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41
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Player / Games / Re: GAMES JOURNALISM!!!
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on: September 18, 2014, 05:28:24 PM
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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
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44
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Community / DevLogs / Re: SUPER III
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on: September 14, 2014, 10:26:47 AM
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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
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45
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Community / DevLogs / Re: SUPER III
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on: September 14, 2014, 09:48:47 AM
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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. 
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50
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Community / DevLogs / Re: SUPER III (Trailer #2)
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on: September 11, 2014, 03:50:03 PM
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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
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51
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Community / DevLogs / Re: SUPER III (Trailer #2)
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on: September 11, 2014, 01:55:14 PM
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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
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52
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Developer / Art / Re: 1.171875
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on: September 09, 2014, 02:48:15 PM
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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.
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53
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Developer / Art / Re: 1.171875
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on: September 09, 2014, 01:15:00 PM
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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.
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54
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Player / General / Re: Let's Talk Serious
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on: September 07, 2014, 07:59:36 PM
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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
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56
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Player / Games / Re: Path of Exile
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on: September 04, 2014, 10:26:51 AM
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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.
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57
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Player / Games / Re: Path of Exile
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on: September 03, 2014, 03:22:47 PM
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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 
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58
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Player / General / Re: When should I do art for my game?
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on: September 03, 2014, 03:20:03 PM
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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.
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60
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Player / General / Re: When should I do art for my game?
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on: September 03, 2014, 08:03:01 AM
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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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