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1411125 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 12:50:47 PM

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1  Player / General / Re: Who would like to see the return of the TIGSource Compo? on: September 23, 2018, 05:34:57 AM
Nooo october D: same time as inktober. Will still follow along though, excited to see what everyone makes. Fond memories of working away on the assemblee compo back in the day.
It hasn't been a thing for a while sea jay, but used to be semi-frequent if I recall, quite a number of years back, unless I've missed some inbetween the sports one and now
2  Community / DevLogs / Re: The Indie Game Legend 3D, retro FPS meets Metroidvania on: February 08, 2018, 11:27:46 AM
Looking cool, I remember the original being v fun! I still listen to the soundtrack still every now and then, some bangers in there.
3  Community / DevLogs / Re: Life on Mars (Sci-Fi Adventure) on: December 16, 2017, 04:57:40 PM
Looking sweeeet

Quote from: Rebusmind
Btw. do you also have a devlog about your project here? Would love to see more. Smiley
Aha, unfortunately not yet...there isn't much of a game to go with it so far! One day, one day.
4  Community / DevLogs / Re: HELLSCREEN -Retro FPS on: December 16, 2017, 09:34:09 AM
Looks really cool, nice bold color scheme.
Does the bonehead part of the squid hurt you on contact? Only reason I ask is because you've set up a really strong dichotomy so far between enemy/terrain, good/bad, touch/don't touch.
Loving the gritty vibe of this so far :D
5  Community / DevLogs / Re: Life on Mars (Sci-Fi Adventure) on: December 15, 2017, 05:53:53 AM
I had to approach it in a slightly different way, because I'm moving the player through the world, rather than moving the world around the player so it's more of a getting-collisions-to-line-up-correctly-with-the-visuals sorta thing. Instead of depth = -y I'm calcuating the x,y coordinates as if they were aligned to the camera angle. I did try dynamically shifting the origin of larger objects to avoid having to cut them up into smaller chunks but that wasn't too succesful Cheesy I'm not a programmer so I'm likely overthinking it and have probably got it working and haven't realized! Considering your way seems to work so well though I might reconsider, hmmm

EDIT: Thinking about it, how do you go about creating your levels using GMs default editor? If you wanted to create a room with stairs that goes to a floor that overhangs the first for example? Do you simply resolve to not create any levels that have overhangs?
6  Community / DevLogs / Re: Life on Mars (Sci-Fi Adventure) on: December 14, 2017, 12:48:42 PM
This is looking cool. You're doing this in Game Maker right? I was working on a level editor to make building these 2.5d-style levels recently funnily enough, using a similar technique to yours [link] but I never worked out how to effectively solve to whole moving 'up' stairs problem. Seems like you got it though!
Will def be following this project, looks sweet :D
7  Player / Games / Re: Overwatch on: November 23, 2016, 02:13:25 PM
Do you think it's possible that a game could be not fun, but instead be convincing players they are enjoying themselves when they aren't really?
Is the difference worth thinking about? If someone has been convinced they are having fun, is that the same as enjoying an inherently fun game?

Yeah I definitely agree with that. I don't think Overwatch is necessarily one of those games inherently, but I do think either peoples attitudes or the games' systems allow people to get sucked into a skinner box of sorts.
I.e You sometimes see people complain that getting lootboxes in Overwatch is a 'grind' and I just have to wonder, if you've found yourself in that mind-space, playing Overwatch games simply to grind out the next lootbox, then are you actually having fun with the game anymore? Or have you, like you mentioned, convinced yourself you're having fun because you've been roped into a progression loop.
8  Player / General / Re: America what in heck on: November 09, 2016, 06:29:34 AM
Let's just pop a lid on 2016 and call it done for now
9  Player / Games / Re: YoYo Games teasing new Game Maker(?) on: November 03, 2016, 03:18:13 PM
Hmm, dunno if anyone else saw this but any thoughts? https://www.reddit.com/r/gamemaker/comments/5aubi7/on_gms2_collecting_data_from_players/

I don't really mind them collecting data in the IDE but feeling a bit iffy about the fact they'll be collecting data on your potential end users if you're a dev...
10  Player / Games / Re: YoYo Games teasing new Game Maker(?) on: November 02, 2016, 07:33:20 AM
Just saw the video, I'm impressed actually, so many improvements included that you kinda forget Game Maker lacked if you'd used it for a long time. Glad to see there's tabbed views for code editing now, much better for working across multiple events at once.
11  Player / General / Re: The UK leaves the European Union on: June 25, 2016, 02:26:10 PM
Whilst I'm kinda hopeful that might happen, I think it's unlikely. Would surely be political suicide to go against the result?
12  Player / General / Re: The UK leaves the European Union on: June 25, 2016, 02:16:32 PM
Welp, UK games industry might go down the shitter if it can't maintain it's source of funding :/

Still feel the vote should have required a supermajority to pass. With just a few percent deciding it and the country almost literally divided, it's not exactly a confident decision on the part of the public, especially on the back of so many lies. Even if we'd voted out with 55-60%, I'd still be gutted, but at least more ready to accept it.
13  Player / Games / Re: SOMA: Frictional's next game on: December 17, 2015, 09:06:25 AM
in the game universe it's random which copy becomes "you"

I was thinking about this a bit, and I don't think what Catherine tells us about the coinflip (the random chance either clone becomes you) is true. Given the way the game ends it seems that for the entirety of our journey we only play as one Simon, the Simon who sits in the chair at the end and berates Catherine after the space gun fires. Each time we are copied prior to that point, the players POV jumps straight to the new body (from Canada simon, to the first robot Simon, to Diving Suit Simon). Yet once the space gun fires and a copy of us gets uploaded to the Ark, our POV stays with the Simon at the bottom of the ocean and doesn't jump to the Simon on the Ark at the moment of duplication. So it seems we only play as one person the entire game, with a recollection of memories making us feel like we've jumped bodies a few times.

Also, I think the whole continuity theory stuff that the characters start to believe comes from the thought that the true observer of our Self (the Us that sees the world specifically through Our eyes if you will) literally matters to no one else other than ourselves.
You walk into a cloning facility, and the operation room has two chairs: one on the left, one on the right. No one but you and the doctor knows this operation is taking place. The doctor tells you to take the seat on the left. They tell you they will be copying you into the right chair. They put you to sleep for the operation and when you wake up, an exact copy of you sits to your right. Logically you would probably be under no strain deducing that because you went to sleep in the left chair and awoke in the left chair you must be the original. The clone would of course have the memory of sitting in the left chair but would know, because it awoke in the right, it must be your copy. Simple I guess. But what happens if the doctor swaps your position to the right before you wake up. However hard it would be for You, the original you, to accept, you would have to conclude you were the copy, and the copy would of course be under the impression they were the original. Why would they think otherwise? They would go home to your family and be fully accepted as You. If you killed yourself now, removing yourself from the picture, as far as the rest of the world is concerned you still exist, just as you did the day before.

Not sure exactly what I'm trying to get at there but interesting to think about nonetheless.
14  Developer / Art / Re: show us some of your pixel work on: October 14, 2015, 10:59:58 AM
This guy? https://www.artstation.com/artist/shant or were you thinking of someone else?
15  Player / Games / Re: Dark Souls and Dark Souls II & Bloodborne on: August 05, 2015, 05:38:00 AM
Spoilers I guess if you wanna go in completely blind but someone snapped some footage:



Looks pretty fast and snappy which I kinda like. Much prefer responsiveness over elegant/smooth anim. Hard to judge from footage though.
16  Player / Games / Re: Dark Souls and Dark Souls II & Bloodborne on: August 04, 2015, 11:09:23 AM
Dang, the scale on some of those enemies is crazy, like the big skeleton face and the giant looming over the player. Certainly seems like they wanna up the big set pieces on this game.
17  Community / DevLogs / Re: Guild of Dungeoneering [launching July 14th!] on: July 14, 2015, 02:02:25 PM
Hey! Looking good! Just saw Northernlion cover the game, it's come so far since the start, should be proud!
18  Player / General / Re: Microsoft to buy Mojang for $2 billion; notch departs on: September 15, 2014, 04:27:20 PM
Guys sitting pretty now. I wonder if any of it got distributed to the other Mojang members. There's less than 40 people there right? That's enough to make em all multimillionaires.
19  Developer / Art / Re: show us some of your pixel work on: August 31, 2014, 10:44:41 AM
Dang, that's nice. He's just screaming for an adventure game to walk around in.
20  Community / Forum Issues / Re: More Posts Per Page? on: August 30, 2014, 09:10:09 AM
Don't see why not. Sounds good to me.
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