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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 01:23:06 AM

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421  Developer / Technical / Re: Peevish Peruses Python on: March 14, 2009, 11:46:36 AM
Try:

image = pyglet.image.load("kitten.jpg")
422  Developer / Technical / Re: Starting python. on: March 14, 2009, 11:42:50 AM
Honestly, after having worked with pyglet for a bit, I suggest beginning programmers try PyGame first for a project or two, before attempting pyglet, because it can be a bit much to learn OpenGL on top of learning Python.  There are a lot of libraries that you can snag for PyGame, whereas Pyglet has fewer libraries.
423  Developer / Art / Re: show us some of your pixel work on: March 13, 2009, 11:05:13 PM
Here, have a spaceship!  This'll be in the game I'm working on at the moment.



Once I can figure it out and implement the game tech, the blue patches will be glowy.
424  Developer / Art / Re: Fuel for designing spaceships... Other fun places for art inspiration? on: March 13, 2009, 11:02:19 PM
Well, I'm meaning in the sense of 'you could make a great game from this stuff if you could figure out how to stuff the art into an engine'. Smiley  But yes, it's not a real limitation.  F'rex:

Bots with stuff - sure!  Happens all the time.

Vintage photos - plenty of application to 50s-style pulp SF games like 'It Came From Outer Space' or B-monster movies attacking.  Gotta have settings that say 'I'm totally 50s'.

And so forth!
425  Developer / Art / Re: Fuel for designing spaceships... Other fun places for art inspiration? on: March 13, 2009, 10:18:34 PM
Frequently updated and/or thematic would be nice, IMO, but whatever inspires, as long as it's in some way game-related, and that's a lot of ground covered.

Right now I'm trying to figure out how to draw some ships that don't look like utter junk.  Perhaps I need to get better tools than MS-Paint and GIMP...  Edit to add: yes, they'll be pixelly ships, i.e. 16x64 and 96x32.
426  Developer / Art / Re: Fuel for designing spaceships... Other fun places for art inspiration? on: March 13, 2009, 03:33:08 PM
Must avoid feelings of utter abject inferiority!  That's some pretty awesome art there, thanks. :D

427  Developer / Art / Fuel for designing spaceships... Other fun places for art inspiration? on: March 13, 2009, 12:55:05 PM
Thought I'd share a link to Concept Ships with y'all.  So much amazing art and so many ideas for how to design spaceships and other bits of technology for game settings!

Any fun places you guys go to for your art inspiration when you want to make your next game/character/level/project/etc. more creatively interesting?

Edit: post 100.  Go me!
428  Developer / Art / Re: show us some of your pixel work on: March 13, 2009, 07:58:03 AM
Had a go at this in 2D.



The site you linked to has apparently exceeded its allowed bandwidth.

The particular picture seems to need a little something to bring the elements together, like having some of the pieces obviously fitted into the other pieces.  It kind of looks like it has a couple of clamps holding it.
429  Developer / Design / Re: Arm-Chair Designer: The Arrival on: March 12, 2009, 11:21:01 PM
Does it really need to be first person?  I could see this being done well in a 'painted RPG' style like Baldur's Gate and Planescape Torment, with those pictures you linked.
430  Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name on: March 12, 2009, 02:26:03 PM
Astounding makes me think of Amazing Stories, the 50s SF magazine.  So, it's a pulp SF era sort of name.
431  Developer / Art / Re: show us some of your pixel work on: March 12, 2009, 07:27:09 AM


So very cute!  But is that hot bread in her hand?  Or is she waving a bomb around?  If so, she doesn't have long 'til it explodes.

Quote

This one was my favorite of the lot for style.
432  Developer / Technical / Re: What are your game's limits? on: March 11, 2009, 11:22:38 PM
Just thought I would throw in this useful tip...

It turns out Pyglet does an awful lot of OpenGL error checking.  This gets turned off if you compile in 'optimized' mode, but you can also configure it as follows:

Code:
import pyglet
# Disable error checking for increased performance
pyglet.options['debug_gl'] = False
from pyglet.gl import *

That line needs to be in before you import symbols from pyglet.gl.

Performance improved, um, dramatically.  And while trying to figure this out, I also brought in Lepton, a particle engine library for Python, and am pleased with how much better the explosions and smoke look.  So pushing at those limits has its uses.
433  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: March 11, 2009, 10:47:26 PM
This is true!  I'll probably be doing all my own programming and art for now but it is dawning upon me that I need to make friends with some musicians. (shifty sideways look)
434  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: March 11, 2009, 08:04:54 PM
Cute artwork in your blog, I'm guessing you're the artist of your group?  Welome. Smiley
435  Developer / Design / Re: Different Ways to Level Up on: March 11, 2009, 03:49:15 PM
Actually I think it is important from the psychological point of view.  Higher numbers impress the monkey in our brain that wants to throw banana peels at those 'lower' than us.  Being able to see our XP bar climbing up gives us prompt feedback for things that may otherwise be boring to us.

So one thing to ponder is, if we remove levels and/or XP, how do we substitute for that 'Ding!' gratification?  Even the 1d Linear Rpg had dings!

So on second thought, I don't think I'd get rid of levels from RPGs.  But it might be interesting to ponder an 'opposites' RPG where you level down as you play...
436  Developer / Design / Re: Different Ways to Level Up on: March 11, 2009, 02:48:15 PM
Well...  Question is, how essential is level to an RPG anyway?  Characters want to advance, but what is the difference between gaining a new ability because you went up a level, and gaining an ability as a result of completing some quest/beating some monster/unlocking some puzzle not directly related to the story?
437  Developer / Art / Re: Art on: March 11, 2009, 08:44:25 AM
It's the same bird but seen thrice - past, present, future - as evidenced by the coloring.  I like it, myself.
438  Developer / Art / Re: Camdag's pixelwork and mockup thread on: March 10, 2009, 11:36:47 PM
Makes sense but the juxtaposition of him being an android with the kinda medieval look of his hood and greaves is making me go  WTF  Smiley
439  Community / Tutorials / Re: Braving Procedural Generation on: March 10, 2009, 11:27:44 PM
Some additional thoughts:

* It'd be useful to identify caves somehow as distinct areas.

* Caves that are far from the path might be candidates for 'grand treasures' - treasure chests in the center, with guardian monsters

* Following the A* path, you could place guardian monsters at the ends of those caves

Let's say the entrance is always in 'cave 1'.  Then you expand from there and identify all other squares with at least 3 open squares adjacent as also 'cave 1'.

Squares with only 2 open squares are considered to be tunnels.  Follow and mark them so you don't visit them again, but don't assign them to caves.

Keep a running count of how many cells each cave has.  This lets you decide how many monsters a cave needs to feel 'populated'.  Caves of low size are just swellings within tunnels and can be disregarded.

This algorithm might need some tweaking since it'd count that big area in the example where the red square is as one big cave, but there's a 2-wide tunnel.

Totally untested idea, inspired by your procedural map generation article. Smiley
440  Developer / Design / Re: So what are you working on? on: March 10, 2009, 11:12:53 PM
This is a great idea! I think I'll even apply it, actually. I'm writing up a big article on my blog about procedural generation right now Smiley so I'm gonna mention this and link back to your post if you don't mind.

<3

Quite all right, let me know if it worked. Smiley  I'll post some other thoughts in that thread.
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