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Pages: 1 ... 7 8 [9] 10
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161
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Developer / Technical / Compatabilty
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on: January 03, 2011, 07:14:55 AM
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Hi All,
This is a very general question I know but I was wondering if you people have any tips for ensuring your game works on as many different PC's as possible? Currently I'm working on a little project in C++ and SFML, and it seems to work well on a number of PC's, some faster than others. I guess my concern for this subject stems from a big project I made in XNA. I was very disappointed my friends couldn't play it (main problems were installing prerequisite's and lack of compatible graphics card). So what are your thoughts people? Are you guys actively trying to make your games as compatible as possible and if so, what methods do you use?
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162
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Developer / Playtesting / Re: When I Close My Eyes
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on: December 14, 2010, 10:12:23 AM
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Very very strange! Probably the most unique looking game Ive ever seen! It would be improved if the obstacles were more apparent. For example, the laser beams came out of nowhere and killed me, a bit of warning would make it more fair.
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163
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Developer / Playtesting / Re: Momentum Racer
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on: December 14, 2010, 10:06:24 AM
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Nice, could develop into a nice little game. I agree with the other comments re. inertia. It has an unsatisfying feeling, like I'm not in control. Perhaps a bigger play-field would be good.
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165
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Developer / Playtesting / Re: Cyborg Virus
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on: December 13, 2010, 02:16:56 AM
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Wow, looks and sounds great. I played for quite a while. Although I agree with handCraftedRadio that there isn't really anything to loose by venturing outside the bubbles, a small bit of fine tuning would greatly improve it...
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169
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Developer / Playtesting / Re: Walk with Jack
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on: December 11, 2010, 10:56:44 AM
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Nice Idea, looks superb, like Limbo. The sound has quite allot of bass, making me have to adjust the speakers...
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170
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Developer / Playtesting / Re: Super Universe Defender
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on: December 11, 2010, 01:35:58 AM
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Its got really great style, great to look at. Engine is solid. A bit of music during the levels would really finish it off. It could do with a bit of context sensitive help ie. press z to skip text, press z to go through the door. Also, it was hard to know when I hit the enemies, a sound for each hit would be an improvement. All in all though an enjoyable game, keep up the good work.
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172
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Developer / Playtesting / Re: Gravity Garden - Puzzle game with cosmonauts!
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on: December 10, 2010, 04:23:56 AM
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I really really like this, very very nice. I love the style. Did you use time based frame's or SDL.delay to make it move so smoothly? One problem I have with it though, I have to keep reading the text, is there a way to turn it off? Or perhaps have a tutorial level that doesn't need to be played that explains the game mechanic away from the main game.
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173
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Developer / Playtesting / Re: Endeavor, an exploration game (feedback needed!)
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on: December 03, 2010, 12:06:01 PM
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Really nice. Only problem I have is the text is too fast in the intro (I understand you've already looked at this). I would prefer if it didn't fade away by itself, rather, just press c to progress... Visuals are good, sound is fitting. Couldant find any bus with the engine.
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178
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Developer / Business / Re: Game company name generator
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on: November 01, 2010, 01:46:49 PM
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* Soft Banana Group * Early Window Interactive * Mother Fall Studio * South Star * Never Progress * North Missile Collective * Blue Tomato Group * Upper Connection * River Winter * Upper Melon Studio * Puny Plane * Window Tomato Studio * Journey Gem Group
I like this one "Journey Gem Group"
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179
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Developer / Playtesting / Re: Ballsy - WIP
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on: November 01, 2010, 01:39:56 PM
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I like it, played latest version. It could do with some sound and perhaps an explanation of how to play each game type. Well done, keep working away at it.
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180
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Player / General / Re: Your beginning with game design
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on: October 23, 2010, 12:29:53 PM
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I used to design games in school. Done this for years until I found The Games Factory in a store in Dublin. For years after that I used TGF to make lots of games that the guys in school used to play them, this gave me a real buzz. The thing that I wanted to do most was to actually program the games myself so I began experimenting with C and Allegro but nothing much came of that. I began using Blitz Basic and Dark Basic and learned loads using those but never really completed a game until I started working with XNA. I found deployment a problem with my XNA game, none of my friends could install it! Now I'm studying software development in Java. My game development at the moment is C++ and SDL.
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