it or something.
The worst licensing out of all the engines brought up in this thread.

Also, last time I checked you just get UnrealScript access with UDK.
Why you think it's bad? You pay nothing when starting. When you have finished your game and you're gonna release it, you pay 99USD and then 25% if you get more than 50k USD sales. If you don't get more than 50k profit, then you pay just the 99USD and that's all.

Thats 25% royalty rate. In other words they take away 1/4th of your profit for the lifetime of the product, if you make over 50k USD in sales. I find that rather absurd when I can pay a flat payment to Unity3D and be done with it. I can also pay nothing with Unity3D for up to 100k sales.
You know, I'd be totally happy if I ever made a game which would make more than 50k sales. I don't care about some royalties until then.
1569  Player / Games / Re: nD - a new portable indie gaming console on: June 28, 2011, 05:00:51 AM
Oh, I just now read it on Slashdot and didn't see any topic on the first page here so I assumed it was new.
1570  Player / Games / nD - a new portable indie gaming console on: June 28, 2011, 04:46:58 AM
http://games.slashdot.org/story/11/06/27/2151243/Linux-Based-Gaming-Handheld-To-Rely-On-Low-Material-Cost-Indie-Apps
http://www.ubuntuvibes.com/2011/06/nd-new-10-gaming-handheld-device.html

It runs Linux, development is done through SDK based on SDL. It costs 10$ Coffee
1571  Developer / Technical / Re: The grumpy old programmer room on: June 27, 2011, 03:12:50 AM
Yeah, that's it. VC++ lets you use some standard functions for example without including headers - string, iostream, memory.h (I think that's the name), stdio.h, fstream...
1572  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: June 26, 2011, 07:40:39 AM


Second mockup ever. Would you play a game that looks like this?
Yeah, it looks really great. Especially if the noise in the background is constantly changing... I wanna steal this style :D
1573  Developer / Playtesting / Re: King Arthur's Gold - A 2D Multiplayer-only Free Buildy-Fighty Game on: June 26, 2011, 06:45:56 AM
Tried to run the Linux client but it keeps throwing segfaults. Also when updating, the binaries and scripts lose +x mod/right (so you have to add it manually via chmod/Nautilus/Dolphin/something).
Also, it looks like it is 32bit only and that might be a problem cause there are a lot of users running 64bit.
1574  Player / General / Re: Indie Game: The Movie on: June 25, 2011, 08:01:47 AM
Wut? Only 4 developers... I wanted to see more games, more developers. Not only 3 platformers...
1575  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: June 24, 2011, 10:41:14 AM


Just a doodle, really. I have no idea how this would work in a game. Ideally I'd like all the colours be dynamically swirling around and moving, but would have to research how I would go about programming that in AS3.  Tongue
Use a real programming language :D (just a joke obv, though with C++ you wouldn't be limited really)
1576  Developer / Technical / Re: What 2D framework/library are you using? on: June 20, 2011, 07:30:25 AM
C++: SFML, SDL

Python: Pygame
1577  Developer / Technical / Re: Any suggestions for Isometric engines? on: June 20, 2011, 07:29:26 AM
FIFE
1578  Developer / Technical / Re: The grumpy old programmer room on: June 17, 2011, 05:12:01 AM
As sublinimal said, try to avoid using global variables and using local variables with same names as global ones if you HAVE to use them.
1579  Developer / Technical / Re: Torque 3D 1.1 and Torque 2D - Opinion? on: June 17, 2011, 04:55:39 AM
I may get flamed for this, I dunno but.

I think UDK is a poor choice. I mean unless you are not planning on making a profit with it or something.
The worst licensing out of all the engines brought up in this thread.

Also, last time I checked you just get UnrealScript access with UDK.
Why you think it's bad? You pay nothing when starting. When you have finished your game and you're gonna release it, you pay 99USD and then 25% if you get more than 50k USD sales. If you don't get more than 50k profit, then you pay just the 99USD and that's all.
1580  Developer / Design / Re: 1st Person Dungeon Crawlers on: June 10, 2011, 05:55:27 AM
Yeah, Dungeon Master was the game of my childhood :D. It's so great Smiley
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