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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 03:11:54 AM

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21  Developer / Art / Re: Working on my first run cycle on: February 15, 2013, 12:38:22 AM
He wants a graceful run, so i think it is good for the "no effort" thing.
22  Community / Tutorials / Re: Hypnotizing yourself into fighting procrastination on: February 14, 2013, 07:57:20 AM
As for me, a single song I can use for two weeks is the best.

A single music keeps me away from distraction without being focused too much on it.

Last two weeks of work was made on this:



Meaningful sounds (like TV show or podcasts) really doesn't work for me.
23  Developer / Art / Re: Working on my first run cycle on: February 14, 2013, 02:23:45 AM
Indeed, the last one seems much more realistic to me.
24  Developer / Art / Re: Working on my first run cycle on: February 13, 2013, 02:29:58 AM
Much improvement. However, i don't understand why her hips are moving like they had parkinson disease. It seems to me that her hips are going back and forth for no reason.

Without a point on her body fixated, the animation seems awkward to me. I always find a spot in the body that has the same coordinate through the animation. Looks much smoother to me.
25  Community / Creative / Re: Terra Incognita - Help us choose our new name! on: February 04, 2013, 02:15:11 AM
I prefer "here be lions" but "the curious expedition" will be easier to googlized.
26  Community / Tutorials / Re: Help learning C# for gaming on: January 28, 2013, 12:01:50 PM
http://www.freewebs.com/campelmxna/tutorials.htm

Learning C# was really easy with this tutorial.
27  Developer / Technical / Re: Fighting game engine choice on: January 25, 2013, 01:16:23 PM
I'll keep the gravity as it is now. But you're right, two of my characters are really heavy.

It is only two numbers to change so i will easily modify it during playtesting if a lot of players are disturbed.
28  Developer / Playtesting / Re: Missile Walker - platformer where you mount on missiles on: January 25, 2013, 08:05:32 AM
Sometimes the camera doesn't follow my character (missile walk level for example). It is annoying. Otherwise great browser games.
29  Developer / Playtesting / Re: untitled game on: January 25, 2013, 07:59:35 AM
I didn't understand anything. Need a F***** high amount of polishing.
30  Developer / Playtesting / Re: Whisper When You Shout on: January 25, 2013, 07:57:22 AM
Very harsh words for you.

As for me:
Good: music
      concept
      Made for your feeling

Bad:  Music looping
      Strange jump
      Too much time for respawn for this kind of game
      Not made for players feelings
     
31  Developer / Technical / Re: Fighting game engine choice on: January 25, 2013, 12:58:06 AM
Vanguard princess is awesome.

However, i'll recommend XNA, Unity or GameMaker for any beginner wanting to make fighting games (or any games).

Once you learn the logic, you can do whatever you want. Sure Fighter Maker is easier but:

1)you can't control all the things that comes into your mind
2)Vanguard princess is above all other FM games
3)You don't learn to make videogames
4)the game is not your property
32  Developer / Technical / Re: Fighting game engine choice on: January 24, 2013, 02:05:28 PM
Quote
I know you're not mean but sincere. Rendez-vous in two years and i'll prove you that i can finish my game, not the greatest game but at least a finished game.  Smiley
You know I actually missed your gameplay video, and thus assumed you'd only have what I saw : backgrounds and a few single framed sprites.

So a very big sorry I was talking from my ass I guess.  Embarrassed
And I think you will get there in a little while in this tempo.


keep it up, and congrats in advance.


AHAHAHAH!! I don't know how to make this video more visible, all my friends missed it too.
33  Developer / Technical / Re: Fighting game engine choice on: January 24, 2013, 01:13:05 PM
this post could be seen as rude, it is just to help you not make very wrong decision.
(and keep yourself busy for 2/4 years without any decent result)

 Smiley I don't expect people to tell me that i am the best by posting but more your kind of post.

sure you have this very great plan of the greatest game ever.
Well, it's not gonna happen anytime soon.
Kill your darling, scratch it, throw it away.

Start again, and now a much smaller game.

Don't dream about online madness, HD greatness and very cool fighting animation moves.
Because none of that will happen anytime soon.
Thrash that thought.

I don't remenber telling that i want to make the greatest game. I go step by step. I tried a mini-RPG, a shoot'em up, then a menu, than background, then animation, then an engine... and now i try to simply finish a game, not the greatest.

I think i can. I used 7 hour/day (4 years) for a PhD. 1 hour/day (2/4 years) is a joke. As for now, i just want to create, i'll see later for the best. I have realistic expectations depending on my previous results.

maybe you can use some of those backdrops and character sprites in an adventure game (AGS) and experimet with storytelling.

maybe you could reuse some of thos backdrops and have something like breakout/asteroids/etc overlayed on top of it, in roughly the same theme.

So, the logic is to start from scratch although i have a program that allow me to copy/paste animations to make a new character.  Shocked

maybe you could make a fighting game with colored rectangles as graphics, so you wouldn't need to worry about graphics AND animations AND programming (AND soundfx AND backgroundmusic AND etc.).

maybe you could use gamemaker or construct or some other gameeditor out there.

Programming: honestly, XNA is easy, even for beginners.

Graphics: SD is harder for me, my base materials are 3100 pixels Width.

Animations: 1) honestly not so good (look at the video) 2)Characters are DIGITALIZED!!!!!!!!!!! Nearly zero effort in animations!!! Good if this not obvious though.

Music: I know i can't do it, already found some musicians.

Conclusion: what you ask me is harder than what i did. Assesment of my skills was the first thing i have done, so i simplified my methodology to the extreme!!!!!

don't take this post as mean or anything, I just want you to succeed.
have fun.

I know you're not mean but sincere. Rendez-vous in two years and i'll prove you that i can finish my game, not the greatest game but at least a finished game.  Smiley

34  Developer / Technical / Re: Fighting game engine choice on: January 23, 2013, 10:49:13 PM
Current results of my XNA choice:
http://forums.tigsource.com/index.php?topic=31066.0
35  Developer / Design / Re: Designing a fighting game? on: January 23, 2013, 10:46:40 PM
Current results of my design question:
http://forums.tigsource.com/index.php?topic=31066.0
36  Community / DevLogs / Daima: Breaker (Fighting Game) on: January 19, 2013, 09:29:43 AM



Title: Daima breaker
Genre: Fighting Game
Made On: XNA

!!!!!!!!!!!ALL CHARACTERS MADE!!!!!!!!





Left to do:
-A.I
-Story mode
-Online play

Affiliated bands

PURCHASE: https://www.facebook.com/pages/Purchase/187292417982691?fref=ts
LMD: http://www.myspace.com/lmdmusicband
37  Community / DevLogs / Re: Chasm [2d roguelike metroidvania] on: January 15, 2013, 02:12:35 AM
Keep it up. MetroidVania are so rare.
38  Developer / Business / Re: Are fan games "risky" to make? on: January 14, 2013, 05:40:02 AM
You won't be sued but you can be shut down. Sega prevented the release of the street of rage remake.

Reason: better than the original, the remake prevents them for selling the original games.

If your fan game is really different from the original, you won't have any problem. Even with using original game assets. See all the Mugen fighting game.
39  Developer / Art / Re: Floating life bars? Something else? on: November 27, 2012, 07:08:02 AM
You can make an option where players can add the lifebar or not.

Thus, people can choose between epurate visuals or gameplay information.
40  Developer / Art / Re: Hitsparks advice on: November 27, 2012, 01:51:48 AM
Thanks, i used a white background to test them and it didn't work.
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