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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 01:45:28 PM

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1  Community / Sports / Re: Procedural Golf Game on: November 07, 2012, 08:36:26 AM
I definitely will be following this.

As with the greyscale golf game, I will never forget that game. Golf? (http://www.hockeyquestionmark.com/golf/) was so strange!
2  Developer / Playtesting / Re: Take the Block: create and share platformer stages! on: May 15, 2012, 05:27:55 PM
Looks fun! Unfortunately, I do not have a facebook, so I guess I will not be able to play.
3  Developer / Playtesting / Wiz Connect on: May 04, 2012, 09:14:27 AM
Please delete
4  Community / Townhall / Re: Project Scylla - 3d shmup on: April 06, 2012, 05:35:06 PM
Beautiful looking game, I'm eager to see where this goes.
5  Community / DevLogs / Re: Depth on: March 24, 2012, 08:17:30 PM
I really do like the story; I'm eager to watch the development of this project.
6  Developer / Design / Re: Procedural Generated Universe (Elite-like) on: January 10, 2012, 07:49:40 PM
Thanks for the suggestions! I will certainly check them out and look through the code.

Although, I was sort of looking for a discussion on how Elite might had done it, I enjoy turning discussions into code, but the recommendations may work.
7  Developer / Design / Procedural Generated Universe (Elite-like) on: January 09, 2012, 07:11:16 AM
The workings beyond this small planet of ours has always been an interest of mine. Ever since I was a child, being able to explore the vastness of just this galaxy would be a dream.

Elite was a great game not only because it allowed you to play in an open space world, but it was a different game each time. Although not accurate, it generated 8 galaxies for players to explorer in. Now, I would love to do something quite similar, "simple-yet-effective".

I realize that the Elite code has been released, along with Text Elite, but unfortunately, I don't have a great grasp of Assembly. I have also looked for a detailed explanation of how the Elite "universe" generator worked, but I usually get the simple: it used lookup tables and such.

So my discussion here today is either how the Elite universe generator worked or how we could go about creating one similar (simple yet effective).
8  Community / DevLogs / Re: Zombox on: October 08, 2011, 08:51:17 AM
This actually looks fun, nice work thus far!
9  Developer / Playtesting / Re: Compound Dwellers on: October 07, 2011, 02:00:44 PM
Actually, bumping into elements does harm you. It simply removes one life point.

Funny, a few hours ago someone mentioned to me that the text was too small, I will certainly fix that. As with building onto the game and adding a full story, I would have to think about that. I may move onto another game.

BYOND is simply a game making platform, just like Game Maker. The difference being that it does not have the drag-n-drop interface as there is programming only, it’s probably slightly slower, and it has built-in networking. This game was an entrant into a ‘Game in a Day’ event where the theme was “For Science!” I’ve been programming for almost seven years and have used Game Maker, BYOND, Unity3D, and some other programs not worth mentioning. Because I’ve been using BYOND the longest and have a firm grasp of the language, I tend to gravitate more towards it.

Yeah, sounds effects and more music were planned, I am not sure if I want to continue with the project, though. But those permission boxes should not have appeared, I have a feeling as to why that may be occurring. I am sorry about that.

Currently, if you accidentally create a compound such as Hydrochloric acid, when you were commissioned to create something else, acid will appear on the map. But, your suggestion would add more to the game. The levels are also random.

I will certainly make a standalone executable, though. I really do appreciate your feedback, thanks!
10  Developer / Playtesting / Re: Compound Dwellers on: October 06, 2011, 05:50:00 PM
I guess this didn't turn out well. Welp, onto the next game!
11  Developer / Playtesting / Re: Compound Dwellers on: October 04, 2011, 06:20:10 AM
Just a simple bump.

I wanted to know if there are any suggestions or complaints as this game is essentially finished. Plus, I want to move onto my new game idea, which should be exciting.

Thanks!
12  Developer / Playtesting / Compound Dwellers on: October 02, 2011, 08:21:34 AM
Download

Howdy TIGSource world!

I am here to display my game, Compound Dwellers. To get it out of the way instead of having it as a "surprise" at the end, my game was made with the BYOND platform. But please do not let that be a deterrent as I have taken great strides towards differentiating this game from the typical BYOND game image. Just give it a try, and you'd find out!


Anyways, this game started as an entrant into a Game in a Day event. Since then, I have added a lot more features such physical reactions; splash screen sounds, more compounds, and so on. The gist of the game is that you are a Dweller sent off into space to gather the elements floating in containers. As shown in the screen shot, the scientist back at your planet will request compounds to be made. Therefore, you will need to shoot the correct ones needed. But beware; creating a compound that has not been requested may lead to devastating results.

The controls are rather simple:
WSAD – Move
IJKL – Shoot
P – Pause

I would love for any type of feedback and I would be extremely happy if you all gave me suggestions for new compounds and their reactions. Also, have your sounds on while on the splash screen! My brother made the splash screen music for me!

Download

I hope you enjoy the game!
13  Community / DevLogs / Re: clunky ships' DevLog on: August 31, 2011, 01:46:39 PM
Two drivers are better than one!

Previously, if you had two or more steering columns when trying to compile your ship you'd receive an error. When I woke up a few mornings ago, I had a thought where one player would control the north and south thrusters, another would control the east and west thrusters, and another would control any weapons aboard. Therefore, you would surely have to rely on your comrades in order to take flight and maneuver around obstacles.

How this works:
As shown in my previous post, the engine is the core. For anything to work, you need to connect it to the engine and you would need fuel. You can assign keys to the engine so when such a key is pressed, it would activate all objects connected to that engine. Previously, you would not need to connect the steering column to the engine to start moving. With this change, if I wanted to control the north thrusters, I would have to grab the engine powering those thrusters and then use a wire to connect it to the steering column. An object cannot be connected to more than one column.
14  Community / DevLogs / clunky ships' DevLog on: August 31, 2011, 01:45:06 PM
With the recent rise in popularity of building games and my love for the unknowns of space, I have decided to make a dream of mine come true!

In clunky ships, you are thrown onto a planet, possibly with three of your friends, and you are given materials to build a ship, maintain it, and attempt to maneuver it throughout space. At the moment, there is no defined goal(s) in the game. Right now I am working on the core and coming up with more building objects, whenever they pop into my head. Here are some older videos:




A video of ship building.




A video of the ship in flight.

Of course, I am always happy to receive feedback!
15  Developer / Technical / Re: Best language for a 2D massive multiplayer board game. on: June 10, 2011, 07:26:03 PM
If you do not want to deal with networking and wish to work with an easy language, you could use BYOND.com. If the networking doesn't bother you but you still want an easy language, Game Maker is also a suitable choice.
16  Developer / Playtesting / Re: DevLog/WIP: Captain Backwater on: April 03, 2011, 05:46:39 PM
There is actually a forum dedicated to DevLogs.

I've actually played a game similar to this and enjoyed it. I'll be looking forward to a release.
17  Developer / Technical / Re: Top Down 2D with 3D Walls on: April 01, 2011, 03:33:22 PM
@ moi
The funny thing is that, while I did not know, my friend was actually making a "topdown 3D" engine and did that very method. I love the retro look, but I want to go with something a little more fluid.

@ JMickle
That's an interesting methods, thanks!
18  Developer / Technical / Re: Top Down 2D with 3D Walls on: March 31, 2011, 07:12:25 PM
@ moi
Yeah, I would certainly use a lot more rectangles than the four or so use in Thunder Blade. Right now, I'm just trying to come up with the best formula that would place the "rectangle layers" in the correct location.
19  Developer / Technical / Re: Top Down 2D with 3D Walls on: March 31, 2011, 05:53:14 AM
Yeah, after watching the Thunder Blade example a couple of times, and seeing the result of performance lost with my ray-casting engine. Stack rectangles would be the best method, and it doesn't look that bad.
20  Developer / Technical / Re: Top Down 2D with 3D Walls on: March 30, 2011, 02:30:30 PM
@ nikki
Thanks for the link. I'm going to look over it and see if I can come up with a good way to apply it.
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