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1411320 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 04:14:22 PM

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101  Developer / Art / Re: show us some of your pixel work on: September 11, 2012, 10:00:26 AM
@Eigen
I am using DawnBringer's 16-color palette. It is delicious.
Dawnbringer is a magician Wizard
102  Community / Townhall / Re: “Kickstarting” Mercenary Kings on: September 11, 2012, 04:35:46 AM
Oh, it's great to see you guys reached your goal.
I love Paul's work, so definitely looking forward to this.
103  Community / DevLogs / Re: Welcome to Bunny Land (demo available) on: September 11, 2012, 04:32:37 AM
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 Beer!
104  Developer / Art / Re: Art on: September 10, 2012, 11:48:25 AM
Reminds me of a harpy
105  Developer / Art / Re: show us some of your pixel work on: September 10, 2012, 11:27:29 AM
A background I wasn't able to use
106  Community / DevLogs / Re: STEALER on: September 07, 2012, 05:03:48 AM
It looks great...
but where is Journey to Hammerdale! D:
107  Community / DevLogs / Re: Ghost Puzzle on: September 05, 2012, 10:19:57 AM
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.

Quote
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.

Quote
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.
108  Community / DevLogs / Re: Puyo Puyo VS on: September 05, 2012, 10:13:35 AM
I used enet and wrote my own (shitty) server. It's not the best, but it works.
109  Developer / Playtesting / Re: Bomberman Fight [Android Game] on: September 05, 2012, 08:06:13 AM
It's a trademark by Hudson/Konami:
http://tess2.uspto.gov/bin/showfield?f=doc&state=4004:q87au2.2.1
110  Developer / Business / Re: Cross-promotion platform specifically for ios Indies? on: September 05, 2012, 02:33:00 AM
I'm late to this, but I'd be interested. Cheesy
111  Community / DevLogs / Re: Super Puzzle Platformer Deluxe! on: September 03, 2012, 07:14:16 AM
Great trailer Smiley
112  Community / DevLogs / Re: Welcome to Bunny Land on: September 03, 2012, 04:12:56 AM
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/OLZf5P

This 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.

Controls
Touch 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.

Versions
The 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.
113  Community / DevLogs / Re: Welcome to Bunny Land on: August 31, 2012, 05:19:28 AM
Thanks Smiley
Quote
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.

Quote
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.

Quote
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.
114  Community / Townhall / Re: Qwak HD - iPad on: August 28, 2012, 09:09:18 AM
Looks nice!
25 years?! Shocked Could you elaborate on that?
115  Developer / Technical / Re: Quadtrees: check if 2 nodes are neighbours on: August 23, 2012, 02:09:30 AM
Oh, good point, I forgot about that. I suppose I could check if their rectangle sizes are touching eachother.
116  Developer / Technical / Quadtrees: check if 2 nodes are neighbours on: August 23, 2012, 12:51:01 AM
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.
117  Developer / Business / Re: [Trailers] Fans told me: Use gameplay instead of pointing out features... on: August 20, 2012, 01:32:08 PM
To be honest, I stopped watching halfway, because I had no idea what was going on in the trailer. You really need to slow down the pace and actually show what the game is about instead of just...explosions and flashes.
118  Community / DevLogs / Re: Buck & Miles on: August 20, 2012, 04:16:09 AM
Looks awesome.
119  Developer / Playtesting / Fragments of Fear - Gamejolt contest on: August 20, 2012, 03:54:37 AM
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 Shrug
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 Sad
120  Developer / Playtesting / Re: Dr. Bones and the Mystery Somethingorother on: August 17, 2012, 03:32:46 AM
That is one adventurous dog. Looks awesome!
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