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161
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Developer / Art / Need feedback on mockup (pixelart)
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on: June 21, 2012, 05:34:52 AM
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Hey guys, I'm working on a mario-like platformer. I've been working on the graphics and suddenly got stuck drawing the background for a couple of days  After I decided to go for random bushes and "mario-like" hills I put everything together in a mockup and it's bothering me... Here it is:  I think it's mainly the colors that's wrong somehow (and being color-blind does not help). I'm not sure how I can separate the background from the foreground better. Do you guys have any tips on improving this?
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162
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Developer / Art / Re: How Does My Game Look?
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on: June 19, 2012, 12:05:58 PM
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Less pillow shading would be nice. That's the first thing I noticed in the screenshots. Which screenshot looks the best?
The 3rd I guess. Though I feel there's not much difference in them.
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163
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Developer / Technical / Re: Post your game loop
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on: June 12, 2012, 02:30:59 AM
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I don't remember where I stole the frame limiter code from void zGame::execute() { //framelimiter variables double t = 0.0; double dt = 1.0/60.0; double accumulator = 0.0; double deltaTime; uint64 startTime=timeGetTime(); uint64 endTime=0; //fps counter double second=0; int refresh=0;
//start main loop while (rungame) { //Frame limiter endTime=timeGetTime(); deltaTime=(endTime-startTime)/1000.0; //convert to second startTime=endTime; accumulator+=deltaTime;
//calculate screen refresh rate second+=deltaTime; if (second>1) { sprintf(refreshrate,"%2.1f fps",refresh/second); refresh=0; second=0; }
//resuming from suspend -> pause game if(resumeFromSuspend()) { //clear accumulator accumulator=0; //send pause call currentFrame->paused=true; }
//Catch events events();
//Main gameplay loop while (accumulator>=dt) { //Inner game loop controller->setState(); currentFrame->update(); currentFrame->play(); //Update framelimiter variables t += dt; accumulator -= dt;
//Render in the last loop if (accumulator<dt) { render(); //screen refresh rate refresh++; //sleep the remaining time sleep((int)accumulator*1000); } }
//check end of level if (currentFrame->run==false) { endFrame(); //prevent frame skipping (initialization may cause short freeze) startTime=timeGetTime(); } } //reached the end without releasing the level if (currentFrame!=NULL) { delete currentFrame; currentFrame=NULL; } }
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165
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Developer / Technical / Re: Coding without curly brackets
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on: June 05, 2012, 02:42:44 AM
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Hey, this topic got me thinking, what if you used C++ macros to remove curly brackets in if-statements. I didn't think it'd work, but it does  #include <iostream> #include <conio.h>
using namespace std;
#define if(x) if(x){ #define else }else{ #define endif }
int main() { if (true) cout << "hello world" << endl; cout << "i'm using macros" << endl; cout << "to remove curly brackets" << endl; else cout << "blabla" << endl; endif
getch(); return 0; }
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167
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Developer / Technical / Re: The grumpy old programmer room
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on: May 25, 2012, 01:57:50 AM
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Working on a quadtree in C++ for collisions. So my game seems to crash at this point (where objectVector is just a std::vector<object*> for(objectVector::iterator it=actors.begin();it!=actors.end();it++) { if (!NE->addObject((*it))) if (!NW->addObject((*it))) if (!SE->addObject((*it))) if(!SW->addObject((*it))) assert(false); } What's wrong with it? I dunno. But as soon as it goes into addObject(), the thing crashes. So I randomly try this for(int i=0;i<actors.size();i++) { if (!NE->addObject(actors[i])) if (!NW->addObject(actors[i])) if (!SE->addObject(actors[i])) if(!SW->addObject(actors[i])) assert(false); } Magically starts working. Wtf, stuff like this just ruins my day. 
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170
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Community / DevLogs / Re: Ghost Puzzle
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on: May 04, 2012, 06:24:49 AM
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if you are interested, i guess i can provide a brazilian portuguese translation (if there is not much text)
Thanks, but the game is already translated into Brazilian Portuguese though. Yup, I did. No response from toucharcade though  Havent heard of hookshot inc before. Also, the game is now available on the blackberry app world
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171
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Community / DevLogs / Re: Ghost Puzzle
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on: May 02, 2012, 02:48:26 PM
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Thanks ^^
Also I got the game accepted by Marmalade's App Program a while ago. So the game is coming to Playbook and a bunch of other App Stores some time soon.
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176
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Player / General / Re: Fix the fucking forums
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on: March 23, 2012, 03:36:37 PM
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But anyway, I wanted to start a thread for people to complain/make suggestions/give feedback about the forum - this may as well be it!
Keep it coming!
I really want to see a list of active topics. Just a list of topics sorted by newest post. I don't like the "show unread posts" list. Especially when topics get removed from that list because you posted in them (and thus moving them into a seperate "show new replies to your posts" list).
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178
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Developer / Playtesting / Re: Yeti Hunter
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on: March 19, 2012, 02:01:20 PM
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Any reason why you can't use down to climb down a tree instead of control? I walked up a tree a couple of times by accident and it kinda confuses me why it's so hard to climb down again. Nice atmosphere in the game btw.
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179
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Community / DevLogs / Re: Ghost Puzzle
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on: March 18, 2012, 02:06:35 PM
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This is so cute and fun looking. :D Aww its not $1 anymore. I can't be spending a lot of money right now, I'll buy it at a different time then.  Thanks for the comment. Don't worry, I'm planning to do another $0.99 sale offer next weekend as a marketing push. I can remind you if you like. On another note, I've got several offers from friends and whatnot to translate the game, so I'm concentrating on that. Hopefully the game will be available in Chinese, Japanese, German and Portugese soon. Korean too, maybe.
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180
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Community / Townhall / Ghost Puzzle - out on iOS and Android
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on: March 13, 2012, 12:47:27 PM
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Mix Dr Mario, Puyo Puyo and add a pinch of Tetris. Add cute graphics and smooth animations, and Ghost Puzzle is born! Ghost Puzzle combines the best of puzzle games, creating a unique game filled with challenging puzzles to solve. Ghost Puzzle is my first iOS/Android project, using the Marmalade SDK. I've been making a Puyo Puyo clone for quite a while now and this is my fork project of that. I spent a lot of time making the controls and physics as smooth as possible. I hope you enjoy it. Despite the cute graphics and all, the game is very challenging! Youtube trailer ScreenshotsGo here: http://imgur.com/a/wAe2wStoryDeath, the Ghost Reaper, is getting old and searches for a successor. As he hunts ghosts, he meets Angela, who agrees to take Death's test to become the next Ghost Reaper. And so begins Angela's adventure... All other info can be obtained from http://ghostpuzzle.heigames.com
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