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1  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: January 12, 2017, 04:31:15 AM


ARPATUNE a VR music mind melting experience of Arpegiattios, beats and lush neon landscapes. Heavily inspired by Norwegian electronica and REZ.
2  Community / Jams & Events / Re: RandJAM in Oslo and Trondheim , Norway 19th October on: October 10, 2012, 01:12:51 PM
Yep, thOslo, gCollective is just starting up. Currently there is only a Facebook page. https://m.facebook.com/home.php?refsrc=http%3A%2F%2Fwww.facebook.com%2F&refid=8&_rdr#!/groups/120591381423363

To join the Oslo event, just use meetup. There is also a Facebook event for the Jam in Oslo. The Trondheim event only has a Facebook event afaik. :-)
3  Community / Jams & Events / RandJAM in Oslo and Trondheim , Norway 19th October on: October 09, 2012, 01:07:07 AM
We are going to arrange RandJAM in Oslo and in Trondheim the 19th of October.

This is to celebrate the founding of two new game making initiatives in both respective Cities.

Spillmakerlauget Trondheim
and
Oslo Mega Games Collective

The format is simple. We arm ourself with random word generators to construct constraints for the games we will make.

Random verbs will guide our mechanic,
random adjectives, will guide our paint!

When you first arrive, you'll mingle a bit, then get your random words either as a team or individual.

Then within an intense hour,you figure out what genre or mix of genres your game will be set in.

If unable to choose, you will be given a genre by random. If that did not help on your creativity, the last and final option, is to go the the "random remake"-lottery , and pick a random old game you have to remake/remix.

*Oh, and team-changing is very much encouraged. If you think someone else has a brilliant idea, and you have a skill they need, talk with them and join forces! The Jam is social!


Welcome and check out our stupid promo video at:
http://www.randjam.net
4  Community / Creative / Re: Games you'd like to make on: February 19, 2012, 04:03:59 AM
cool idea with the bird game, Ive also  had a lust to create a bird game. Actaully everytime I see a bird land, I want to make a physics based bird game.
I did a prototype of a seagull flying, but I lost the files for the project. I only have the web-build of it on a server. Will find it and post it later when Im not on the ipad.

other games I want to make:

Single point of view:
A group of phd students in vision technology has made a camera technology which visualizes the world through a different spectrum. They travel to a remote place to work and do a last party before summer vacation. Everything without the filter, is real handheld video, but when the filter is on, you get controll. When at the location, suddenly all of the light in the world stops working. The only thing you can use to see things, is through the filter. At some points, story is told though real video, when for short glimts, the light of the world reappers. Plays like survival horror/puzzle, feels inspired by handheld direction of cloverfield.

shooter:
just a vertical scrolling shmup Smiley

5  Developer / Technical / Re: Edge of Rectangle -> Center Ray Intersection on: November 02, 2011, 09:09:48 AM
I do not have the exact solution, but let me just scribble some Smiley
( I am bored waiting for android api to install) ...

You will have either the x value of C or y value of C, depending on what side you intersect.
This will be known in advance since A is in the middle, and I assume you know the width/height of your rectangle Smiley


6  Player / General / Re: Game Development Snack Food on: April 28, 2010, 02:20:04 PM
Bought a pack of caschew nuts once.. I got addicted, ate the whole pack before writing a single line of code.

My coding snack of choice is now grapes. It's perfect, bite-sized, energy boost, tastes good too and not too messy.

Coffee, water with bubbles or if I'm feeling like going turbo, 1.5 liters of coke.
7  Player / General / Re: Ip Man on: April 22, 2010, 01:54:05 PM
ip man was aaaweesome. Watched with a real good friends of mine which I used to hang out with and watch flicks like this all the time when we were growing up.

8  Player / General / Re: Morning Routine, Get out of bed! on: April 17, 2010, 03:28:52 AM
haha.

Biggest problem though, is that on my phone there seems to be a bug with the barcode scanning lib. Sometimes it just won't scan the barcode. Those mornings I get pissed, but awake.

I really got to fila a bug report to them
9  Player / General / Re: Morning Routine, Get out of bed! on: April 15, 2010, 03:53:56 PM
Morning? What witchcraft is that? Doesn't the day start at 2PM? Droop
Never before have I wished more to be a student again than now. :p
10  Player / General / Morning Routine, Get out of bed! on: April 15, 2010, 03:47:01 PM
Sometimes I have decent ideas, sometimes I have bad ideas.
This is my best idea ever.

I identified my pattern in waking up. It involved pressing the snooze button ten times. I wanted a better way.

What if I had to leave my room in order to turn off the alarm?

So, I made an alarm clock for Android phones called Morning Routine. Basicly, you print out some 2D barcodes, hang them somewhere in your flat, and then you've set up a morning routine. When the alarm rings, to stop it, you have to scan the codes. This forces you to get up.

You can set it to give you 10 minutes at the bathroom, 15 minutes at the breakfast table, etc. Whatever kind of routine you want, you can set it.

It's out now on Android Market, and I want to share it with people. I think this is something a lot of people would like. It's free and source is available for those who wants. It's just a hobby project trying to create a way for sleepy-heads to get a morning routine.

Here's a link and more information about it: http://digg.com/d31OZIW

Any suggestions, feedback? Wishlist, morning stories etc? I'd love to hear it.
11  Community / Jams & Events / Re: Owlboy at GDC - San Francisco 2010 on: February 02, 2010, 04:14:16 PM
I'd just like to offer my congratulations to you!
Sadly, can't make it to GDC this year, but I'll be there in spirit, or just at home drunk on spirits.

Regardless, good luck, fingers crossed for an award!  Beer!
12  Player / Games / Re: IGF 2010 nominations on: January 12, 2010, 06:27:49 AM
So, it's time for me to post our feedback for Umami Smiley , http://www.igf.com/php-bin/entry2010.php?id=292

The feedback we got was of high quality, and we've allready made a lot of changes to our game to improve it.
________________________________
Umami scored best in:  Audio

And scored worst in:  Overall

Here's me copying some of the criticism:

---
The combination of the genres doesn't feel like it's totally thought through in all
places. The platform jumping sometimes messes up the rhythm play as you sometimes
can't see the arrows to press because you've jumped too high up.
The rhythm and music part would benefit greatly from more feedback when
hitting/missing notes, just look at Guitar Hero.
---
There does not seem to be a strong motivation for picking up coins,
however; I find that score is much less motivating than losing health.

Switching between vertical levels by jumping or falling is often frustrating because
arrows can pop up unexpectedly.  It just doesn't feel good to miss an arrow, yet it
feels unfairly difficult because you don't see them until the last minute.
---
Enemies, too, sometimes hurt the player, even when you've jumped on them - overall,
the game would benefit from providing more feedback on what's happening and why.
---
Great idea. Mediocre execution.

The main problem with Umami is that it's not an elegant blend of the two game styles
involved. Once we can't move on our own free will, we have to parse the tasks of
hitting the d-pad for the beat markers and the jump button for coins and enemies.
But the challenge here isn't very compelling to begin with, it's like tapping your
head and making circles on your stomach, and then suddenly switching.

---

___________________________________
And some of the more positive notes

The best part of the game was the music, but I'm guessing this was not made for the
game itself, so it can't really count that much towards the total.

---

I like the pleasantly chaotic feeling of having to juggle rhythmic skill with
platforming.

---

The core concept of a rhythm platformer is clever and novel, and I like the way the
various abilities and rhythm buttons are divided up between the two sides of the PS3
controller. The challenge to 'rub belly while patting head' works well.


There's much promise in the game, though - it will be very interesting to see how it
progresses.

---

AUDIO NOTES
Good sound. The music is fun and well-made. I enjoyed the beat-matching, especially
when the bass drum connects. It felt like a nice audio treat, but I would like to
see more environmental and character identity through the sound design. High marks
for getting the rhythm portion down, and well.

TECHNICAL NOTES
The game seems technically proficient, with good load times. There were a few times
where, after jumping from one level to another, the beat buttons didn't make any
noise after I successfully hit them.

---

And to finish it with a summary:
"Umami is a game with a lot of potential. It seems half-realized. Spend a lot more
time on the core mechanic, understanding what makes a game fun and addictive, and
distill it down to a simpler, more elegant blend of platforming and rhythm. Next,
design better levels. Think of surprising the player and about how to add more
variety. Then, give the art direction a little treatment. Do that, and you'll have a
great game on your hands that can be critically and financially successful.
"

All the feedback we got was very well communicated and in a constructive manner.
We will do our best to address the issues and to make our game better as a result.
We've allready started this proccess and feel happy with where it's heading.
13  Player / General / Re: What are you listening to at the moment? on: January 10, 2010, 03:44:24 AM
http://open.spotify.com/album/1AZPQ7Ycvum5vzwtn8ZwoS
Firekites - The bowry

perfect album to listen to the day after the day you got drunk
14  Player / General / Re: Drugs on: January 05, 2010, 05:37:23 AM
i personally agree with the legalization thingies, but still  even if it less harmful than other legal drug, pot is not a magic solution. Smoking a joint is close to smoking like 10 cigarettes. Unfortunately its true, not some bullshit propaganda.
So unless they find a way to make it smoother; you will still be smoking crap that will ruin your lung.
Hey, nothing is perfect Grin

You can make tea or eadible stuff instead, so that one is allready in place.
15  Player / Games / Re: IGF 2010 nominations on: January 05, 2010, 04:07:08 AM
Congratulations to all the nominees!

When is the student nominees revealed?
I have some friends who's in it.
16  Player / General / Re: So what did Santa bring to you? on: December 27, 2009, 05:17:53 PM
A shoe horne/scratch stick
wool socks
scarf
electric guitar kit
learn to play the guitar dvd
deodorant (calvin clein)
bed sheets

That is all Smiley
Learning how to play the guitar is going to be a challenge, but one I welcome!
17  Player / General / Re: What are you listening to at the moment? on: December 27, 2009, 04:11:43 PM
Yonlu - A society in which no tear is shed is inconceivably mediocre
http://open.spotify.com/album/2njbPR05gvB7UCsrfqgfrG
The story behind this album is a very sad one. Yonlu was a member on a lot of internet forums, and one gaming forum that I've been a member on for ages (rllmukforum). He was an extremely talendet 16 year old. After his suicide he left behind a computer filled with mp3's, some of which he had allready posted on the forums he frequented. This was then compiled into this album.

Which is one of the most heart breaking but honest and fragile albums I have ever heard
18  Developer / Audio / Re: Show us some of your music! on: December 01, 2009, 03:43:52 PM
Not for any game or anything. I'm only having music making as a hobby.
I'd love some critique and feedback. I don't have a very good pitch, so I'm always a bit nerves about it sounding all instagib to the ear.

http://www11.nrk.no/urort/1.0/track/download/621916.mp3
19  Developer / Design / Re: So what are you working on? on: December 01, 2009, 10:45:12 AM
Morre , the hand drawn shading looks lush!
How did you do it? It looks a bit familiar to "hatch-rendering" which I read about in the "Real-time rendering" book.

I did some experiments with hatch rendering ages ago, but never got it looking as good as you.
20  Community / DevLogs / Re: Umami on: December 01, 2009, 04:59:32 AM
Lips Sealed , Hideous, just come with any feedback, no need to seal lips Smiley

Another thing being constantly talked about, was how fast-paced a level should be..

Uhm, let's see, where in the timeline could this dev.log story possibly be now?
So, Kris Jet was doing the initial first levels.

What I remember of one level in particular, was that it was very tall (vertically oriented), and that the camera didn't follow/show you enough to make informed choices.
There were some leaps of faith, and sometimes you'd be raped after leaping.

Level creation is done by using mainly two programs. The level editor, and Acid Music Studio. In Acid Music studio, we'd map out the note patterns using midi notes. Each midi track corresponding to paths in the level. Then we'd just export the midi file and load them into the level and it'd be filled with notes! Smiley



and



Levels became better as we figured out how to make cool levels and had good input from playtesters.

Also, I talked to one of the game dev students here in Hamar, he wanted to know more details about the curve and time stuff that makes the game work. I hope to find time to make a proper article about it, with more details.
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