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1191465 Posts in 51310 Topics- by 42224 Members - Latest Member: ImaginaryArtWorld

February 12, 2016, 04:07:01 am

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21  Developer / Technical / Re: Idea for a programming language on: May 03, 2015, 01:58:55 pm
Check this out: http://llvm.org/docs/tutorial/LangImpl1.html
It helped me a great deal to make my own compiler. It's a tutorial on creating a custom programming language that compiles to LLVM bytecode. You may not need the latter, as you might output whatever you'd like, but the rest is solid. It's all done from scratch using C++.

Alternatively check out my language source on github

@EDIT fixed link
22  Developer / Technical / Re: Need some help with vector stuff on: April 30, 2015, 05:35:10 am
That's Polly - the king of tech GIFs for ya
(Seriously it's pretty cool how you provide a GIF with working solution so often Tongue Is it all done in ZGameEditor?)
23  Feedback / DevLogs / Re: Terminal Hacking Game on: April 16, 2015, 12:32:45 am
Let the player drink coffee/energetics in that free-looking mode. Maybe his energy would slowly deplete over time Well, hello there!?

Or you could just add it as a fun side-thing.
24  Developer / Technical / Re: Networking notworking on: April 11, 2015, 07:56:48 am
One word: DEBUG

There's no way we could know how to fix such a specific issue without seeing any code.
25  Developer / Art / Re: GIFs of games being worked on on: April 11, 2015, 03:39:13 am
26  Feedback / DevLogs / Re: Wizardier - 2D Magic Action! Protect the villagers! on: April 08, 2015, 07:40:41 am
I like the idea of a wizard defending people, and the backstory looks pretty cool, despite being simple at first sight. I would expect to see good spell effects from a game focused on fighting using spells (I guess?).

Wizard's sprite looks pretty different from the villagers though, almost as if either one didn't fit in.

But yeah, I'd suggest doing some shader/pixel magic to have something eye-catching.
27  Feedback / DevLogs / Re: Screenshot Saturday on: April 04, 2015, 01:34:52 am
Heavy WIP of a multiplayer game I'm making.


Those characters almost seem too colorful.

What's the game gonna be like though?

All pixelart you see there is WIP. Those pink dots were ment to indicate where head goes, but since I have a new joint system in place, they no longer should be there Shrug

The game is gonna be a multiplayer survival game that takes place on a spaceship. The enemy is aliens (which should mutate over time) and limited resources which you have to gather outside your base(s). Players are ment to cooperate. Game scales with number of players on the server. (You won't get a killer ass map when you play in four, to put it simply)

To win you have to switch all (N number of - scalable) power nodes located all around the map, which will pulverize your enemies.

That's the basic concept - there's more to it, but I'd like to have that in place before I add anything more.
28  Feedback / DevLogs / Re: Screenshot Saturday on: April 03, 2015, 01:24:35 pm
Heavy WIP of a multiplayer game I'm making.

29  Developer / Design / Re: Mods in multiplayer games on: March 24, 2015, 05:25:34 am
I suppose you are right. I do want to ever release this game after all. I only hope this doesn't put people off from playing it.
30  Developer / Design / Mods in multiplayer games on: March 23, 2015, 11:41:58 am
Hey there.

I'm making a multiplayer game, which is ment to be played by ~4 up to ~32 players per server, and lately I started to wonder: do I need this game to be moddable? I can't imagine more than two, maybe three game modes that would suit the game style. Ofcourse, I suppose if somebody was to mod and, and he was motivated, he could make really big mod, like c-rpg was for mount & blade, but I don't expect to have that much commited players. But nevertheless, I looked up a few different MP games, and all of them were moddable.

Do you think that I should make my game moddable aswell? Is it worth the effort? Most of the time the mods are really crappy anyway.

Would seeing that the game is not moddable stop you from buying it?


Cheers.
31  Feedback / DevLogs / Re: Superpowers — The HTML5 2D+3D game maker (CROWDFUNDING STARTS IN A FEW HOURS!) on: March 13, 2015, 12:08:18 pm
Oh, your campaign's on. Figured I might put a note here for the people to see.

I dig your design a lot, by the way!

(The campaign is being run on https://sparklinlabs.com/ with patron, which means monthly subscriptions/donations, if you're interested)
32  Developer / Technical / Re: How to prevent false malware detections on: March 12, 2015, 02:58:05 am
perhaps using ssl would fix some detections.
33  Developer / Technical / Re: Unreal Engine 4 is now available to everyone for free on: March 08, 2015, 02:03:42 am
The only thing I dislike with UE4 so far is that it's using naming conventions that contradict mine (a subset of Hungarian notation - I don't describe variable's type, only stuff like being const, a pointer, an argument, static, etc.)

Really upsetting Waaagh!
34  Developer / Art / Re: Art on: February 16, 2015, 12:33:59 pm
Lastest stuff.





A study of a fat body..



And a random one. I rushed the female and I regret it.

35  Developer / Workshop / Re: Learning to draw manga-like [LONG TERM QUEST] on: February 16, 2015, 12:33:24 pm
Lastest stuff.





A study of a fat body..



And a random one. I rushed the female and I regret it.

36  Feedback / DevLogs / Re: moonman (120% funded, 24 hours to go!) on: February 11, 2015, 02:22:28 pm
Monies.
37  Developer / Workshop / Re: Learning to /draw/ properly [QUEST] on: January 29, 2015, 12:23:03 pm
38  Developer / Art / Re: Art on: January 29, 2015, 12:22:13 pm
39  Developer / Technical / Re: Draw sorting order in a 2.5d game on: January 16, 2015, 03:10:29 pm
I think he figured it out after half a year Undecided
40  Developer / Workshop / Re: Learning to /draw/ properly [QUEST] on: January 16, 2015, 09:59:26 am
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