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Player / General / Re: What are you reading?
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on: January 20, 2011, 07:59:45 AM
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Yea, and when you're reading a book you use your imagination to visualize and create places and characters from the book. When watching a movie everything's handed to on a silver platter (as far as audio/visuals go). In a sense, you insert bits and pieces of yourself while interpreting and imaginating, and that's why I think, one can found oneself and come to a better understanding of his own thoughts more frequently while reading. That helps mapping one's own thoughts to words and phrases, and builds up eloquence.
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3
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Community / Versus / Re: Caves and Stories
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on: January 19, 2011, 11:41:09 AM
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I'm not sure Nicalis likes people doin't Cave Story stuff besides themselves.
Oh is that so? I don't won't to run into any copyright trouble ... maybe I'll do something similar then, I'll think about it.  Thanks!
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Community / Versus / Caves and Stories
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on: January 19, 2011, 11:14:47 AM
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Caves and Stories [title is probably subject to change] Did someone say Cave Story multiplayer?  If someone already started working on this, please let me know! Tell me if this is wrong or not! I love Cave Story and greatly respect Pixel, but this is something that I'd really enjoy making and playing! Just imagine it. Game Modes(included, but not limited to:)(0x1) Deathmatch- Run through the caves and search for treasure chests with weapons! - Kill mobs and collect experience, ammo or health! - Kill players and collect experience and/or their weapon! - The player to reach the Roof Score wins! (0x2) Team Deathmatch- Two teams fight each other, in caves! - Pickup your dead teammate, revive him and fight together! However he'll be stuck with you till the rest of the round! Just like hell, where  fought together with Curly on his back! - The team with the better score after N rounds wins! Play with different characters; robots, mimigas, sky dragons or evil henchmen! (if you're playing with Mimiga, eat that red flower and unleash fury!)What do You think?
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Player / General / Re: Things that Suck
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on: January 17, 2011, 05:47:55 AM
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@Riley hey one of my friends pulled one of those ancient keyboards from garbage, cleaned it up and got it working! 
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Developer / Technical / Re: Minecraft Urban AR Demo
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on: January 17, 2011, 05:40:50 AM
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@skronick Thanks for the explanation! Now that I know what you had to do (and what you have to do from now on) to achieve this, I have to say, Impressive work. Good luck with everything 
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9
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Community / DevLogs / Re: Solar Reboot
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on: January 17, 2011, 05:07:48 AM
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Is it going to be like this; You are a robot that draws power from his solar cells, when you stand in the sunlight (as shown in the screenshot) your battery is charging, when you stand in the dark your battery is discharging. And you have to solve puzzles with this restraint in mind. How close am I? 
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Community / Tutorials / Re: 97 Things Every Game Developer Should Know
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on: January 13, 2011, 05:52:58 PM
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I like these ... and I probably forgot some. @TerrierGames Don't copy everyone else. Do things that haven't been tried before - it might be great. @retroremakes Make that MMO if you want. You'll probably fail but who gives a fuck? Failing is fun and learning from failure is valuable. @NamoDyn Enough Fucking Zombies, please. @thegamedesigner "If you aren't sure which way to do something, do it both ways and see which works better." - John Carmack @theowitter Stop reading this, go make a game! @gabriel_may_uk Send me a free...I mean "press copy" of your game :D
There are some really good advices, and some funny and random ones ... Anyways, great share!
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13
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Developer / Technical / Re: Pathfinding., Harder then I thought...
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on: January 13, 2011, 05:30:08 PM
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though usually people would probably not connect all pairs that can see each other, since the number of edges in a k-vertex clique grows pretty quickly with k ...
Yea, that's right, I completely forgot about it! It's inefficient to connect it like that since the number grows rather large. (also it's not a tree, just a graph ...)  I always mix up the terminology Jay, your best bet is to go with the A* algorithm. Now that I look at it, the Waypoint Map that I described may be a bit unnecessarily complicated. Anyways, good luck with this.
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Community / Creative / Re: High school student seeking some advice.
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on: January 13, 2011, 05:48:25 AM
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You have 7 months, right? That's a lot of time. If you want to make a game, stick with something simple. 2D shooter is okay. One of my classmates did a Snake clone for his high school graduation work in C#. You could probably do something similar in Python. If you're interested in how to begin working on a game and haven't done it before, gamedev has loads of resources. Good luck!
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17
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Developer / Technical / Re: Pathfinding., Harder then I thought...
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on: January 13, 2011, 05:39:34 AM
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If you haven't yet done one of the aforementioned algorithms, let me tell you how I did the pathfinding for my overhead view RPG. Although A* would be the best. So, I suppose all your map objects will be rectangles? Even if they aren't there's a way around it. So here's what I did: Near every object's corner (for rectangle that's 4 corners), I added a node. When every object's node is added, remove the ones that are within solid objects.  Now construct a tree out of these nodes (just connect all pairs of nodes that 'see' each other, i.e., there's no obscuring objects between them). Once you have the tree, you do the following: if ( AI can get directly to target ) go directly; else find nearest node to AI find (quickest) path on the tree from that node to the target To find the path on the tree you can use one of the existing implementations of algorithms that traverse a tree, such as Dijkstra's Algorithm. Hope this helps!
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Developer / Playtesting / Re: Sumer - The Exhumation
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on: January 10, 2011, 09:11:11 AM
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I used Gamemaker's 3D drawing functions, so it wasn't from scratch. I just had to take care of higher order functionality (eg, shadows) and all of those features would have taken a few weeks. I worked on and off for a month or two.
I'm currently learning c++.
Good, good, If you have time I'd recommend you try doing a simple engine from scratch (once you learn c++), it's always a fun and useful experience. In my opinion, it's the best way to fortify your knowledge and learn about low-level stuff that's going on behind the scenes.
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Developer / Playtesting / Re: Sumer - The Exhumation
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on: January 10, 2011, 08:56:04 AM
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It's not working very well in WINE, I'll try it in windows later.
I'm interested, did you made the engine from scratch? In what language? How long did it take you?
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