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101
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Player / Games / Re: Minecraft Server Hit By DDoS Attack
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on: October 22, 2010, 06:51:50 PM
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I read that too. Committed people will find a way though. And they'll never find the commitment to work on something as meaningful and as cool as Minecraft, so they'll stick to something small like a DOS attack to prove their "dominance" over Minecraft.
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102
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Player / Games / Re: Minecraft Server Hit By DDoS Attack
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on: October 22, 2010, 06:06:57 PM
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Yeah, I think you're right chrknudsen. It's easy to be envious or hate on someone who's doing something you simply don't have the patience or determination to. And there's probably plenty of people out there who hate the fact that they didn't come up with the idea themselves or who think they could do better. I mean, jeez, I wish I had thought of it, or that my projects picked up as much steam, but to go so far as to cause detriment to his efforts is just downright disappointing to hear.
However, on a positive note, it's good that they did this now. He currently has the resources to take care of the problem and in the future he'll be well prepared ahead of time. I mean, I saw an article about his game in Game Informer. There are definitely a lot of people exposed to it now and it's better sooner than later.
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103
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Developer / Design / Re: 2D platformer design studies
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on: October 22, 2010, 05:33:58 PM
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From what I'm finding in my studies, video-game design and video-game programming is just becoming taken seriously in the academic world, and since it hasn't been established (for example there's no standard way of writing research papers in software engineering, let alone game programming) it seems to be hard to find proper research other than some random algorithm explanations scattered over the internet.
Just my two cents. Also, I'm going to keep an eye on this thread and hopefully we'll find some cool resources. That paper you mentioned looks awesome and I'm definitely going to hold on it. It would be cool if someone started a page with a collection of stuff like this.
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104
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Developer / Playtesting / Re: Blink - Where will you end up?
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on: October 22, 2010, 05:27:22 PM
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I'm going to be critical here. If you don't want me to, don't read on. :D The concept is really cool, and this could be truly awesome. The only problem is the clunkiness of the controls/collisions. The controls need to be tweaked so they feel really really good. They're more functional at this point than pleasing and if you got them right it could be really really fun. I hope that it's okay that I'm saying this! Just my two cents. Imagine if Cave Story wasn't perfected/polished. It just wouldn't be a good game!  At this point you have a lot done though, good work so far!
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105
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Developer / Playtesting / Re: Blink - Where will you end up?
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on: October 22, 2010, 05:20:54 PM
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I think the best thing any game developer can do is to tweak the game to perfection. The concept seems really good. Any good game needs to be fun and solid at virtually every moment. I'm downloading it now.
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106
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Developer / Technical / Re: Wraparound worlds
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on: October 22, 2010, 04:59:14 PM
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Put an int marker that signifies the first point to start rendering from. This marker can be moved left or right with your characters x position. Then create a method that renders the 50 tiles to the right of it by iterating a number. If the number reaches the end of the array before it hits 50 (or whatever your screen width in tiles is), put the index to one and continue till you reach 50.
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107
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Developer / Technical / Re: Efficient Collision Checking?
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on: October 22, 2010, 04:51:38 PM
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If you can reduce each of your object's collision bounds to rectangles (which aren't rotated) or a collection of rectangles (which aren't rotated) then collision checks for rectangle vs rectangle and rectangle vs points are easy and fast. If this is an option for you let me know and I'll write up some code so you can understand it.
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110
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Developer / Technical / Re: Wraparound worlds
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on: October 22, 2010, 04:41:21 PM
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Why don't you put them in a circular list (A list whose last element is linked back to the first) and have a marker in the list, like an index where to begin drawing, and you can move the marker back and forth, rendering and checking only like the first 30 elements from the marker (or however wide your world is).
Have a data structure with a list and a marker and the rest from there isn't too hard.
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111
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Developer / Audio / Re: Music for Games (like Café!)
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on: October 22, 2010, 01:36:26 PM
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A modern day renaissance man! This music is great, what else are you good at?  I think the tonality and atmosphere are great. It's my personal opinion that these are the most important things in music. I listened to about half of them. I'd have to say that Time Capsule - Area Three is my favorite.
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112
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Developer / Audio / Re: Composer looking for critique!
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on: October 22, 2010, 01:26:18 PM
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I like these. There's not much to say and I hope you find jobs in the scoring business. You definitely have the talent. I just started listening to your album now. I'll leave feedback if I don't get distracted with something else.
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113
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Developer / Art / Re: Creative commons rocks/grass tile set
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on: October 22, 2010, 10:52:53 AM
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These are great. The only problem with this--and by no means should you not release them under a creative commons-- is that if someone makes a really awesome game using them, every other game will have the "insert-awesome-game-name-here" graphics. I guess it's unavoidable, just my two cents.
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115
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Community / DevLogs / Re: Moldering
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on: October 17, 2010, 07:30:42 AM
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Click at the bottom for the latest alpha build. Consider this to be a little playground to try out the new features. A few big changes here: 1) I changed the movement a whole lot. I didn't like how easily he could get around and the controls felt floaty so I toned him down and made him more responsive/grippy. Let me know how you think it feels. 2) I added gamepad support. Currently I've only tested it for an Xbox360 controller, but it works great. Let me know if it works or not on your other gamepads. 3) I added ledge-grabbing and hook hanging. If that doesn't mean anything to you, you'll have to just try it out.  A few small changes: 1) I made it so that the player will snap to the contour of a slope when walking down it. This was to make it so if the player wanted to jump but was walking too fast off of a slope they still could, rather then falling off the slope as they walked down it (which wouldn't let them jump without the double jump because they were in the air). Any thoughts? 2) I also made it so the player moves slower when walking up steep slopes. One more thing. If you know what flattr is, please use the button below.  DOWNLOAD: http://www.mediafire.com/?13rgsjizih503d2  
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117
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Community / DevLogs / Re: Moldering
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on: August 05, 2010, 10:17:26 PM
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Thanks! I'm glad you took a look at it. It's only slightly representative of the final product, but I think it's good to put it out there and get feedback.
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119
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Community / DevLogs / Re: Moldering
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on: August 03, 2010, 06:38:23 PM
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Hey guys, check the first post for a download link to the first public demo of Moldering!!!
Please keep in mind that it serves only as a tech demo and lacks the content that will be in the actual game.
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120
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Community / DevLogs / Re: Moldering
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on: June 19, 2010, 12:42:01 PM
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Just a small update so you guys know we're not dead. We've made great strides lately in the game's actual design. We've mapped out some really great things. It's a great breather to step away from programming and to just think creatively about how the game will work out.
On other news we've been spotlighted in Pixel Prospector's '190 Free Indie Games in 10 Minutes'. As little amount of publicity it is, it's still publicity, and for that we're grateful.
We'll sure to keep you guys updated.
-James
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