Show Posts
|
|
Pages: 1 ... 5 6 [7] 8 9 ... 64
|
|
121
|
Developer / Technical / Re: android phone for development?
|
on: February 09, 2012, 04:07:09 PM
|
|
if you're doing development, get the phone with the lowest specs you expect to support.
I have a first gen HTC magic for that reason (i think it's the slowest phone that can run Android 2.2), and it's god awful. If whatever i make works alright on that, it'll be very snappy on the rest of the market.
|
|
|
|
|
123
|
Community / DevLogs / Re: LLMLMMMRRR
|
on: February 06, 2012, 08:06:30 PM
|
|
This video is from just about when I got the city generated and rendering with the perspective stuff. Back then everything was solid colored and I added some transparency so the stacking perspective was more obvious. It created a cool glowy effect which I might use in the future.
|
|
|
|
|
124
|
Community / DevLogs / Re: LLMLMMMRRR
|
on: February 06, 2012, 07:49:30 PM
|
2-6-2012 | | Title Screen |
 | | Screenshot 1 |
 | | Screenshot 2 |
This is the current player ship sprite: It's kind of too... "triangle-y" at the moment. The shape does reinforce the forward direction which is important, I also created an enemy fighter enemy type: The current version of the game omits this type since the AI is pretty horrible and just gets annoying. The game currently has 9 roving bases which are fairly easy to take down. I'm currently working on shifting the focus to fighting fighters which are spawned by the bases at specific intervals. I'll cut the number of roving bases down to 2 or 3, but make them much harder to take down. I also have boss events planned.
The city layout is procedurally generated. I'll probably make a post that goes a bit more in-depth into the process (it's fairly simple). Currently all the buildings are using the same graphic, but there are 22 different building types, divided into 7 catgeories which are set into height ranges and functions. here are some overviews of generated city layouts: The green area is the central park. The purple 2x3 blob is the government building. The 3x3 yellow square is... the square.
|
|
|
|
|
125
|
Community / DevLogs / LLMLMMMRRR
|
on: February 06, 2012, 06:53:08 PM
|
LLMLMMMRRR is a game that I created for the 5 Button Compo @ Experimental Gameplay Project. I liked where it was at the end so I'm continuing to develop it when I'm in the mood. I have some ideas on where I'll be taking it next, and it might change quite a bit. I'm not entirely sure where it'll end up, my development process thus far has been pretty guess and check and I like what came out of that thus far. Usually I'm apprehensive to be very open in my development, but for this I feel exactly opposite. Hopefully I'll stick to my feelings. On that, I'll be holding onto and publishing every build where there's a noticeable change. ObjectivesCurrently there is only 1 enemy, the Base Ships. The complete the game, kill all the enemies. There are 9 at the moment. Controls| KEY | ACTION | | 1 (q,a,z) | Left Gun | | 2 (w,s,x) | Left Thruster | | 3 (e,d,c) | Center Thruster | | 4 (r,f,v) | Right Thruster | | 5 (t,g,b) | Right Gun | DOWNLOADS| DATE | LINK | NOTES | | 1-31-2012 | Download | 5 Button Compo Build, Runs in specific resolutions in fullscreen | | 2-6-2012 | Download | General Build. |
|
|
|
|
|
126
|
Developer / Technical / Re: Bounding Boxes in XNA 4.0?
|
on: February 04, 2012, 05:51:06 AM
|
|
The planes of your bounding box, (or edges if you're in 2d) are defined by the most extreme point from the center on the perpendicular axis.
So in 2d, if you want to find your x values for the top left and bottom left vertices, find the point that is most extreme left and you'll have your x values. This extends to 3 dimensions ( any number of dimensions really ).
|
|
|
|
|
127
|
Player / General / Re: The roots of games / Game Origins (Idea)
|
on: February 04, 2012, 05:41:39 AM
|
|
Hmm. Perhaps this would make a great community project. Make a cladogram of games and then maybe release an app or make a website or something to browse through it.
Maybe a web page where you can input parents and children, and then simply upvote/downvote those values to filter while avoiding serious bickering.
Edit: The upvote/downvote ratio could determine how strong of an inspiration it was, and you could have a slider to manually adjust the threshold.
|
|
|
|
|
133
|
Player / General / Re: tigIRC?
|
on: January 25, 2012, 12:44:06 PM
|
To elaborate, it seems great during the evening like 5:00pm - 10:00pm, but then a bunch of trolls log on and turn it to shit. I don't even understand why they go there. They don't post here on the forums and they obviously don't care much for indie games.
Late nights are where it's at. Just turn up your pointlessness filters.
|
|
|
|
|
138
|
Player / General / Re: Megaupload is shut down
|
on: January 21, 2012, 05:24:09 PM
|
Indeed, it's hard to feel sorry for someone who has made millions from copyright infringement.
I do feel bad for some of his employees, the government going after the graphics designer?? Really, is that necessary?
This is all a message by the government to show the people that they're still boss. "Oh, SOPA protest?" (slams every possible offense on well-known piracy site, with everyone connected). Megaupload did have a legitimate side though. Why isn't dropbox being raided?
|
|
|
|
|