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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 27, 2024, 12:35:48 AM

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1  Player / Games / Re: Minitroid on: November 06, 2010, 08:47:11 PM
Not really a demake.. too many colors for a NES game and some effects there could never be done on a NES. But a NES game could have more detailed sprites... I have no idea how to call that Concerned
A De-magining?
2  Developer / Technical / Re: Perlin Noise on: November 06, 2010, 01:52:49 AM
I'm not sure if flixel accepts display.BitmapData's as inputs but bitmap data's have a built in perling noise function btw.
http://www.adobe.com/livedocs/flash/9.0/ActionScriptLangRefV3/flash/display/BitmapData.html#perlinNoise()
3  Developer / Playtesting / Re: My Great new game, on: November 05, 2010, 10:25:40 PM
At first I was like  Roll Eyes  then  Huh?  followed by  Lips Sealed  until I realised and was in this state: Tears of Joy

GotY 2110
QFT.
4  Player / General / Re: HOLY SHIT GUYS STARCRAFT2 IS OUT on: October 25, 2010, 01:42:50 AM
If you want to get good and aren't afraid to invest in some time, Day[9] does AWESOME (almost) daily, uh instructoids.

All the information here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=104154
5  Player / Games / Re: Minitroid on: October 24, 2010, 01:26:28 AM
Oh man, the game captures the feel of the original perfectly. Brings me back...to a year ago when I played through super metroid for the first time =D (90s child)
6  Player / Games / Re: Dustforce on: October 24, 2010, 01:24:02 AM
I guess everyone has the same feelings.
If only it runs as well as in the

, hopefully the finished game will run better.
7  Player / Games / Re: Dustforce on: October 23, 2010, 09:31:31 PM
Oh man, I can't believe I forgot a link  Embarrassed
But yea, there's no loading screen into levels either, I think it might be one of those games that looks amazing when played by a pro
8  Player / Games / Dustforce on: October 23, 2010, 05:03:32 PM
The game looks pretty rad and a demo just came out:
http://www.indiepubgames.com/game/Dustforce!

Balls hard though
9  Community / DevLogs / Re: Venus Patrol on: October 23, 2010, 04:30:32 PM
Awesome, no point sprite version works wonderfully
10  Player / General / Re: TIGSTWG XVII: Werewolf: The Pokémon Edition (Yes, really) on: October 23, 2010, 02:07:51 AM
Uh, we haven't started yet right?
EDIT: OH-SHI I MIssed it
disregard everything I said...
11  Community / DevLogs / Re: Venus Patrol on: October 23, 2010, 01:47:36 AM
Is it weird that I see this?


Zee Log:
Code:
Aliased point size range: 1 - 8192
Smooth point size range: 1 - 63
Aliased line width range: 1 - 128
Smooth line width range: 1 - 63
Available OpenAL sound devices: DirectSound Software, Generic Software,
Using sound device: DirectSound Software
Messengers reset
Loading image new_terrain.bmp ... OpenGL framebuffer setup okay
Loading image instruments.png ... successful
Loading shader island...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Loading shader aircraft...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Loading shader effect...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Loading shader post...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Loading shader sky...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Loading shader speckles...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Clearing level...
Messengers reset
Loaded sound: sine
Running script intro
- colour top 190 200 190
- colour middle 197 188 106
- colour bottom 190 81 9
Loading aircraft resource meteor ...
Loading mesh meteor
Mesh meteor loaded, with 852 triangles and 11 submeshes
Mesh added to resource
Finished loading resource meteor
Loading aircraft resource rocket60lb ...
Loading mesh rocket60lb
Mesh rocket60lb loaded, with 78 triangles and 2 submeshes
Mesh added to resource
Finished loading resource rocket60lb
Loaded sound: wind_whistle
Loaded sound: jet2
Loading shader cloud...
Vertex shader was successfully compiled to run on hardware.
 
Fragment shader was successfully compiled to run on hardware.

Loading image grit.png ... successful
Creating mipmaps
Loading mesh flame
Mesh flame loaded, with 8 triangles and 1 submeshes
Loading image gradient.png ... successful
Loading mesh sphere
Mesh sphere loaded, with 960 triangles and 1 submeshes
Loading image sharp_circle.png ... successful
Loading mesh exhaust
Mesh exhaust loaded, with 20 triangles and 1 submeshes

Bits of dxdiag:
Code:
           Processor: Intel(R) Core(TM)2 Duo CPU     P8600  @ 2.40GHz (2 CPUs), ~2.4GHz
             Memory: 4096MB RAM
          Card name: ATI Mobility Radeon HD 3650
    DirectX Version: DirectX 11
       D3D9 Overlay: Not Supported
            DXVA-HD: Not Supported
       DDraw Status: Enabled
         D3D Status: Enabled
         AGP Status: Enabled

PS: I tried hitting v twice, no difference, even when post processing is disabled.
12  Player / General / Re: 35000+ members holy shit they must all be legitimate on: October 22, 2010, 11:39:38 PM
Maybe it's a code, from the future? Some doomsday program?
13  Player / General / Re: TIGSTWG XVII: Werewolf: The Pokémon Edition (Yes, really) on: October 22, 2010, 07:28:47 PM
EDITED: JOINED TOO LATE
14  Player / General / Re: 35000+ members holy shit they must all be legitimate on: October 17, 2010, 12:20:05 AM
IT'S THE CYLONS!!!
15  Developer / Playtesting / Re: Megafied: Mokoto's World on: October 16, 2010, 08:16:16 PM
I ususally check for collision before I move, ie, checking the "future" position of the player before moving, and if it collides, I move it to the position [tile.x-player.width, tile.y-player.height] etc, depending on which way it collided with the block.

There was a much better explanation in a blog I read, I'll see if I can't find it.

EDIT: Found it: http://www.anotherearlymorning.com/2009/04/making-a-platformer-physics/
16  Player / General / Re: Favourite type of cheese on: October 09, 2010, 12:07:44 PM
Ok I'm going to compile a list tonight and possibly journal my experiences as I (Hopefully) work my way down this list.

Would try casu marzu if it probably wasn't illegal...I wonder if NZ follows EU food regulations...
17  Player / General / Re: 80s TV Cartoons on: October 08, 2010, 01:32:38 PM
he-man isn't prehistoric, it's futuristic; there are flying ships and robots and everything. and yeah a guy with a sword, but the sword can shoot beams of power and turn him from a wimp to a muscle-man, so that's some high technology right there
He-Man is Scientology. He-Man's magic sword is actually an E-Meter, which he uses to cleanse himself of The-Tans so he can become closer to his true spiritual body (really big muscles). Castle Greyskull is the Religious Technology centre of Eternia. You cannot dispute this because it is the truth.

Shows how much I watched the show @.@ Might give it a try again one of these days.
18  Player / General / Re: Favourite type of cheese on: October 07, 2010, 02:06:39 PM
Oh man soo many cheeses, anyone want to send me a cheese bundle?  Well, hello there!
proxy 2-gate zealot rush is my favorite kind of cheese
Well played, I was thinking of putting something like that in the op...
19  Player / General / Re: 80s TV Cartoons on: October 07, 2010, 02:03:38 PM
I also watched some He-Man, I hated it. I think it's because I don't like the whole prehistoric fantasy genre because I remember it being kinda freaky.
20  Player / General / Re: wat ur favorit pizza on: October 07, 2010, 02:01:22 PM
I actually dislike pinapple on my pizzas, I don't hate them but I'd just prefer my pizzas without them. Same goes for anything thats crunchy (Peppers/Capsicum, onions) though I do like jalepeneos alot.
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