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

March 29, 2024, 11:25:46 AM

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1  Community / Creative / Re: Dev diary for my new game 'Super Killer Hornet Resurrection' on: December 23, 2013, 08:05:24 AM
Looks good so far, keep up the good work!
2  Developer / Business / Re: "Episode shareware" model - is this still viable? on: December 17, 2013, 09:11:01 AM
I am born in '82 and my first PC game I ever played was Doom, so I know about the shareware part Smiley

And yes, if you are planning the game for this model I see no reason for it to not work.
3  Developer / Business / Re: "Episode shareware" model - is this still viable? on: December 17, 2013, 05:44:38 AM
In my case with my first game, Wisps: The Redeeming, I feel like I shouldn't have released a demo for it. The full version of the game is exactly the same as the demo, except that the demo is a time limited version. More than that, the mechanics are the same, the game just gets harder and harder as you progress.

So I guess it depends if you are going to introduce new stuff in the later episodes that would make people buy it, but if it's pretty much the same stuff I don't know if it would work. It really depends on the game, there is no general rule that can be applied.
4  Developer / Technical / Re: 2D/3D engines that use OpenTK? on: December 16, 2013, 01:59:25 AM
If you already know about Unity and Monogame, what kind of level do you actually expect? Unity is very high level, Monogame is in between basically with OpenTK being just a wrapper, these three cover up pretty much all the spectrum.
5  Community / Creative / Re: 3D AK-47 model WIP on: December 12, 2013, 06:18:32 AM
You pretty much need 2 models. A low poly one with way lower polygon count for the game itself and a higher one to general normal maps from.

Is this some special ops version? Because I recall the AK having a longer barrel, or maybe it's the perspective that cheats my eyes.
6  Community / Tutorials / Re: Hexagonal Map Madness! on: December 10, 2013, 09:38:51 PM
Thanks a lot for these, I'm always a sucker for map generation algorithms. I've done some myself but only for square tiles.
7  Community / Tutorials / Re: LibGDX multi-part tutorial series on: December 09, 2013, 07:18:13 PM
This is really great news. Is this some recent event - the 3D I mean?
8  Community / Creative / Re: Abstract text game? on: December 06, 2013, 05:53:21 PM
Well, text based games might be something new for younger people, but they are certainly not new to your average 30+ years old gamer. They are not certainly new to me, I have played such games in the past.
9  Community / Creative / Re: Abstract text game? on: December 06, 2013, 05:45:52 AM
This might work if you keep text input but provide more than text as feedback in my opinion. There is a kind of slowness in game-play in these games that would drive most modern players away from the genre.
10  Community / Tutorials / Re: LibGDX multi-part tutorial series on: December 05, 2013, 09:49:17 AM
Thanks a lot for this. I was actually thinking to try libgdx, but then I wanted some 3D in the project in question so I went for lwjgl. I have found out a lot about libgdx during the selection process and I will use it in future projects for sure.
11  Developer / Design / Re: How do you turn 'interesting' into 'fun' on: December 04, 2013, 08:12:28 AM
I think "interesting" means a problem of fine tuning. I got that before for my first game, it means "wow, never seen such stuff, not fun for now but I'm willing to try it later, do some more improvements on it". Unfortunately most people testing games have no idea how it could be improved, so you should go on a trial and error route, increment as many times as you can and adjust according to feedback.
12  Developer / Technical / Re: Android pixel art and animation app for game development on: December 03, 2013, 06:07:20 AM
It certainly looks nice and has quite a lot of features. The question is: why use this to create pixel art instead of a full blown graphics editor, which is the usual method of doing it?
13  Developer / Design / Re: HARDCORE GAMERS! How hard is too hard for a hardcore game? on: December 02, 2013, 09:40:58 AM
Well, I think a first step would be to determine which is your audience. I would put out an early version of the game and let people try it out. Gather their feedback and tune your difficulty settings based on that. I remember the Diablo 3 designer saying that they put their internal teams to play the game on Inferno, and when those considered it was difficult enough, they took that and doubled it. That was what came out on release, but since then they made it a bit easier and made a less steeper progress curve from Hell to Inferno and so on. There is no magic bullet here, just try until you get it right for your players.
14  Developer / Design / Re: Level design. on: November 29, 2013, 01:24:55 AM
I would again refer to Demon's Souls (which is my favorite game). In this game the player is given all his possible actions from the beginning and after teaching some basic moves he dies at the end of the tutorial, you cannot really go around that. After that, all learning is basically done by trial and error. You face a new situation, you die and then you face it again until you learn how to defeat it.

Ninja Gaiden series is also doing this. You get all the moves from the start but giving their number and complexity it takes some time for the player to figure out how to combine them and he will fail a lot in the process.

However I think it depends on the type of game you are making, this doesn't work well with all types of games out there.
15  Community / DevLogs / Re: Stonehalls: The Tale of Ragnarr on: November 28, 2013, 12:29:33 AM
Can't wait to see more of it, don't by shy in bringing them forward. I always liked games inspired by norse stuff Smiley
16  Developer / Technical / Re: How to make a map of provinces on: November 27, 2013, 06:08:44 AM
I think Polly's idea is great. Another one would be to use some polygons over your map and highlight those when you go mouse over. Unfortunately that would not work perfectly with a map full of round borders.
17  Developer / Design / Re: Pick your flavor of Beat 'em Up: What would you like? on: November 26, 2013, 05:58:24 AM
I remember playing a very old game on a very old machine (ZX Spectrum) called Target Renegade. The things I loved about the game were the fact that there was a two player mode with a second character joining the fight and that you had a special flying kick move that would kick multiple enemies down into oblivion. You could also pick up weapons like bats and bars to fight with.
18  Community / DevLogs / Re: Stonehalls: The Tale of Ragnarr on: November 25, 2013, 03:01:32 AM
Looks interesting so far, but what kind of game is it? I mean platformer is quite a generic term Smiley
19  Community / Writing / Re: Opinion on: November 22, 2013, 06:10:43 PM
There is a lot of garbage in the books medium too. I do read a lot and I am quite disappointed by some very popular novels out there.
20  Developer / Technical / Re: bullet direction in a physics room? on: November 22, 2013, 04:23:57 AM
What technology are you using for this? What is a physics room? (Sorry for asking but don't know where to begin)
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