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1411262 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

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1  Developer / Technical / Generic functions and game structure on: November 30, 2014, 10:49:15 AM
I am working on a strategy/roguelike in C++. I have some functions for generating maps (generating random points, voronoi) and other functions that are not dependent on game code. Then of course I have classes like Map, Entity etc.

I haven't used C++ for some time now and I can't decide how to best organize my code. Should I create a namespaces for these functions, e.g. "voronoi" with generate function and other required functions for voronoi algorithm. Another approach would be to create classes with static methods.

What approach do you use in your games? It would be great if you could show some examples.
2  Community / DevLogs / Re: Super tetris (no title yet) on: September 30, 2013, 05:47:19 AM
I've been working on some technical stuff in the past days.

I got early scaling working, so the game now scales to any screen. Because the graphics are just primitives I could have changed the size of the shapes to be in percentage from fixed pixel size. However, that would force me to change also gameplay values like speed from fixed numbers. Fortunately even when scaling the 640x480 room to full HD it looks smooth.

As far as the gameplay, I am still thinking about new features and the core gameplay as well.
3  Community / DevLogs / Re: Super tetris (no title yet) on: September 22, 2013, 09:57:10 AM
Hi! Really cool and innovative game idea!

Your color scheme seems nice, but I would recommend working on black if you're going to have them against black in the game. Also, 10 recognizable colors might be a stretch if your'e trying to do it with only hue variations. I understand that you don't wanna change the lightness, if all of them are supposed to "pop" equally. Maybe you could so something with the saturation though? Such as having a white (not really white, as this will stand out too much against the others, but rather a very light grey" and a grey.

If you want to have 10 distinguishable colors you'll have to fetch them from all over the color wheel, so I think it will be very difficult to maintain some kind of palette or color scheme. Do you really need 10? If you settled for 6 or something it would be significantly easier. Maybe you could make it more difficult by increasing the speed instead. Or have a "black" color (only a grey outline) which has special properties, or something like that.

I agree that making a palette with so such number of colors is hard to do well. The main reason behind that is that when I used fewer of them they were never stacking on top of each other, as the player could just drop all the shades next to each other. However, I could make the blocks wider (they are 60 degress wide right now) so that even with 6 colors there won't be enough place to drop them next to each other.

Add a grid to make things easier, it's hard to know where blocks are goin

Thanks for the feedback, I must say it is sometimes confusing right now and I might add some shadow blocks showing where every single block will stop.
4  Community / DevLogs / Re: Super tetris (no title yet) on: September 22, 2013, 04:14:08 AM
Today I started working on a new color palette. It is not as easy as I would like it to be, because I wanted to have 10 well recognizable colors. Ended up with 9 but I am still not happy with them.
Here is the color scheme, I would love to hear any suggestions how to improve them.



I would also like to finish the first difficulty and let my friend test it for the first time.
5  Community / DevLogs / Re: Super tetris (no title yet) on: September 21, 2013, 11:45:41 PM
Neat Smiley
I have a couple of objections for the name 'tetris'. First, isn't it copyrighted? second, it's not like tetris, it has an unique mechanic, I would take advantage of that and distance it from tetris.
Of course, tetris is a famous game and that might work on your side. I'm no marketeer though, I don't know how this stuff works.

Thanks for the feedback.
I am pretty sure that you are right and I can't use the name tetris, but it is just a working title. I will hopefully come up with a good name later.
6  Community / DevLogs / Re: Super tetris (no title yet) on: September 21, 2013, 06:58:16 AM
Looks interesting. Somewhat reminds me of

, but different enough. Smiley
Thanks! I have not seen that game before.

Anyway, update of the project below

I added simple flashing animation for the blocks before they get destroyed (should be visible in the gif below).
There is also simple Game over screen if you get over them limit.

This is how to game looks like right now, obviously I need to replace those default colors soon  Grin



I am thinking about the difficulty and I think I will go with not changing it over time. I want to have 3 or more difficulties to choose from with different spawn rates and speed of blocks. These would be balanced so that you can not play infinitely.
Every opinion on this is welcome.
7  Community / DevLogs / Super tetris (no title yet) on: September 19, 2013, 12:52:06 PM
Hi everyone,
I am starting a devlog for my small project. It's a tetris like game inspired by awesome Super Hexagon (without hexagons though). It is done completely in Game Maker.

Early version screenshot



Gameplay

When two blocks of same color touch, they are both destroyed giving the player one point. Because you need to connect just two blocks, there will be many different colors to make it harder. Get the best score you can before the blocks reach the outer circle.
As for controls, you can rotate the inner circle and all the blocks lying on it.

For now I plan to release it on Anrdroid with other platforms possible in the future.
8  Developer / Design / Re: Endless game difficulty on: September 19, 2013, 05:23:20 AM
Thanks for all answers so far.

What about this idea from Tyrian - the hardest difficulty only has a limited field of view of the playing field, which forces your concentration to go up.

So perhaps you could add extra visual objects in the game, mainly to distract the attention of the player?

Or, have flashing blocks that you do not want to pick up?
Sounds interesting even though I am not sure this is useable in my game, I will remember this though.

more color to match? maybe that way it will start from like 4 type of block and end up with like maybe 10 block in the end.
I already to plan having like three difficulties and each different number of colors (normal 3, hard 5 and so on). Thanks for suggestion anyway.

Do you have a specific spawn rate in mind to be considered the maximum you want? If so you could make it a function of time that always increases but never reaches that value, like an asymptote.
Thanks I did not think about searching for a maximum value first, I will give this a shot.
9  Developer / Design / Endless game difficulty on: September 17, 2013, 11:22:28 AM
Hi, I am working on a simple endless game, where the player has to quickly match falling color blocks. Right now I need to add in some difficulty by increasing spawn rate and fall speed through the game, but things like simple timers (increasing spawn rate every 10 seconds...) can get ridiculously hard in the end, so do you have any other method which worked for you?
Thanks
10  Community / DevLogs / Re: Space action game (working title) on: March 18, 2013, 01:32:03 PM
UPDATE #1

In the few past days I was mostly working on the core gameplay. You control a small space ship in limited space around Earth and your task is to defend it from asteroid and various enemies. The game ends after the planet takes too much damage.

The ship controls are looking good already and I have also simple collisions working. The asteroids are randomly generated polygons.

Here is a screenshot of how the game looks currently (the Earth sprite was done fast)



Now I would like to start working on some weapons and add particles for explosion when you destroy an asteroid.
11  Community / DevLogs / Space action game (working title) on: March 11, 2013, 12:45:05 PM
This is a devlog for my 2D top-down game. It is heavily inspired by roguelikes, so most of it will be randomly generated.

I would like to focus on simple and fast combat with various enemies.

It is done in Game Maker.
12  Community / DevLogs / Re: Hero Keeper (working title) on: January 29, 2012, 04:46:12 AM
#1
It is still at the beginning so expect some updates soon.
13  Developer / Art / Re: Doodles Thread on: January 29, 2012, 03:08:14 AM
Attempt on knight for Hero Keeper. I am not an artist and this is my first sketch so I am pretty happy with it.
14  Community / DevLogs / Hero Keeper (working title) on: January 28, 2012, 01:21:46 AM
Hi all, this is devlog for our first game.

The dwarf is lost in underground cave when the ground begins to sink. You must build him way up from tiles falling down like in tetris. There will be more types of tiles and some of them can be also rotated.

I am going to use Stencyl and it is going to be released on iOS.

P.S. Sorry for my bad English.
15  Developer / Playtesting / Re: Line Wars WIP on: January 19, 2012, 11:41:58 AM
I really like the graphics, unfortunately it was unplayable on my notebook too.
16  Developer / Art / Re: show us some of your pixel work on: January 15, 2012, 01:11:51 AM
Rock texture, I am pixel art beginner so any comments are welcomed :

The original texture is 16x16.
17  Developer / Technical / Re: The happy programmer room on: January 10, 2012, 06:43:03 AM
Black screen in C++ and SDL + OpenGL, I can now start programming a game.
18  Developer / Design / Re: So what are you working on? on: December 18, 2011, 04:34:19 AM
Added simple range of vision.

I am going to create devlog here soon.
19  Developer / Design / Re: So what are you working on? on: December 14, 2011, 09:48:18 AM
Working on our first game, real-time first person roguelike.
First image of our raycasting engine :
20  Community / DevLogs / Re: Operation Wonderful (code name) on: August 19, 2011, 11:15:49 AM
Looks like some sort of hard game and I like them, so good luck.
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