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Pages: 1 ... 10 11 [12]
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222
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Developer / Art / Re: Ugly-Awesome Game Graphics
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on: November 24, 2007, 05:03:52 PM
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 And yes, that tattoo is totally your health meter. I so want to play a Trespasser sequel!!!!!!!!!!!! By the way, once you got the hang of controlling the arms with the mouse, it's really awesome. It's addicting in a way, just like using a gravity-gun in HL2 or for example grappling hooks in other kinds of games... once you've played a game like that, you'd want all games to feature such things... for me personally, same goes for the Trespasser controls. Lately I've read a review about Crysis where a guy said that Crysis was unlike other games because they paid attention to little details.. like when you pick up a weapon, you'll see your arm stretch down to grab it. Lol, well actually... Crysis still pretty much sucks with this compared to Trespasser's control of arms wouldn't you all agree? 
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224
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Player / Games / Re: Kong
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on: November 24, 2007, 10:55:02 AM
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Me likes bigtime!  Very nice game,
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226
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Community / Competitions / Re: Idea pool for new TIGS competitions
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on: November 12, 2007, 04:33:18 PM
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True, but I wonder if there really would be any lawsuits in the end, since it's basically just fan-based and all just for the fun of it,... err right?  What you could do is make parodies instead, but still completely in the de-makes spirit.
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227
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Developer / Technical / Re: Bump mapping pixel art
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on: November 05, 2007, 10:23:37 AM
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Actually, that should be relatively easy... you can make a shader do texture look ups for the shading, basically in a toon-shader style, but with a pixely color gradient. Mmmm, it's worth trying out.  Too bad the engine I'm using doesn't allow for shaders on sprites just yet, I can use a model with a sprite as skin though. It's definately worth checking out. 
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229
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Community / GAMMA / Re: Kokoromi Presents: Gamma 256
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on: November 03, 2007, 10:37:18 AM
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Mine has been sent! Out of curiosity, is there anyone who didn't not have the time to finish?
Yeah, I ran out of time because of poor design hahaha. That is, nothing wrong with the design itself, but it took too much time to make ánd wasn't suited well for just 5 minutes of playtime. I've now changed the idea completely into something different, but I had like 3 effective days to complete that which unfortunately wasn't enough time either. @Fish: Does all this mean the deadline has changed because the demo night will be months later? That would probably give me more than enough time to finish my game (something I'm going to do anyways).
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230
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Community / GAMMA / Re: Kokoromi Presents: Gamma 256
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on: October 22, 2007, 09:19:32 AM
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So anyone freakin' out? The deadline steadily approaches.
Lol, yes.. I am freakin' out here. I'd love to make it before the deadline, but my game idea has changed a lot since I first started and it became a whole lot bigger than I first thought. It's questionable whether it's still realistic to enter Gamma 256 with it. Apart from that, it's not suited well for '5 minutes of gameplay', so either I have to change the whole idea and make a much smaller game or I should bail this time...
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232
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Community / GAMMA / Re: Kokoromi Presents: Gamma 256
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on: September 17, 2007, 09:59:06 AM
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As long as the desktop resolution is either 640x480, 1027x768 or 1280x1024 it's all fine with me. I'm just going to hardcode those 3 resolutions into my game and check the desktop resolution and go from there. Should work.  Talking about anti-light projectors, normally the darker colors aren't exactly very visible or is everything going to be shown in a very dark room? 
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233
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Community / B-Games / Re: B-game Competition!
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on: September 14, 2007, 06:03:38 PM
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Wow! 28 entries in total? That's some competition! Awesome work people, I've noticed there are some truly wicked entries. 
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234
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Community / GAMMA / Re: Kokoromi Presents: Gamma 256
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on: September 14, 2007, 06:00:27 PM
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I'm curious how you guys are to project all the games. If I'm working with an engine that only goes down to 640x480 but only using a small portion of that space like 200x50 in line with the event rules can you zoom in on that small space with the projector?
It's easiest to use a windowed mode, remove the window borders and stretch it to a 1024x768 or 1280x1024 resolution, there's no hardware that supports 200x50 fullscreen, so you'll have to use windowed mode anyways. I've currently set things up so it'll change the windows according to the desktop resolution. @Fish: Is it save to assume the resolution these demos will be played at will be either 1024x768 or 1280x1024? Or will it be a widescreen resolution? Otherwise I'll have to hard-code some more resolutions into my project. Anyways, back to the drawing board, I need to think of some more enemies.. 
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235
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Community / GAMMA / Re: Kokoromi Presents: Gamma 256
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on: September 10, 2007, 08:05:23 AM
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I think the goal is mainly going to be exploring, finding new stuff, getting to higher places.
Totally digg that gameplay-style already. It's pretty fresh and looks incredibly dynamic. Good job! ( ow and hi everybody, thought I'd register here too since I'm entering this Gamma256 demo-thing :D  )
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