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141
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Community / Jams & Events / Re: Midlands UK indie devs?
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on: March 13, 2011, 04:05:34 AM
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Shall we go with Browns then? Could try another location next time if you make it monthly. I might ask a couple of people from work if they fancy coming along, if that's ok? (I work at a games company) The more the merrier! If you're going to be somewhere in easy walking distance of the station, then I'll try to make an appearance, at least for a couple of hours  Most of the suggestions here are 10-15 mins walk or so, would be good to see you there. However, I might not be able to come after all, might be seeing family during the week.
Boo!
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142
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Community / Townhall / Re: John Cube
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on: March 11, 2011, 02:17:14 PM
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+1 on reset button.
Bug: if you push a block off a target square, then undo, that block forgets that it's on a target square.
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143
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Community / Jams & Events / Re: Midlands UK indie devs?
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on: March 11, 2011, 05:56:20 AM
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Okay, let's go with Wednesday at 7:00.
Will let you make the decision about pubs based on your research, Ratchet. Spon St. isn't really that much further from the station compared to the Aardvark. Don't know where Taylor John's is.
I'm inviting people from Warwick Game Design, might get a few of them coming along.
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146
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Community / Jams & Events / Re: Midlands UK indie devs?
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on: March 09, 2011, 02:34:55 PM
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I'm also working full-time (including next week, just from a different office to normal) so I appreciate that weekday evenings are not necessarily convenient for everyone.
I'm not sure about my availability over the weekend so I would much prefer a weekday. Paul, do you have an opinion here?
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147
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Community / Jams & Events / Re: Midlands UK indie devs?
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on: March 08, 2011, 10:39:07 AM
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Since Bluscrn is the only interested Leamington-based person I'm aware of, Coventry would seem to make the most sense.
Anyone have a preference for date or location within Coventry? Earlier in the week probably works better for me than later.
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150
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Developer / Technical / Re: Redesigning tile-based game structures
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on: March 06, 2011, 03:41:14 PM
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Abstract it out!
Create convenience functions that will return the first entity at a given tile location (when looking for entities that can't overlap) or all entities at a given location (when looking at the contents of a tile) or the first entity of a given type at a given location (when looking for a specific type of entity).
This way you can change data structures without changing the tile-checking code.
A very simple data structure I sometimes use is a tilemap for all static entities with all non-static entities in a single list: it's simple enough to iterate over a list looking for any entities at a given tile location.
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151
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Developer / Design / Re: Design doc/scheme for old-school LoZ project?
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on: March 06, 2011, 01:37:39 PM
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Yeah, at this point that's exactly what it is... in fact, the whole thing could be done with simply 5 levels, too:
-1 (open) -2 (open) -3 (req 1) -4 (req 2) -5 (req 1-4)
But IMO, somewhere around 7-9 gives it some ideal lengthiness without dragging a world on forever. I went with 8, because GM's default assets ideally set it up that way (the 7 shiny gems, plus the final encounter), but numbers of things like that are fudgable; 5 would make a terrific "lunchbreak Zelda" (if such a thing were to exist). The other reason is to get a reasonable screencount of elements - it's not too often you'll find two rooms/secrets on a single screen. And there's a reason for that, it pushes you to explore other screens once you've already discovered something (or nothing) there.
A lunchbreak Zelda seems like a really interesting idea to me. Possibly it would have to be randomly generated, and even then I'm not completely sure how/if it would work.
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152
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Community / Jams & Events / Re: Midlands UK indie devs?
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on: March 06, 2011, 10:18:36 AM
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Yes, the current plan is to move back there in July. At that point I think I'll try to encourage more participation between Warwick Game Design and the larger indie community but a separately-organised thing would be excellent as well.
Organise something before then and there's a good chance I'll use that as an excuse to visit. Actually I'm going to be up there next week (13th-19th) -- we could quickly arrange a pub meetup if enough people are interested?
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153
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Player / Games / Re: Absurd game ideas, unlikely to ever be made.
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on: March 04, 2011, 06:47:23 AM
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Regex Typing of the Dead
Zombies are lumbering towards you, each labelled by a string. You need to type a regular expression and any enemies which are matched get killed. For every one which doesn't match a new enemy is spawned.
Problem: how to stop players just doing /string1|string2|string3/?
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154
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Community / Jams & Events / Re: Bristol Game Jam: sometime in May? [poll]
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on: March 04, 2011, 06:14:56 AM
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Based on the poll I'm probably going to go with 21st-22nd May but I'm going to wait until I have a venue lined up to make that official.
Was very busy last week (acting in a pantomime) but hopefully I'll have some time now to start sorting it out.
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158
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Community / Versus / Re: Tetris Fight Club [FINISHED-ish]
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on: February 28, 2011, 12:18:19 PM
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So the version as of now is the official competition build, I might try sneaking in a couple more small changes though. The jump could use a little explaining -- I kept trying to tap it and then press attack, fighting-game style. Hmm, noted. Do the different blocks shapes affect the game much, or is it all visual?
It's just visual at the moment, I wanted to add different movement characteristics but I only just had time to add the different shapes, let alone making them distinct. Different AI levels could be helpful, even if they're "fake" -- as in, just weakening the strength of their attacks. Hmm, physically weaker AI is probably a sensible suggestion but from an implementation perspective it's unlikely to happen (AIs are treated as just another source of key input). So if I figured this out right, attack beats jump, jump beats block, block beats attack?
That's correct. LOLZ at RPGMaker sound effect  Which sound effect is that? I think I got the sound effects from freesound.org.
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160
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Developer / Playtesting / Re: Attractor
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on: February 27, 2011, 03:29:17 PM
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Sometimes this seems to miss my mouse-clicks, it's quite annoying.
No level select screen?
For a game designed for accessibility it seems weird there is no back-to-menu button anywhere in-game. I would think an options button would also make sense in-game without having to go back to the menu screen.
Other than those things this is quite pleasant. Played until level 20.
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