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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 06:06:15 PM

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21  Community / Competitions / Re: Welcome to the wonderful world of Klik'N'Play! KNP OWNZ! (take that romeo) on: April 14, 2013, 05:45:44 PM
I know this is an old thread, but I'm desperately trying to find some of those games? Do you still have them Podunkian?

Particularly:
Ben The Lost Blueberry, and
Blorb vs Superjerky


I can't find a third game I've made, so I'd love the whole collection, but if bandwidth is a problem a few stabs at it's name might be:
Trigger Happy,
Star Chasers,
Factor X,
or Exander?

I'm not really sure what the third was called, it was such a long time, but you were a happy face and you short stars at other happy faces?



22  Developer / Audio / Re: Show us some of your music! on: October 20, 2012, 06:46:06 PM
Here's an album I just released with my friend. It's electronic music. Very melodic, and has some nice beats. I don't really know what to describe it as, but thought I'd share. I guess it kinda sounds like Brother Android but with a little less 8-bitey sounding stuff.

http://cinematicmusic.bandcamp.com/
23  Community / DevLogs / Re: bytesoup - Teeny Graphical Roguelike on: May 15, 2012, 07:51:26 AM
This looks really cool. Posting so I can view updates.
24  Community / DevLogs / Re: The Archer on: December 04, 2011, 06:39:26 PM


25  Developer / Technical / Re: Swining balloon basket on: December 04, 2011, 02:13:12 PM
This sounds pretty good. I've been mulling it over in my head for a bit. How exactly does the rope constraint work, can you go into more detail about that?
26  Community / DevLogs / Re: The Archer on: December 04, 2011, 02:11:05 PM
I guess we'll all have to keep watching Moldering for now instead, at least I know that'll get finished (I have some inside information).
27  Community / DevLogs / Re: Moldering on: December 01, 2011, 02:47:19 PM
Thanks. I realize there hasn't been a lot about gameplay shown off here but that's what we're working on now. More updates coming soon.
28  Developer / Technical / Swinging balloon basket on: November 29, 2011, 06:22:26 PM
I have a balloon with a basket. The balloon can be affected by blowing winds. What I'm trying to do is make the basket sway depending on which way the balloon is blown. Visually I think I'd like the basket to sorta trail the balloon and sway when the balloon comes to a horizontal stop. Any ideas on how to approach this? I have velocity, position, angle and move distance for the balloon. Other stuff the balloon has, that I don't think matters, is drag and air resistance.
29  Community / DevLogs / Re: Moldering on: November 29, 2011, 04:17:28 PM
Also, did an interview with Grizzly Pixel:

http://grizzlypixel.blogspot.com/2011/11/interview-james-daniello-and-zach.html
30  Community / DevLogs / Re: Moldering on: November 29, 2011, 04:16:21 PM
Added 8 days of devlog updates to the first post.
31  Community / DevLogs / Re: Moldering (New Videos!) on: November 20, 2011, 06:49:55 PM
New video. Also, check the first post of this thread for devlog updates:

#14 Moldering: Fading Caves and Ability Ring


Since this video three abilities have been implemented so far: Rock, Fireball, and Quake, each with their own unique use of the mouse. A video of them will come once there's enough implemented for them to interact with.
32  Community / DevLogs / Re: The Archer on: November 18, 2011, 02:09:55 PM
Any estimate on a timeframe for the next devlog video?
33  Community / DevLogs / Re: Moldering on: November 10, 2011, 04:09:41 PM
November 10, 2011:
Here's two videos to show off two of the newest features, along with some smaller updates:

#12 Moldering: Lighting Effects



#13 Moldering: Parallaxing, Weather, Camera
34  Community / DevLogs / Re: The Archer on: November 09, 2011, 12:28:39 PM

(I'll post a bigger version later when it's finished)

I'll be resuming the more detailed daily devlog entries with screenshots starting next week. I think so far having a quiet week has been very productive, but I feel like it's time to go back to the old format for a while.

:D

Oh yeah, and all the new enemies are Jared actually.

Hahaha
35  Community / DevLogs / Re: The Archer on: November 09, 2011, 09:41:13 AM
Pics or it didn't happen.
36  Developer / Technical / Re: Looking for resources on: November 08, 2011, 05:04:19 PM
@John: Thanks for such an in-depth reply, including code. I may use something like this in-game with checks on the angle values to see if certain things are drawn (zig-zag's, circles, etc). I do think it's going to take a lot of messing with though to get just right.
37  Developer / Technical / Re: Looking for resources on: November 07, 2011, 03:04:32 PM
@John: How would we detect things like a swirl? It seems this isn't a bad start, but also seems like it might end up being a bit finnicky.
38  Developer / Technical / Re: Looking for resources on: November 07, 2011, 03:02:52 PM
Pattern recognition is one of the more illusive and difficult subdomains of artificial intelligence. I can't find much that's computationally inexpensive. It might be best to fake it with a scaling grid overlaying the mouse movement and to count which grid boxes where hovered over and in which order?
39  Community / DevLogs / Re: Moldering on: November 06, 2011, 10:35:28 PM
The first lighting system casts the layers the player is in and around into complete darkness but still allows the background and night sky to shine through. This is most representative of real life, I feel. The less ambient light there is, the more the sky and stars are visible.

The second system casts the whole world in darkness except for all lighting sources. This one might be fun to experiment with in terms of gameplay. Lightning bugs that hover and dart around, lighting the scene up as they move, would look nice here and could be used to toy with the players perception of where they should explore (or not explore). However, I personally think the first lighting system is the most aesthetically pleasing.

The third is a modified version of the second system and is a sort of hybrid of the first two. It mostly just shows the player the areas where the lights are, but also lets a little bit of the rest of the map through.


TECH:
I wrote these systems using Java2D and get decent frame rates with over 1500 objects in conjunction with the lighting system. The first lighting system is the most interesting one. Basically what's done here is upon entering the specific map, an image of all the tiles which should be cast in shadow is drawn in all black. Then the light sources are blended into this image once per frame and finally a sub-image is taken from this image of the camera's view and rendered on top of the scene. The biggest performance increase was rendering all the static objects once upon entering the frame. I will still have to draw all of the moveable objects each frame if I want them to be cast in shadow as well.
40  Community / DevLogs / Re: Moldering on: November 06, 2011, 03:44:13 PM

November 6th, 2011

-reworked the camera system. It's now predictive of player
-created a mass of .ini files to allow other developers on the team to alter variables
-created three ambient lighting systems.


(Lighting system 1)



(Lighting system 2)



(Lighting system 3)
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