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1411321 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 06:28:56 PM

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1221  Developer / Audio / Re: Cool music toy: "ToneMatrix" on: August 25, 2009, 08:26:25 AM
67584,98304,8192,2048,0,40960,0,65536,8192,67584,65536,8192,67584,69632,8192,69632
1222  Developer / Art / Re: show us some of your pixel work on: August 21, 2009, 02:02:01 AM
1223  Developer / Technical / Re: Moving individual Vertices(XNA) on: August 18, 2009, 08:46:11 PM
I meant moving per pixel on the surface of the water (so the top doesn't look choppy or polygonal), everything below it could just have an added blue color component or something, then shade the polygons with some pixel distortion shader I made.

I'm totally into shaders already, so I'll give it a shot after I write some vertex code.

Wanted it to end up something like this mock-up, yet I have no clue about the specular parts I'm wanting:
1224  Developer / Technical / Re: Moving individual Vertices(XNA) on: August 18, 2009, 08:10:25 PM
I'm trying to draw plain water on a 2d scene with dynamic waves on a per-pixel basis.

Using trig functions and grabbing screen texel coords was too slow in a pixel shader, as I was distorting the pixels in these areas as well.

What I had in mind:
Something like this at 3:19:





Actually, i've seen a lot of 3d waves just using a matrix, how do they move the verts in these cases?
1225  Developer / Technical / Moving individual Vertices(XNA) on: August 18, 2009, 06:53:47 PM
Using XNA 3.1. I was wondering if anyone had any ideas or code on moving individual vertices in a polygon?
1226  Player / General / Re: BlazBlue on: August 18, 2009, 06:20:16 PM
I suck. Anyone wanna train with me, I'm trying to get good with Iron.
1227  Developer / Art / Re: show us some of your pixel work on: August 18, 2009, 05:19:22 PM
Quote
It's just an idle sprite for an NPC, but the newer one does look better, right?

Yes, but why is it 2 colors? outline is kinda funky, decide if you want to sel-out or not Coffee



I recently did this:

I don't like it...I hate the human face. It's not of anyone in particular, I just made it from scratch...And I just noticed the shirt needs AA...screw me.

Also: Spring.
1228  Developer / Art / Re: show us some of your pixel work on: August 18, 2009, 04:59:43 PM
Quote
A few work in progress animations for a generic enemy for the-game-i'm-making

Try adding another frame of animation somewhere in the middle of the run before one of the legs hits the back

Also as stated before the head bobs up and down when you walk or run due to your height changing as you try to keep balance. your legs bend, and stretch to cause movement.
1229  Developer / Design / Re: Story in JRPGs Discussion on: August 17, 2009, 04:53:07 PM
Anyone play Shining Force 3? Pretty awesome.



1230  Developer / Design / Re: how to make reading text fun on: August 16, 2009, 10:01:45 PM
The "Story" mode in BlazBlue makes me cringe...oh god. The only thing I like is Taokaka calling Litchi, "Booby lady".

The rest is so bad, it's a great effort to try to skip the text as fast as possible.

The voice acting ranges from, "OH GOD, MUTE IT NOW" to "Hey, he sounds sorta-cool" to "WTF!?" to "That just sounds stupid".
1231  Developer / Design / Re: Story in JRPGs Discussion on: August 16, 2009, 09:38:27 PM
Quote
That is why JRPGs fail in my view - they are too grind oriented. Of course, there are exceptions, but they only confirm the rule.

I've rarely had to grind in many games, usually you only have to grind for a final boss or optional boss. Sometimes grinding a bit can be fun, because you know your getting those characters extremely powerful.

also if a JRPG is a breeze, usually it get's pretty boring- quickly.

You know- I haven't played or seen an awesome JRPG for a very very very long time. Anything they've cranked out recently or semi-recently I kinda dislike. They just don't make them like they used to, like Chrono trigger or Chrono cross- those are epic games. The most recent JRPG that isn't complete junk has been the great persona 4. It really seems like Squee-nix only wants your money, nothing more. They don't care about making their games inspiring or to capture your imagination anymore.
1232  Developer / Design / Re: Story in JRPGs Discussion on: August 16, 2009, 09:07:39 PM
Quote
Maybe the writers could anticipate whether or not the player loses the fight, and branches the story off that way? When I say linear, I mean without the usual minigames and filler sidequest.
But some side-quests are awesome, especially if they are funny and offer a good reward. Or explain more of a characters back-story, but in an interesting way.
Extremely tough side-quest bosses are good, if they got really cool attacks and stuff.
Quote

Yes, I was talking ultra-linear, where you don't have much choice in the gameplay, but the story might change depending on how you take on the encounters, and whether you win or lose, on a case by case basis.
But can you make all the battles interesting or engaging? They're going to have to be if all the battles are scripted. Also, it probably wouldn't be worth the work you'd have to do to make an alternate plot whenever the plot 'branches' out. Do you ever feel satisfied at the end of the 'choose-your-own-adventure' books?
Also, if you lose battles, how many different ways could you possibly change the story other than 'your party has been killed/captured/enslaved/lost'...
Also if the story branches out, what's the 'real' ending? Whats cannon in the story and whats not? It's like when you give a movie different endings..

You know I really don't care much about the main story as long as I like some of the characters, the battle system, and funny/interesting side-quests.

The big killer for me is when the main story throws you some type of twist which makes you totally lose any sympathy you had for the characters, or if the game runs into some boring plot device you need to take care-of, that's a bummer. It's ok if you run into some type of interesting or unusual point in a plot.

I also can't stand when some characters constantly join and leave your party through-out the plot, usually of their own accord, and usually they're some type of cool character you just want to play with. It's like the game is saying, "Here, you can play with SoAndSo until you reach 'point in the game' and we'll take him away from you, and give you him back later. This is to keep you playing."

I also can't stand it when there is some cool character you'd like to play with, but it's a semi-'secret', so you have to go on GameFAQS to look up how to get them in your 'party'. What's the fun in that? Couldn't the game give me enough of a hint for me to figure it out on my own? It's even more aggravating when you find out you've gone past a certain point in the game where it's no longer possible to get the character you wanted...Ugghh.

Speaking of bad stories, Star Ocean 4 takes the cake. It's just a giant run-on of Japanese RPG cliches'. Terrible.
1233  Player / General / Re: You got a website? Right? on: August 13, 2009, 06:24:29 PM
behold Trevordunbar.com
1234  Developer / Art / Re: show us some of your pixel work on: August 13, 2009, 03:34:28 AM


Meet the pixeley Jeep Wrangler Sport 4.0L
1235  Community / Creative / Re: Main Character design! on: August 11, 2009, 06:52:32 PM
Trey the toucan says, "They the toucan here -- Mo'fo's! Get your @ss down to Albertsons and get yourself a fruit-cup. MMMmmmm!"

*defeat a boss*

"Nike', just do it!"

*loading screen*

"Hey kids, I bet you didn't know the toucan's natural diet is Coca-Cola(c). The cans grow on the Coca-Cola(c) trees in South America. Toucans use their enormous beak to grab and open said cans! Delicious!"
1236  Developer / Technical / Re: New pixel art (animation) program development on: August 04, 2009, 05:44:44 AM
can you make some type of real-time map tile-creation tool in your software? Perhaps so you see how pixels tile not only as you make them, but across as many tiles as you want to tile across too, like 2x1, 2x2, etc.

Also some kind of palette creation tool would be nice, like you tell it how much saturation loss across lights/darks you want, how much hue shifting/etc.
1237  Developer / Audio / Re: Show us some of your music! on: July 21, 2009, 10:04:03 AM
Gim'meh feedback!

http://g.imagehost.org/download/0720/FaceThisBoss
1238  Developer / Audio / Re: Show us some of your music! on: July 20, 2009, 01:05:56 AM
Generic music theory practice time! Get out your staffs, music paper, and bring your grand piano.

A gentleman with a tophat decides to go out for a walk  Gentleman
First the music describes a good day, then on a bad guy.
Pretty generic. Oh well. I kinda like it.

Happy Key: F major, Bad Day Key: C Blues scale

http://g.imagehost.org/download/0309/GentsDayOut_Good_Bad
1239  Developer / Audio / Re: Show us some of your music! on: July 19, 2009, 10:28:35 AM
your beep noise is clipping, sorta painful
1240  Developer / Audio / Re: Show us some of your music! on: July 19, 2009, 08:43:17 AM
LMMS is pretty win, I'm actually pretty surprised

http://g.imagehost.org/download/0787/8bitDungeon

I export it, but there is always a strange pause at the end, despite I didn't make one  Huh?
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