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Developer / Design / Re: Tight gameplay
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on: February 04, 2013, 10:52:53 PM
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Part of the problem with 3d games, especially platformers, is down to technical limitations. Between pressing a button, there can be up to four frames until the game starts rendering that input. At 60 FPS that's 66 milliseconds, which is a huge amount of time when it comes to reactions. The core of this problem is that the game has to wait until the current frame is finished before it reads the input, then it has to process the input, then run the physics to move the character, then render the changed scene, and lastly wait until a vsync before flipping the buffers. Each of these things take time, and it's why 3d platformers feel so floaty.
There are technical applications that can be used to speed up the input->reaction time, unfortunately many of them aren't implemented even in professional level games. Most of them still use the basic input -> process -> render loop thinking it's 'good enough'.
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Developer / Art / Re: Art
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on: December 03, 2010, 09:47:00 AM
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I love all those textures, they are so awesome.
Plus the blend between the grass and the cobble stones works so well, even with just a simple fade.
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Community / DevLogs / [Ghosts&Makers] Tale of the Ghost Tamer
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on: November 24, 2010, 09:53:45 AM
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So as per Droqen's game context here: http://forums.tigsource.com/index.php?topic=15859.75 I am making a game based on the Theme of Ghosts! :D Thus is born: Tale of the Ghost Tamer. It's a story of a world which is suddenly invaded by ghosts of all varieties. Short ones, Tall ones, Nice ones, Mean ones, Happy ones, Angry ones, Sad ones, etc etc. The problem with ghosts though is that they can interact with people, but people can't directly interact back. It's up to the player to befriend some ghosts to help get rid of the mean and nasty ghosts while finding out what is actually going on. It will be an rpg where you befriend and train ghosts to fight the more nasty ghosts. It will be a little bit like pokemon, but I'll be focussing more on the rpg and personality aspects of the ghosts rather than just the combat. Some ghosts will happily go on their way if you solve their problems. Others will have have to be defeated. So I'm working on design this week, and it's shaping up pretty well so far. :D
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Player / Games / Re: The Korean indie gaming scene is being trampled on by Korean law
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on: September 05, 2010, 08:05:13 AM
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They are doing it to make money.
At up to $700us per game, that's quite a cash cow. They are squeezing the one they think they can get money out of, even if the Korean game market suffers.
It's sad that they want to destroy an entire industry under the guise of protecting the populace just to get a bit of pocket change. I swear government-backed ratings boards are the worst of the worst.
And there's nothing we can do aside from pull our games and let the country rot in their stupidity. Encouraging Korean games sites to do articles and emailing their MPs about it might help. You have to go around the rating board to be heard. If we could get someone like Blizzard to pull their games sales, that would be a start, but no company would want the lost sales.
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Developer / Art / Re: show us some of your pixel work
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on: April 20, 2010, 08:02:06 AM
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Guys, help. I can't get the crown right ;_; Any suggestions?   I did an edit to the right pic. Moved the crown forward and down and got rid of the outlining on the bottom. What do you think?
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Developer / Art / Re: Mockups
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on: April 13, 2010, 11:08:24 AM
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 idea for a puzzle platformer i had, where the two main characters have to meet, but if they venture into the other character's color, they die, so they both need to find their way into the purple area by working together. Make it three people and 8 colours and you have a winner!
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