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261
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Community / DevLogs / Re: Huespace
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on: September 13, 2011, 03:51:07 PM
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I found it a little slow-going to begin with, and it took me a bit of trial and error to work out what of the things hurtling towards me were and whether they would kill me or help me, but on the whole I liked it. The graphics style is nice, and that first boss in particular has a slightly Mighty Boosh-esque quality to it.
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262
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Community / DevLogs / Re: Junk Jack Mining Game(Treasures,Building,Adventure)
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on: September 11, 2011, 06:52:52 AM
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The graphics look really nice, especially with the lighting effects added in.
The only thing I'm not too keen in is the player character's face - particularly his 'mustache'(?) It doesn't read quite right IMO, you might want to adjust the shading of it a bit (maybe darken down the light part, lessen the impact of the outline etc.)
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263
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Developer / Playtesting / Re: Infernal Edge [Complete!]
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on: September 04, 2011, 02:15:21 AM
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I liked the retro style and the screen-twisting action. On the whole it felt really well put together. I do think the 'right-click to switch' control made things feel a lot clunkier than they should have done, though. Why not just have left-click: shoot, right-click: grapple? That would help counter the 'restricted' feeling some people have mentioned and increase the percieved pace of the game, I think.
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267
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Developer / Playtesting / Re: Against the Wall - First Person Platformer - Playable Alpha
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on: July 10, 2011, 02:32:41 PM
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A very interesting concept, I'm looking forward to seeing what you do with it. As others have said the current minimalist, mysterious aesthetic is quite appealing and I hope that you manage to maintain it. Using the blocks as weapons should also provide some interesting gameplay opportunities (as I discovered when I accidentally shoved the 'wizard' into oblivion).
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268
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Developer / Playtesting / Re: The Count of Monte Cristo
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on: July 08, 2011, 02:00:33 PM
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Very nice. The presentation is extremely professional and impressive and it all feels like a decent and faithful adaptation of the novel. The puzzles however are a little simplistic, mainly because Dantes seems to do most of the actual problem solving for you, just leaving you to click around semi-randomly until you hit on the right object. Even when you know what you want to do next (and having read the book I usually had a pretty good idea) it was not always obvious how to trigger it. On the whole though it does an excellent job of re-telling the classic story, which is I guess more what you were going for.
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269
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Developer / Playtesting / Re: Plastique
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on: July 08, 2011, 01:27:20 PM
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Fun little game - reminds me of Armadillo Run. The infinite bombs do make it a little easy, especially where you need to launch something across the screen since you can just stack up a huge number of bombs just behind it and blammo! Most of the time the bombs that are in the way are also not enough to completely destroy the structure, meaning you can just fling the whole thing towards the goal and usually a few pieces will make it through.
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270
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Developer / Playtesting / Re: Teleglitch
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on: July 07, 2011, 02:24:04 PM
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I like the pixellated 3d graphics and the overall atmosphere, should be a fun game with a bit more work.
I wasn't a huge fan of having to hold down the right button to aim and then press the left one to shoot though, it feels a bit fiddly and makes the combat harder than it needs to be. I see the RE-style thing you're going for but when you're already looking at where the mouse is anyway it seems a little superfluous.
Another thing I didn't like: I died and then couldn't figure out how to quit. Esc (I see from above you have to hit enter or arrow after esc to bring up a menu, but that was far from immediately apparent), F5, Alt-F4 and Alt-Tab all wouldn't work so in the end I task manager'd it to death which had the unfortunate side effect of buggering up my mouse (it ended up permenantly stuck in the top left corner) and I had to restart my computer to fix it. Not really ideal.
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272
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Community / DevLogs / Re: Clementine
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on: June 06, 2011, 02:51:46 PM
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I had a quick game, though there doesn't seem to be much to do yet. I experienced a bug whereby I jumped down a fairly long fall (about a screen's depth) and then ended up stuck in the ground when I landed - I assume that's not meant to happen!
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274
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Player / General / Re: The twelfth doctor
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on: May 29, 2011, 04:34:22 PM
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Since we're already comitting the heresy of putting non-brits on the table: edit: Heresy avoided, he was apparently born in England.
David Hewlett
Perfect mixture of intelligence, humour and eccentricity, has a proven track record of eloquently delivering sci-fi technobabble and is also Doctor Who fan.
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275
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Community / DevLogs / Re: Undead Lily and The Elemental Avengers
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on: May 05, 2011, 01:40:46 PM
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I like everything about the art except for the fact that the main character appears to have stuck a large bat up her bottom. I know you're following something of a JRPG trope there but that just looks a bit... odd.
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276
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Developer / Technical / Re: Best way to check a large number of collisions?
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on: May 01, 2011, 04:08:45 PM
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It depends a bit, mainly on whether you want to do it more than once and how much (if at all) everything is moving around. Storing things spatially can be a big help, especially for games where you're checking everything many many times and most collidable objects are (relatively) stationary, but can sometimes actually be slower (because of the overhead of maintaing the data structure) than the simpler option of just checking each object against every other object.
You can also increase the speed of the calculation by doing faster, less-accurate collision tests (axis-aligned-bounding-boxes for instance) first to see whether they might be touching, then (if so), slower more accurate collision detection to see whether/where they actually are. Again though, this will only help if most spheres are not that close together - if all of them intersect each other at once it's just going to slow things down.
In brief: there's not necessarily a 'right' answer to this - although there are a lot of tricks you can use they won't work for every situation. Best thing to do is try several approaches and see what works for you.
Since you asked about spheres specifically, one thing that can speed it up considerably is, when looking at the distance between the spheres to see whether they intersect or not, check the square of the distance rather than the distance itself. This avoids having to use a square-root function which is iterative and hence slow as hell.
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278
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Community / DevLogs / Re: Human Values - Adventure
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on: April 26, 2011, 10:34:32 AM
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Looks really nice, love the graphics! Although in that last bit of character art it does look strangely as though his ear has just exploded...
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279
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Developer / Technical / Re: Hip Firing in first person shooters
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on: April 25, 2011, 03:47:14 PM
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I think it depends on the game a bit - most games do shoot straight out from the centre of the view but I'm sure I've played some (though I can't recall exactly which - I think GoldenEye and it's decendents did it?) that do actually shoot from the barrel of the visible gun and correct with auto-aim. In this case you still ray-trace out from the center of the screen (constantly) but then automatically orientate the gun so that it is pointing towards the first point the ray hits.
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280
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Developer / Technical / Re: Need a hand here: Concave shapes.
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on: April 21, 2011, 02:52:45 PM
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So how are you finding point L? I'm assuming you are then cycling through each adjacent vertex pair, finding the vector between them, calculating the intersection of that line and your cutting line, seeing whether that point lies on the actual line segment and if not discarding it and checking the next pair?
And what exactly do you mean by 'broken' - in what way does it not work? I think a bit more information is needed before anybody can offer some useful advice.
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