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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 05:10:28 PM

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41  Player / Games / Re: GAMES JOURNALISM!!! on: September 18, 2014, 05:28:24 PM
i think the problem will be solved when video games are gone from this shit earth, launched into space on a rocket headed for the sun

following closely behind: a rocket filled with all nerds
42  Player / General / Re: Women as Background Decoration: Part 2 on: September 16, 2014, 08:47:53 PM
 WTF
43  Player / General / Re: Microsoft to buy Mojang for $2 billion; notch departs on: September 16, 2014, 04:58:46 PM
his government is going to get like 3/4ths of that 2.5b so it's really on them
44  Community / DevLogs / Re: SUPER III on: September 14, 2014, 10:26:47 AM
honestly at this stage you shouldn't even have art / assets like you do. you don't even know what game you're making.

that this thread has 40 pages is a testament to hunter's artistic prowess and literally nothing else

this reads like some kid who thinks that once he gets 3 grand together and buys a copy of 3ds max he'll suddenly become an industry veteran 3d modeller
45  Community / DevLogs / Re: SUPER III on: September 14, 2014, 09:48:47 AM
the screen wrapping was the only remotely interesting mechanic. if you just have a dash, you're making a platformer that explores dashing with nothing else. tons of platformers have dashing.

honestly if you gave up that quickly on figuring out a way to make it work then this is a lost cause

i mean come on, you almost gave up on the non linear camera movement before you even tried changing the multiplier.  Undecided
46  Player / General / Re: Microsoft to buy Mojang for $2 billion; notch departs on: September 13, 2014, 01:44:33 PM
like it matters

like any nerd here wouldnt sell their ability to ever make videogames again for like 5 million

anyone who says they wouldn't just doesn't comprehend how much money 2b is
47  Player / General / Re: Microsoft to buy Mojang for $2 billion; notch departs on: September 13, 2014, 12:49:14 PM
he doesn't need to own mojang to make the type of shit he normally makes / to pay people with his literally billions of dollars to make the type of shit he wants to make / but owning all 12 year olds might help
48  Player / General / Re: Microsoft to buy Mojang for $2 billion; notch departs on: September 13, 2014, 11:05:30 AM
whoever owns minecraft owns all 12 year olds
49  Community / DevLogs / Re: SUPER III (Trailer #2) on: September 11, 2014, 05:09:04 PM
Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug Shrug
50  Community / DevLogs / Re: SUPER III (Trailer #2) on: September 11, 2014, 03:50:03 PM
what

the range wouldn't be arbitrary. the teleporting would work just like it does now. if you hit a wall in screen / camera space, you stop. if you don't, you wrap around the screen / camera space. nothing off camera matters. what are you even talking about with the "big tolerances" / "pixel perfect" stuff
51  Community / DevLogs / Re: SUPER III (Trailer #2) on: September 11, 2014, 01:55:14 PM
what you should do is make it so that the teleportation screen wrap is based on the camera, so it wraps to the other side of what the camera is viewing. then you can have horizontal levels and interesting puzzles.

all of joe's ideas are bad and over-complicate the controls / mechanics.

___________[__.__]_________
*teleport to the right*
___________[.____]_________

(__ is level, . is player, [   ] are camera bounds.

edit: yeah that might be jarring if you snapped the camera as soon as  you teleported, but... dont do that. you could do work arounds, like slowly moving the camera back, waiting for the player to move, have a cooldown where the edges of the screen are a diff color (eg a red gradient on the horizontal edges of the screen or something) and slowly lighten it (until the color is gone) and the darker the color the slower the camera moves towards the player (all dark = no camera movement, half dark = half speed, or maybe some sort of exponential interpolation, idk youd have to fuck around with it)

etc etc etc it shouldn't be impossible to think of something to fix that. that third fix idea would even let you add a bunch of timing based puzzles
52  Developer / Art / Re: 1.171875 on: September 09, 2014, 02:48:15 PM
the iphone 5 is 1136 x 640, so if that's your native res, you either have really high res art or a large playing area. high res art = less noticeable scaling issues, large playing area = just crop it a bit

note that you have similar issues with basically any console, especially if you're on a console that uses televisions, and especially especially if you're on multiple consoles / handhelds.

even with pcs, really, since netbooks have really weird resolutions.
53  Developer / Art / Re: 1.171875 on: September 09, 2014, 01:15:00 PM
you just scale it up by w/e round number you can and then show a bit more or less of the playing area. it's not that difficult.
54  Player / General / Re: Let's Talk Serious on: September 07, 2014, 07:59:36 PM
if nobody cares about them, why are you so mad about something nobody cares about. don't you have anything better to do than be angry about things nobody cares about?

what a loser
55  Player / General / Re: Let's Talk Serious on: September 07, 2014, 12:21:29 PM
56  Player / Games / Re: Path of Exile on: September 04, 2014, 10:26:51 AM
you can still maintain that feeling and have better respecing. it's not a binary thing, there's a spectrum for how difficult it has to be. diablo 2 had some points you could respec at and nobody whined about that.
57  Player / Games / Re: Path of Exile on: September 03, 2014, 03:22:47 PM
yeah it's not about instant satisfaction, it's about 20+ hours thrown away beyond the normal amount of thrown away time a video game entails, just because their f2p model or some nerd ideology prevents them from implementing a proper respec system.

also lets not understate the fov issue, it legit gives me a headache to play the game haha

i really liked everything else about it, but  Shrug
58  Player / General / Re: When should I do art for my game? on: September 03, 2014, 03:20:03 PM
i usually have separate tiles for collision data, and i just use those while prototyping / doing basic design stuff. basically i uuuusually start working with an artist around when it's level design / ui design time, but tbh it'd probably be even better to wait beyond then because mechanics tend to change a lot initially during that phase.
59  Player / Games / Re: Path of Exile on: September 03, 2014, 08:04:40 AM
yeah i don't have the time nor the patience for that
60  Player / General / Re: When should I do art for my game? on: September 03, 2014, 08:03:01 AM
adding art too early is bad. the more game you have done beforehand, the better. you should probably use shitty programmer art sprites for some stuff, though, just to get the animation system etc down. art can help with motivation, but if you change gameplay, replacing art can get expensive. and if you add art too early, it can negatively affect the game design.
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