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1182
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Community / Creative / Re: Your Greatest Mistakes
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on: March 06, 2010, 01:38:48 AM
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Game Maker has this thing with not drawing the background that creates a really trippy effect when combined with surfaces. I managed to make the background in this game based on that effect.  hahah i love that background
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1183
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Player / General / Re: Steam coming to Mac OSX!
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on: March 06, 2010, 01:36:43 AM
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As of now, I don't think there is any formal confirmation. So its still just rumor and speculation. Of course, they have been teasing the hell out of it, so SOMETHING is definitely in the works. Honestly? Let's say they just make a Steam IM client for mac. I'd be pretty happy with just that. I've been hearing the whole source engine has been ported.
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1185
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Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
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on: March 05, 2010, 06:54:39 PM
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Sports Game Compo
The sports game genre is so stale it might be interesting to see what we'd be able to come up with. Of course the interpretation of the sport's rules and gameplay could range quite a bit. Also since a sports game is the farthest thing away from indie, some great design would definitely spawn from working in such a foreign area.
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1187
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Player / General / Re: Steam coming to Mac OSX!
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on: March 05, 2010, 03:19:59 PM
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ps3 uses opengl (embedded edition) and the engine would require a re-write to port it.
Yah, but no one working on anything as low-level as the source engine would be using OpenGL|ES. They will most likely be using LibGCM.
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1188
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Developer / Technical / Re: RTS Algorithms
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on: March 03, 2010, 07:16:47 PM
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I was really expecting that evacuated building to explode or something  Me too, but you know academics 
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1189
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Community / Creative / Re: Your Greatest Mistakes
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on: March 02, 2010, 10:54:18 PM
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I managed to do this today. Was sampling the wrong textures and projecting shadows with color values as a scalar.
Created this cool 3d projection effect that's super trippy.
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1193
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Community / Creative / Re: How do you end a story?
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on: February 27, 2010, 08:29:21 PM
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Have a character go to a writing coach early on the game where he is given a quick lesson and is instructed to never use a deus ex machina because it is a poor storytelling device, then have a random character be introduced at the end who saves everything.
People will see you as a genius writer who masterfully used a deus ex machina ironically.
It'd also help if you game was about a struggling writer and the story was told completely first person.
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1194
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Community / Jams & Events / Re: Business Cards
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on: February 25, 2010, 09:03:01 PM
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Most as well jump on the bandwagon and post mine from last year. Unfortunately I'm not going to GDC this year so I'm not getting them reprinted, and I was also going to change the design (clean it up a bit, new email and whatnot). Front:  Back:  On the front one you might notice that you can't see my name or the stuff on the right, that's because there's another layer of UV Spotting which shines, whereas the rest of the card is a matte surface. I'd have to take an actual photo for you to see how it really looks.
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1197
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Developer / Business / Re: Tobe's Marketing (XBLIG)
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on: February 23, 2010, 01:52:55 AM
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Well, our current PC version isn't exactly stable for some reason. It lags the system quite a bit, and the programmer has no clue why it happens. Now I hate myself for not being a programmer too. Damn, this world is wrong.
What's happening is that your memory management is way out of whack and your GarbageCollector is overloaded. The Xbox 360 implementation of XNA manages memory much better than the PC. Unfortunately if the problem is on the PC, the same issues are on the 360 version, but it takes longer to reach them, if ever. Edit: I.E. Stop calling "New" all over the place and implement object pooling so you don't create new objects and make the garbagecollector sort it out but reuse old useless objects.
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1198
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Player / General / Re: Post Counter
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on: February 22, 2010, 11:53:50 PM
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Sometimes when I check out games in the feedback section or music in the audio section, I like to know how many posts the person has so that I can gauge whether or not they've just signed up to spam about their stuff...
Pretty much this is the only use I can think of. Is this beneficial though? I'm not advocating someone spamming their game but maybe someone doesn't think they have anything to offer for whatever reason, and posting their game and seeing feedback might give them the nudge to reciprocate. I guess it comes down to being slightly more inclusive and having to manually deal with more problems, or being slightly more exclusive and inherently keeping the problems away. Also maybe replacing the post count with your join date might be more informative as I doubt there are problematic sleep-cells within tigsource.
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1199
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Developer / Technical / Re: The grumpy old programmer room
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on: February 22, 2010, 11:41:29 PM
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I just wasted 5 hours rewriting a deferred shading pipeline because it wasn't rendering anything and looking back at the old version I noticed I was passing in my view matrix as my projection matrix to my shaders D: , and the new version is essentially the old version split across different functions. 
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1200
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Community / Jams & Events / Re: Business Cards
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on: February 22, 2010, 04:56:03 PM
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When I got my cards made they were 3.5 x 2 inches (88.9 x 50.8 MM). I know a lot of countries use 90 x 50 mm which would be pretty much US sized. Japanese cards are slightly wider and British ones are slightly taller.
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