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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 08:38:34 PM

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41  Developer / Playtesting / Re: English Irregular Verbs on: March 20, 2014, 02:39:30 PM
Tested the game out, but had a hard time finding your game amongst the see of "Irregular Verb" games. Your game definitely has solid production values with all the animations and such. A couple notes:

 - Saw some clipping between "Correct" and the last letter I added to the word(typically 4 letter words)
 - Had trouble selecting letters a few times, could possibly select the letter on press rather than waiting for release

Other than that, well done!
42  Community / DevLogs / Re: HEAVY BULLETS on: March 20, 2014, 08:56:36 AM
Been wanting to test this game out for a while.  Definitely a unique take on a shooter with collecting your bullets after you fire.  Solid concept, solid execution!  Toast Right
43  Developer / Technical / Re: Unreal Engine 4 for 19$ a month including source code on: March 20, 2014, 06:22:02 AM
I decided to just pay the $19 to get the current version to muck around with and will be canceling my subscription in about a week. I'm only waiting because I'm hoping they fix the UE4 launcher in that time. I can launch the editor directly, but I'd rather be able to do it the "right way". Definitely worth snaggling for just $19.
44  Community / DevLogs / Re: Black Ice - A Cyberpunk Hack & Shoot on: March 20, 2014, 06:05:54 AM
Yeah, if that's a gameplay design goal, then I'd definitely agree that adding first person weapon models would be a hindrance. Particle and lighting effects could take care of it nicely.

I definitely agree that the UI is pretty functionally sound, so I was really speaking toward it looking placeholder and looking forward to seeing the final design.

Definitely great work so far!
45  Developer / Playtesting / Re: LEVELEVELEVE, a hard game about colors (Mac/PC/Web) on: March 19, 2014, 07:20:25 AM
Just played again with that new information...much more playable Wink

Now I'm wondering if you should switch the time from a bonus timer over to a time limit that gets more difficult as players progress.  Really depends on your design goal and target market. You mentioned that you wanted it to be a "hard game" which would lean towards a time limit mechanic in my mind. I'm sure there are other ways it could be made harder, but at present I don't think the game is hard unless the player is really trying to get that bonus and that may not be the right kind of challenge for your target market.

It's a cool concept by the way...nice concise controls, very playable, just not necessarily "hard".  Toast Right
46  Community / DevLogs / Re: Black Ice - A Cyberpunk Hack & Shoot on: March 19, 2014, 07:06:32 AM
Just played the demo and the game is definitely fun. I look forward to seeing an improved UI, some more enemies, 3d pickups that resemble the item, and first person weapon models.  It's really a cool concept that's fun enough to spend 15 or more minutes playing(I have a very short attention span, so this is more of a compliment than it sounds). Toast Right
47  Developer / Playtesting / Re: LEVELEVELEVE, a hard game about colors (Mac/PC/Web) on: March 19, 2014, 05:33:10 AM
I'm supposed to get my mouse inside that red box within the half second before it gets all the way to the foreground? I mean, I suck at super hexagon, so I may not be your target market, but is that really doable multiple times in a row? My high score was 4, when luck of the draw had 4 levels without red boxes.  I see in your screenshot that you have a score of 11, but I also notice that the red boxes are much larger than what I was seeing.

Also wanted to note that not all monitors are equal, so I couldn't see the white box when it was too low on my screen(due to viewing angle and my monitor not having any tilt option).  I had to drag the window to the top of my screen to be able to always see the white box. Darkening the off-white background a little would help or having some gamma setup screen at the beginning of the game.
48  Community / DevLogs / Re: [Greenlight] - Freezeme - 3d Platformer on: March 19, 2014, 04:37:03 AM
Is the controller support complete in v0.3.0 of the demo? I was using an XBox 360 controller with default bindings and the right joystick moved the camera up/down when I moved the stick left/right and moved the camera left/right when I moved the stick up/down. I also couldn't find a button bound to taking a picture, so I had to just quit the game. Should that have been bound to some button or combination that I was just failing to press? The game seems interesting, so I'd love to give it a go if I can figure these things out =)
49  Community / DevLogs / Re: Rex Rocket [New Trailer/Demo & Coming to Indie Megabooth @ GDC2014 SanFran ] on: March 19, 2014, 04:22:48 AM
Played the demo...awesome game! I cannot, however, beat the second boss...nor can my friend.  We tried about 40 times and never even took away even 25% of his health. The first boss took a few attempts for us, but I'm assuming we were missing something for the second boss. A few times, we tried to just dodge his attacks, not even attacking and we weren't able to get any further(just a little past when he moves over to the right side of the screen and goes up into the air). Should we have had some sort of shield before taking him on or something? We tried going back to the right and jumping up the platforms to see if there's something we missed, but it doesn't appear that there are enough platforms to allow you to go back once you get down there.
50  Community / DevLogs / Re: Molecule Match - Pre-Alpha Android APK on: March 12, 2014, 06:29:05 PM
Yeah, this game's definitely cool...can't wait to see the game all polished up.  Toast Right
51  Community / DevLogs / Re: Perihelion on: March 12, 2014, 03:17:52 PM
Haha, simple little game...could only get up to 5, as well! Curious what legitimate top scores are...any leaderboard? =)
52  Developer / Playtesting / Re: Prismatica - Colorful Twisty Puzzle Game [Alpha Build] on: March 12, 2014, 03:13:54 PM
Awesome game concept and execution is looking pretty good so far, as well.  This kinda game is right up my alley, so I might slowly play through the whole thing as time allows. Toast Right
53  Community / DevLogs / Re: Umbragram - Isometric Shadow Puzzle Game on: March 12, 2014, 02:59:33 PM
Interesting little game, definitely worth the download! Thanks for making it and releasing it for free.
54  Developer / Playtesting / Re: Dipidid - Atmospheic Platformer on: March 12, 2014, 06:20:33 AM
It's a cool little game.  Movement is very floaty, which is atypical of platformers, but there's certainly nothing wrong with that...just something players have to get used to.  The difficulty definitely spikes once it goes to a scrolling world, but there are definitely a number of gamers that will welcome that challenge.  My only suggestion, if the game is meant to be one of the very difficult games, would be to get to the really difficult levels a little sooner.  I'm not a fan of those really hard games, but I found myself blasting through the first 6 or 7 levels using a keyboard, then struggled a little with the last non-scrolling level before failing miserably over and over on that first scrolling level.  I know you're trying to teach the mechanics, but for those very hard games, your target market is hardcore gamers who don't need a long intro into a platformer with wrapping, double jump, wall jump, etc.  Combine the teaching of those mechanics into a single level or perhaps 2 and get to the challenge.

Honestly, though, I may just be nitpicking and it could be completely fine as is =)
55  Developer / Technical / Re: Representing a file hierarchy on: March 07, 2014, 04:08:42 AM
I've tackled this before using a cache file to store the unique id, virtual path, and physical path, along with an MD5 hash of the file. Unique ID and virtual path are controlled by the asset manager while the physical path could be changed outside my program and the MD5 allows the program to potentially keep up with moved/renamed files.  This would obviously break down if the user moves a file that they've already changed, but there's only so much magic I'm interested in building into an asset manager.  You could go a step further and build a diff check system to see if the files are similar, like git does.

As for the searching speed of a hash map versus using a list, that's not going to be the bottleneck for loading assets and a search done by a user in the asset manager can take the extra milliseconds without issue, so I'd stick with the list personally.
56  Community / DevLogs / Re: Ferdy The Cat (Puzzle) on: February 09, 2014, 04:39:58 PM
Just tested out the prototype and wanted to join in on the cheers! Quite interesting puzzle mechanics...simple to play, but difficult to master.  Well done!
57  Developer / Technical / Re: Efficient drawing in console on: November 26, 2013, 12:35:57 PM
From a quick search, it sounds like this is a common problem with virtually no simple solution.  Just from that search, it would seem that using an unmanaged language like C++ would be the ideal way to improve the performance.

I did run across the possibility of using Streams so that you are writing more things to the screen at once.  Another possibility would be to just have 1 string that represents all the output you want for that "frame" and just do a single Console.Write call to write it all at once.  The problem, it seems is that Console.WriteLine waits for the screen to refresh before allowing your program to continue executing..not often an ideal solution...but that's Microsoft for ya.
58  Community / DevLogs / Re: [first beta test] Heart2Heart - mirror mechanics puzzle on: November 25, 2013, 04:24:47 AM
I downloaded and played the game. FYI, the link you've got in both posts has " marks around it, which makes it appear to be a dead link, but if one removes the quotes it works.

It's an interesting enough game concept.  I was able to perfect 7 of 14 levels in the first attempt, which is good, I would hope I couldn't perfect all of them the first time.  I was able to complete level 14 in 6 of 9 steps, so you may want to adjust that one =)

I'm pretty sure the menus aren't "complete" at this point, but my only critique would be that the menu could use a bit more life. Animated backgrounds, particle effects, something more. Other than that, I think you guys are doing it right =)

And in case you're trying to keep up with what devices it's been tested on, I played it on a Samsung Galaxy S3, particularly model SGH-I747.  There are 13 different Galaxy S3 models out there with many different CPU/GPU combinations: http://en.wikipedia.org/wiki/Samsung_Galaxy_S_III#Model_variants
59  Developer / Technical / Re: headers in c on: November 13, 2013, 05:09:26 PM
I love to have everything organized in their logical include files, plus one Game.h that includes all other includes. All .c/.cpp files only include Game.h. This not just makes things easy, but it also allows the use of precompiled headers, which increases compile times a billion.

I agree with this approach, except I think precompiled headers decrease compile times a billion Wink
60  Community / Jams & Events / Re: Athens, Georgia (USA) Gathering on: November 08, 2013, 12:48:27 PM
I'm currently in Athens, GA.  My wife grew up here, so we come back every couple of weeks to visit her parents.  We live on the other side of the state, near Atlanta, in Acworth, GA.
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