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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

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21  Community / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: August 28, 2009, 04:39:24 AM


22  Community / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: August 27, 2009, 02:03:30 PM
Aw crap, I don't have a graphics card with pixel shader or vertex shader!  Can you post a gameplay vid, Echo?
Does it allow you to install the framework? If you have done that, there may be a way to get it to run (albeit slowly). I'll upload a vid tonight regardless  Smiley
23  Community / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: August 26, 2009, 11:52:40 PM
Team Echo, SloopyGoop and Theo Present:


The game uses XNA, so it only works on Windows (so far as I know), and requires a small framework to be installed to play.
For people who do not have the framework (Use this if you are unsure): Download Here with framework (8MB)
For people who already have the framework: Download Here without framework (2MB)

I am amazed at how awesome this has turned out. The graphics, music and game have really worked well in a crazy kinda way.

Note: The purple guys that do not move are power-ups, hitting them is a good idea, they appear every 20 seconds or so.
24  Community / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: August 26, 2009, 02:18:17 PM
I just got the art assets, and they are really awesome looking  Grin

Will put them in and upload later today when I have a few minutes.
25  Community / Creative / Re: Blind Collaboration Experiment [Teams Assigned!] on: August 25, 2009, 12:42:33 AM
Well my game is done, and the music is in courtesy of sloopygoop, just waiting on Theo for the graphics  Smiley
26  Community / DevLogs / Re: Heat Line on: August 15, 2009, 10:11:14 PM
The original looked amazing but going cartoon is a huge improvement. Looks absolutely astonishing!
27  Community / DevLogs / Re: Bridges of the Mertynn (Working Title) on: August 07, 2009, 11:48:32 PM
That concept art is absolutely beautiful and amazing.  Addicted

(also, the game is looking good)
28  Community / DevLogs / Re: Saturated Dreamers on: August 05, 2009, 05:06:58 AM

looks nice, but is it original??



Seriously though, that is looking amazing, top notch job on the art, keep up the good work!
29  Community / DevLogs / Re: TEBaR - Those Enormous Base Robots (RTS) on: August 03, 2009, 01:53:05 PM
I just got finished with one more direction so I'll use that one to show what I mean with different parts:

I love this image and everything to do with it. Seriously, that's a damn fine idea/game you have got going there.  Beer!
30  Community / Creative / Re: Blind Collaboration Experiment [SIGN UPS!] on: July 27, 2009, 05:05:06 AM
In for programming  Smiley
31  Developer / Technical / Re: Too Many Dirty Rectangles on: July 23, 2009, 12:36:06 AM
Honestly, with that many traces, I think you are hitting the hard limit of Python in terms of speed. Python is slooooooooooooow, but Psyco could be of help to you (module that speeds up execution of Python code).
32  Community / DevLogs / Re: Mind Over Matter (Newest Post July 16th) on: July 16, 2009, 12:03:13 AM
Had a go at this, and was suitably impressed. Beer!

Couple of small bugs/suggestions:
-(Bug) I could not reproduce it, but I started the telekinesis beam on a red block that fell as soon as I did it, and the beam missed and kept going. Had to release the shift key to make it stop.
-(Suggestion) Maybe get rid of the shift key? Hitting shift and clicking and then a direction is a little confusing, why not just have the player click?
-(Suggestion) If you want to move a block around more than once, it can be annoying to keep clicking back onto it. The speed of the beam could be increased, or maybe you could keep control of the block by default?

Overall, loved it. Had plenty of awesome ideas and played really well. Good job!
33  Player / General / Re: Dwarf Fortress succession game! Anyone up for it? on: July 15, 2009, 11:10:38 PM
In! Dwarf Fortress succession games are the bomb.
34  Community / DevLogs / Re: My J2ME Mobile RPG Dev Log Series (with lots of voting) on: July 13, 2009, 05:17:56 AM
http://forums.tigsource.com/index.php?topic=45.2505
35  Community / DevLogs / Re: Kiwitiki - Flowers Paradise on: July 01, 2009, 05:42:52 PM
So pumped for this, I adore your art style and concept  Kiss.

Keep up the good work!
36  Community / DevLogs / Re: 5 Hour Game on: July 01, 2009, 05:41:59 PM
Well I am done with this game. The hardest part of making a game in such a short time frame is the initial idea. I used around 3 hours to get to where the game was, but I don't really have anywhere to take it from here that will not take far too long (Also, quite pathetically, I don't have enough motivation to finish this off).

I love this idea, reminds me of a Game Jam session. Would anybody be interested in doing something like this over the span of a weekend and comparing results?
Very much so. Maybe an ideas thread, where people put in ideas that can realistically be completed under the set amount of time, and then a weekend for everyone to work on it? I really don't know how many people would be interested, but worth a shot.
37  Community / Tutorials / Re: Braving Procedural Generation [ Part Two! ] on: June 28, 2009, 11:59:36 PM
Have been wanting to make a terrain generator for a while, so set aside a couple of hours yesterday to have a go. I am still not happy with the spread, but it is definitely a start.

Random noise:


One run through with the program:


After two runs through:


I played around with it for a while, but I have not been able to get it to form into larger land masses. I suspect this may be as the method I am using is flawed (random noise, then checking the adjacent squares to increase probability of being land). I will have another go tomorrow, using some of ChevyRay's techniques. I am using XNA.
38  Community / DevLogs / Re: 5 Hour Game on: June 27, 2009, 01:38:05 AM
So how did it turn out?
I havn't had time to finish it yet Embarrassed. I have been insanely busy, but I should have more time to make stuff now.

It's pretty amazing to start from nothing and code a game in just 5 hours, even if it's that simple. Maybe my frameworks / ideas are just too complicated and take too long to write.
In reality, I spent around 1 hour on the framework, and the rest has been dev time. I always spend far too much time on unnecessary ideas, so this has been a real challenge to keep it simple.

Hour 3: Finished off coloring based on health (added in health for the player and the Zombies), made Zombies spawn properly and put in a fixed firing rate.
Game State: Playable. The Zombies spawn on the right side of the map, and the spawn rate increases over time, so the challenge keeps going up.


39  Community / DevLogs / 5 Hour Game on: June 22, 2009, 05:39:42 AM
Good evening Gentleman

So I was bored, and needed a break from another project, so I decided to make a game under a time limit. 5 hours, keeping time fairly strictly. I have a horrible habit of feature sprawl, so hopefully I will be able to finish this game under time for once. I plan on finishing it within 5 hours, releasing, and then if I feel it is a good enough idea, continuing to work on it.

So, here goes:
Tools:
  • Graphics: Paint.net
  • Language: XNA/C#
  • Time Frame: 5 hours
  • Very general idea: Zombies!

So yeah, I have no idea if anyone is interested in something like this, either listening to me ramble or doing their own, but I think people creating lots of small prototypes can lead to some great ideas.

And so it begins:
Hour 1: Writing everything from scratch, nothing reused, so the first is just putting in all the basics as fast as possible. Empty classes and structure are in.
Game State: Nothing. All behind the scenes.



Hour 2: Started work on the game itself. Added all the basic functionality to the classes and started work on the game itself. You can control the player, shooting and basic movement for the zombies is in.
Game State: Playable... Started adding in little things like hp, ammo and color tinting based on health.

40  Player / General / Re: The Great Derek Yu Hunt Down on: June 18, 2009, 01:10:34 AM
Haha, good job! If only we had more indies in Australia  Sad
I'm pretty sure there are quite a few of us here, just lurking or keeping it secret Tongue
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