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Pages: 1 ... 5 6 [7] 8 9 ... 35
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124
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: September 10, 2013, 07:16:24 AM
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The trees look really squat and flat-topped to me...
i was aiming for a shape similar to this if that is what you mean.  I get the reference, but you're doing in two shades what they did in 5*, so yours doesn't look as rounded. *I didn't actually count, but you get my meaning.
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125
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: September 10, 2013, 05:48:07 AM
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awesome, i really like your ideas! your stairs probably make much more sense than mine and i think your palette is better and warmer. i used some of your ideas in my new version. let's see which edit people prefer:  The trees look really squat and flat-topped to me...
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127
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Community / DevLogs / Re: Environmental Station Alpha [trailer up!]
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on: September 10, 2013, 05:36:59 AM
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After considering different possibilities for the longest time, I've decided that the game will most probably be completely free. This decision was affected a lot by seeing how much stress is included in commercially releasing a game.
EDIT: oh, and also: 73%!
Free, but with a donate button, right? Because come on.
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128
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Community / DevLogs / Re: Microgue (Reborn?)
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on: September 05, 2013, 07:14:34 PM
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as I am just learning I am always afraid there is something horribly wrong with how I am doing things. I still haven't figured out a good way to code percentage stuff yet. like making a monster spawn 30% of the time. I guess you write code to randomly choose a number between 1 and 100. and then use a greater then or equal if statment?
Given the example is based on a percentage, 30/100 and 3/10 are the same thing, so I'd simplify it there. But if "a third of the time" is just as good as 30% of the time, do 1/3.
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130
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Developer / Design / Re: Mobile barcode game: going beyond random monster battles
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on: August 09, 2013, 01:03:35 PM
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• Scan multiple bar codes to create a composite item/monster – opens the door to unique and personalized combinations other players are unlikely to reproduce, and encourages the player to spend time scanning new codes.
• Procedural generation with bar code as the seed – two players can scan the same code but still have a different outcome, perhaps based on their OS, platform, location, whatever.
• Preset monsters, but scanning codes gives the player new abilities for tackling them; preset items, but scanning a code can modify them (hammer becomes flaming hammer, forex).
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131
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Developer / Art / Re: Given two colors, what's the best way to find a third color to maintain harmony?
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on: August 08, 2013, 10:37:58 AM
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here's a somewhat related question regarding color harmony. i'm currently working on color-coding the different areas of my game's map; this is what i have so far:  i feel like the color choices could use some work, however, because there are so many different areas it's hard to achieve any sort of color balance since the goal is to make each area a different color and distinct from each other (so basically i'm forced to use a lot of different colors). in situations like this, how do you handle color harmony, when you can't just limit yourself to a small selection of colors but have to use a lot of different colors? You have a lot of earth or near-earth tones, which makes the red, dark blue and bright green really jarring. I would tone them down/desaturate as much as possible. The yellow as well, because it will probably start to stand out when the others are changed. Someone here posted a simple tutorial for ensuring widely different colours in a palette have a consistent feel, but I can't remember who/where. (If anyone remembers a tutorial for colouring a pixel house, that's the one I'm thinking of.)
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132
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Community / DevLogs / Re: Microgue (Reborn?)
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on: August 08, 2013, 10:16:21 AM
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Good to see this is back, but why not continue the old thread?
For every (or every x) harder enemies you add, you should subtract an easier one (to a minimum of one per tier, perhaps themed to the dungeon as mentioned above).
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133
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Developer / Design / Re: The Neverending Hybrid Game Design Game
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on: August 06, 2013, 09:45:10 AM
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No you are supposed to take the previous addition and append a new genre, For example the previous poster got genre A + genre B ... you are supposed to go genre B + genre C ... whoever go after you must mix genre C with a random genre D ... ad infinitum !!
So you were supposed to pick from time and add something ... pandupaz got it!
Take a look at all the shit posts in the last ~5 pages; if anything, eaz was more on-topic than anyone partaking in the Rob Ford/math/etc crap.
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135
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Community / DevLogs / Re: CLOUDFACE | first playable build
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on: July 18, 2013, 08:23:19 PM
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When you finish this game, how about making Cloudface web cartoon or even pitching this to some tv station?
THAT WOULD BE SEXY AS FUCK Don't underestimate the PR/hype value of Youtube shorts made from your game art! They're like trailers, but more like the GI Joe/He-Man 1980s toy-commercials-disguised-as-cartoons. Particularly if you need to raise funds to hire someone or push it through to the polishing stage, a handful of entertaining 2-5 minute shorts tied into a kickstarter bid could be what makes all the difference.
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136
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Developer / Design / Re: The Neverending Hybrid Game Design Game
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on: July 18, 2013, 12:02:07 PM
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Tycoon + Superhero
You play a billionaire playboy and captain of industry by day, and a merciless crime fighter by night. You have to keep both aspects of your life in balance or your reputation(s), income, fighting ability, etc, suffer.
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137
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Developer / Art / Re: show us some of your pixel work
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on: July 18, 2013, 08:22:42 AM
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 Can't get the shading right on the Carrier. Chaser looks just like it did in my head but Carrier's too cartoony. It's meant to be stylized yet still gritty/metallic, which is a hard balance. The Chaser seems to have parallel light sources, while the Carrier has a single lateral light source. Maybe reduce the apparent thickness of the outlines on the Carrier and see if that makes it less cartoony.
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139
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Developer / Playtesting / Re: Game Name Clinic - I will rate your game's name
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on: July 11, 2013, 08:44:31 AM
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In My Opinion Here are Things That Make It Easier To Come Up With A Name For Your Unnamed (Or Poorly Named) Game  Who: Tell us about the player character(s), including any names or back story you may have for them.  What: Tell us the game's genre, defining mechanics, and look/feel/experience.  Where: Tell us about the game's setting, the world it takes place in, and any names you may have for it.  When: Similar to Where, tell us about the game's setting in time – the past, the future, a lost age shrouded in mystery, the 1970s, etc.  Why: Tell us the player-character's goal, and what you hope the player feels in pursuing that goal. Do  1. Be aware of the importance of a memorable and unique name. Games with generic names can be difficult to find online. Convoluted fantasy names are hard to remember. Names that sound like existing things are easily mistaken for them (lawsuit time!) or lost among search engine results.  2. Research. What are some words and names you like, and why do you like them? Is it the sound or shape of the word? Are there synonyms you can use to make your game's name stand out?  3. Take your time. If you're still in the early stages of development, a project name can be used as a place-holder for the final name. Don't  1. Don't ask us to pick from a list of terrible names. You know they're terrible because you couldn't commit to one yourself, so you're here asking strangers on the internet to convince you they aren't terrible.  2. Don't mistake art style or genre for name components. It's needlessly limiting, and it's been done to death. Retro 8-Bit Pixelvania isn't unique, it's forgettable, and it doesn't communicate anything about the game other than the most superficial things.  3. Don't forget to follow up. If nobody replied to your initial post it's probably because there wasn't enough to go on.
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140
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Developer / Art / Re: show us some of your pixel work
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on: July 11, 2013, 08:13:23 AM
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I haven't really been working on this at all, been too busy setting my exhibition up. I wanted to know what you guys thought so far, I made a quick color adjustment and can't choose between the two.  I like the one on the left best, but the hair-thing zig-zagging down the side is distractingly flat in both.
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