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103
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Community / DevLogs / Re: Welcome to Bunny Land (demo available)
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on: September 11, 2012, 04:32:37 AM
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I've been struggling with random moments of stuttering and slowdowns for a long time. Finally managed to fix it today. I abused too many string maps, plus Marmalade doesn't handle strings well. Either way, I'm glad that's over so I can finally focus on redoing my graphics 
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107
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Community / DevLogs / Re: Ghost Puzzle
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on: September 05, 2012, 10:19:57 AM
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Thanks. I've heard about crashing problems before, but it works fine on my first gen ipad so I don't know what the problem could be on others. Does it make it easy to translate into many languages? Do you mean programming languages? Marmalade SDK doesn't translate code into other languages, but compiles executables directly for the target platforms. Was wondering how you handled Asian characters. The SDK comes with a bitmap font editor that can import letters from different unicode ranges. That's how I did it in Ghost Puzzle, but it can also handle true type fonts.
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112
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Community / DevLogs / Re: Welcome to Bunny Land
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on: September 03, 2012, 04:12:56 AM
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Yo, I'm looking for some feedback. I made a demo for Windows and Android: Windows exe (10 MB) Android APK (7 MB) <- recommended version to try If you have an iOS device (espcially older models) and want to test, that would be really helpful. You'll have to send me your UDID and I'll do that ad hoc distribution thingy. (Currently trying to figure out how Testflight works)Testflight link: http://tflig.ht/OLZf5PThis demo is still a pretty early build. Music/sounds are borrowed from other games (sorry!). I'd really like to know your thoughts and whether the game runs properly. ControlsTouch right half of the screen to jump, left half of the screen to shoot For Windows: Z is shoot, X is jump. There is also an alternate control scheme: touch anywhere to jump, swipe to shoot. VersionsThe windows version doesn't connect to the leaderboards, so it will keep saying "Connecting to server..." on the bottom of the screen. Also keep in mind that most of the menus are touch orientated.
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113
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Community / DevLogs / Re: Welcome to Bunny Land
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on: August 31, 2012, 05:19:28 AM
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Thanks  By not using pipes, do you mean that you are not using actual pipes Yes, I mean not having actual pipes. I considered using hollow trees, but wasn't sure how to draw it. I understand that you have only one choice: to either jump over or slide under the plan You can always jump over the plants, their reach isn't that far. Right now I have it so you can run under them as long as you're a small bunny. P.S. I hate designing menus too. I know right, it depresses me orz In other news, I'm going to try to release a demo soon. I recently added the first powerup where you, unoriginally enough, shoot fireballs  Could be just me getting good at my own game, but I feel that once you get this powerup, the game becomes too easy. Who knows. Anyway, I'm trying to finish a few more features before releasing a demo.
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116
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Developer / Technical / Quadtrees: check if 2 nodes are neighbours
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on: August 23, 2012, 12:51:01 AM
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Hello, I currently have a quadtree in place for collision detection. It works fine and all, but now I have something I want to figure out: knowing 2 nodes in the quadtree, how do I check whether these 2 are neighbours or not?
I'm trying to figure out an algorithm for it, but I find it to be difficult.
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119
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Developer / Playtesting / Fragments of Fear - Gamejolt contest
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on: August 20, 2012, 03:54:37 AM
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Hi guys, I made a game for last week's Gamejolt contest.    It's a short horror adventure game. Don't expect too much from it. Not surprisingly, I had to do some major rushing in the end to finish on time  It can be downloaded here. Let me know what you think. I also wrote some experiences on my blog. I think it could be useful for Multimedia Fusion users who might consider using the same technique: combining global objects and behavioural events to sync objects across frames. My conclusion: don't do it 
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