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Pages: [1] 2 3 ... 5
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: February 22, 2011, 07:44:04 AM
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Try filling in the white areas on each sprite in a colour that represents that sprite. E.g. The main character could be blue.
I think that, besides that, it would be cool if all the environment was animated in a scratchy manner, if you know what I mean. All strokes slightly changing, without moving. It think that would also be less of a burden for our eyes to look at.
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3
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Developer / Art / Re: show us some of your pixel work
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on: February 16, 2011, 02:13:34 PM
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Actually I was expecting everyone to know the rustbug by now. Anyway. Also, that city scape was made WAY before canabalt was released! I think it was a year ago.
Cahem cahem. Canabalt
Created by:AdamAtomic Published:2009-09-02 Anyway, just taking part on the flamming.
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4
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Player / General / Re: Game Dev Social Network
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on: February 04, 2011, 01:41:36 PM
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You know, guys...SMF is pretty much customizable. There should be some social network mods to give us more detailed profiles.
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5
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Community / Versus / Re: ConstrOHNO [1.47b]
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on: January 31, 2011, 06:53:49 AM
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I don't know about you guy, but for me it would work great having asdw to aim/walk, h to shoot, j to jump, k to pick things up and l to use things. It would also make T less of a burden to press for quick talking.
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6
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Community / Versus / Re: ConstrOHNO
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on: January 24, 2011, 03:28:40 PM
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Wow...amazing as always. Those planes rules! IMHO, maybe if the bombs fell in a downward arch and exploded on contact it would be more reasonable in the gameplay, right? otherwise the players would see the plane coming and just run from the bomb before it exploded and those planes would be kinda useless. Also, a capture-the-flag mode would be nice  Anyway...you're awesome!
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10
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Developer / Art / Re: show us some of your pixel work
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on: January 21, 2011, 04:06:34 PM
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WUUUUUUUUUUUT!!!  I'll need some time to digest that much great pixel art. There are so many different styles, yet each of them contains an unique and perfected mood.
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12
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Developer / Technical / Re: Wireframe skinning [SDL]
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on: January 21, 2011, 02:19:05 PM
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Well...I'm switching to 3D in this project. Figured out it would be much easier to get soft bodies physics (using Nvidia PhysX or even Bullets) and also I can get the characters limbs to twist around themselves for extra fun. Should be simple enough using irrlicht.
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13
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Community / Versus / Re: W.O.B. [Wabbling Oriented Brawler]
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on: January 21, 2011, 01:29:19 AM
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I'll probably switch to plan B and work in 3D with Irrlicht + PhysX. Just realized it would be of much trouble to make the characters swirl around themselves in 2D. Also, this way I won't have to program collision detection or soft body physics, and those tools have much more to-the-point tutorials.
Luckily for me there won't be any complex models for me to work out.
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14
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Developer / Technical / Re: Wireframe skinning [SDL]
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on: January 20, 2011, 06:15:10 PM
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Well...I though about the AA sprites but guessed the alpha overlapping would give me pixelated outlines, but now that think about it, there won't be any overlapping in the character edges. Well, I'll try this out. Thanks a bunch, everyone 
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15
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Developer / Technical / Re: Wireframe skinning [SDL]
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on: January 20, 2011, 05:48:44 PM
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Well...I'm not experienced with OpenGL at all, so I want to avoid it while I can.
If I did the blit with a high count of circular shapes it would probably be very smooth, but I have no idea how much CPU intensive it would be. I'm planning on working with 2 to 4 of these figures on screen all the time, a simple scenario, some psychedelic animated background (shouldn't be much expensive...it will be based on sprites) and some simple low-count particle effects at 60fps, also with the collision detection running all the time. You think that would run smoothly?
Also...would it be possible to have some kind of anti-alias using solely sdl?
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16
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Developer / Technical / Wireframe skinning [SDL]
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on: January 20, 2011, 05:14:34 PM
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Is there some way to trace a smooth outline on a wire-frame and then fill it with a solid color using sdl? I was thinking something like tracing bezier lines or splines between the outer nodes, but I don't know if it is possible to fill the outline later, like with a paint bucket tool. If not...would it be possible using OpenGL or I'd have to do it another way?
To be more specific, I want to draw an all-black character with a smooth silhouette and make it move in a wobbly way, like his body's gelatinous.
It's for my compo game, a brawler, so the characters would have to be very dynamic, and so I think the wire-frame thing is the best approach.
Any hints?
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Community / Versus / Re: ConstrOHNO
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on: January 20, 2011, 04:06:51 PM
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You get things done so fast! I wish I were as experienced at game developing as you. ;P Well...I'm looking forward to play it. Keep the good work 
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18
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Community / Versus / Re: W.O.B. [Wabbling Oriented Brawler]
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on: January 20, 2011, 02:01:13 PM
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Reminds me of Ragdoll Masters with Street Fighter's Dhalsims as characters. Sounds nice.
Played that one to get ideas, but I'm aiming for less ragdollish characters...they'll at least stand still on their feet. 
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Community / Versus / Re: W.O.B. [Wabbling Oriented Brawler]
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on: January 20, 2011, 01:25:28 AM
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Dude, this game sounds awesome.
If you get the degrading-wobbliness-part right, this game will be extremely fun to play.
Okay, one, this sounds absolutely, positutely, resolutely, amazing.
Secondly, I think "degrading flexibility" would just knock people further and further behind; perhaps INCREASING flexibility, to allow for truly hectic action?
I think the decreasing flexibility wouldn't unbalance the fight...I'm planning a slow decreasing curve in the start with a faster drop on higher damage counts. I even tough about taking characters lives away when they lose too much wobbliness. The would crack and break Yeah... I'm thinking about some handlebars on the floor 
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