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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 08:24:19 PM

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1  Community / DevLogs / Re: Wino: a team-based block wining game on: August 13, 2019, 04:02:38 PM
We're very closely nearing release and we've scheduled a (potentially) last beta test for Thursday that will last two days. Anybody interested please visit the Steam page and join, we'd love to have you: https://steamcommunity.com/groups/winobetatesters#announcements

In other news, we had been using Purple Motion's Second Reality track as title screen placeholder music since the beginning of the game, and finally I got around to doing a "remix" of it. Check it out:

2  Community / DevLogs / Re: Wino: a team-based block wining game on: January 06, 2019, 02:22:09 PM
Another update. El_Cabaro and I had some extended time to hang out this winter break and made huge progress on debugging and polish. The game is very very close to release, and we're hoping to get it on Steam pretty soon. Speaking of Steam, come join us on the Steam group for beta testing. We'll probably hold one last big test and everyone is welcome.

https://steamcommunity.com/groups/winobetatesters

I'll probably write a post eventually on how I got good performance out of MMF2.5 on 8836 map tiles without any chunk loading or whatever else, because I'm kinda proud of the shader I wrote.

Finally here are some pics.









3  Community / DevLogs / Re: Wino: a team-based block wining game on: March 13, 2018, 10:28:01 PM
Finally some more work on this thing. Played around with shaders today and reworked the lighting system for the LAST TIME.  Lips Sealed Seriously, it's difficult to get good performance out of MMF2 when you have thousands and thousands of blocks. Any thoughts on the dithering shaders? Took goddamn forever to port from GLSL to HLSL but I learned a lot in the process, which I guess is what counts.
4  Community / Competitions / Re: Ludum Dare 36 (August 26-29) [WITH A GOTCHA] on: August 20, 2016, 05:43:33 PM
I can't really see how anyone would be incentivised to play the games if there's no rating system.
5  Community / DevLogs / Re: Wino: a team-based block wining game on: October 04, 2015, 11:23:51 AM
A new lighting overhaul and a bunch of fixes under the hood.

Also, new world generation based on cellular automata. I think I screwed up the implementation though since the worlds aren't coming out like in the javascript version I ported, but it's good enough for now.


6  Developer / Technical / Re: cellauto.js - cellular automata engine in javascript on: July 07, 2015, 07:58:33 PM
Sweet. I think you could actually "game-ify" this thing and have some sort of way to share your simulations with friends, or make the cells accomplish some goal, but that's probably going way outside the scope of the project!

Here's a weird "maze" based off of the Conway example.


Code:
if (this.simulated < 20) this.alive = surrounding === 1 || surrounding === 2 && this.alive;
if (this.simulated > 20 && surrounding == 2) this.alive = true;
this.simulated += 1;

Cyclic becomes a lot better if you change

Code:
var next = (this.state + 1) % 16;
with
Code:
var next = (this.state + Math.floor(Math.random()*2)) % 16;
7  Developer / Technical / Re: cellauto.js - cellular automata engine in javascript on: July 03, 2015, 05:51:11 PM
I love stuff like this too. I think you should create a little code sandbox where it can be used, similar to the code for your example, but editable by the user.

As a side note, I had been looking for something like this for use in a game that involves liquid physics and cave generation, thanks for the examples and library!
8  Community / DevLogs / Re: Wino: a team-based block wining game on: June 15, 2015, 06:51:17 PM
We updated the server.

9  Community / Tutorials / Re: Hello Mario Engine v6.1 on: April 05, 2015, 03:21:01 PM
Whoa, what a blast from the (recent?) past. Me and my friend tried to make a Mario type game using this engine way back when (7th grade in middle school.)

Thanks for the memories, I suppose.
10  Developer / Technical / Re: Flash dynamic audio sample rate on: February 28, 2015, 10:09:54 AM
Sure enough, the library was outputting stereo samples (1 for left, and 1 for right), and I was actually double-writing each sample as left and right simply because I assumed it output mono.

Thanks!  Grin
11  Developer / Technical / Flash dynamic audio sample rate on: February 27, 2015, 07:52:10 PM
Hey, I've posted this question a couple of other places but apparently nobody knows the answer. It's sorta game development related, so perhaps one of you guys could shed some light!

As stated on Adobe's page: http://help.adobe.com/en_US/as3/dev/WSE523B839-C626-4983-B9C0-07CF1A087ED7.html

Flash samples audio at 44100hz, which seems pretty standard. I'm using a library to output samples, and I can specify the sample rate it outputs.

Unfortunately, when outputting 44100hz, the music plays at half speed. I can decrease the output of the library to 22050hz and the music plays at the correct speed, but quality is butchered. I've heard other dynamic audio from Flash that sounds good, so what am I doing wrong? Did Adobe just lie in their docs?

Thanks!
12  Community / DevLogs / Re: Wino: a team-based block wining game on: January 19, 2015, 02:06:50 PM
Recently added more stuff.

  • Fixed lasers
  • Fixed player name colouring
  • Made fall damage and lasers more screenshakey
  • FIxed screen resizing minor bugs
  • Added "wine sapping" where the Winer can slowly suck wine from the enemy's repository. It sounds a klaxon for the other team when doing so.
  • Resized the player hitbox a bit so it's more nimble

Someday we'll get this done.
13  Developer / Technical / Re: The grumpy old programmer room on: November 04, 2014, 07:38:57 PM
Did anybody know that pygame only plays uncompressed sound files?! Because apparently only the people who MADE pygame know that pygame only plays uncompressed sound files. Nobody on StackOverflow even mentioned this. It took me 3 hours to learn that I have to convert all my files...

I guess it's my own damn fault for not reading the documentation more carefully Lips Sealed

This isn't true; MP3 support is flaky, but it has full OGG support, and that's better than MP3 in every way (Including filesize).
14  Community / DevLogs / Re: Cursed Toby on: October 26, 2014, 10:25:45 AM
This game looks pretty cool. I can't help but see the resemblance to Claymates for SNES, in the art, gameplay, world map, and story. Did you draw inspiration from that?
15  Community / DevLogs / Re: Wino: a team-based block wining game on: October 25, 2014, 09:28:50 PM
Partner in crime El_Cabaro digger halloween costume.



To add some more info, the list of things that needs to be finished before a proper release (well, a barebones one) are only:

  • Make lasers hurt
  • Animations
  • Make prospector work better

And that's it!
16  Community / DevLogs / Re: Wino: a team-based block wining game on: October 19, 2014, 09:07:39 AM


Well, we didn't accomplish everything planned, but we did:

  • Add air caves
  • Weapons! Laser guns actually

I swear we'll accomplish it at some point. We're just moving so slowly.
17  Community / DevLogs / Re: Wino: a team-based block wining game on: October 17, 2014, 06:40:39 PM
Crazy revival bump! We're going to finally "finish" this game over the weekend, hopefully, then as a long term goal, get it on Steam (which is ambitious at best, but hey.)

The plans:
  • Nerf the god-like engineer
  • Make the prospector do something more interesting
  • Add air caves
  • Weapons! This is a must.
  • Fix the master server list
  • Animations of characters moving (right now they just slide around)
  • Maybe a global leaderboard?
  • Better art
  • Just more general polish

Then we'll see how it fares in the public's eye.  Coffee
18  Community / Tutorials / Re: Play videos in Pygame (other than MPG) on: October 17, 2014, 06:15:11 PM
It's so old that it doesn't even work half the time on MPG, the only format it supports.
19  Community / DevLogs / Re: Theme Parkitect - business simulation on: July 12, 2014, 03:16:36 PM
I love the silly ghost tree racing around. This is shaping up to be a great game.
20  Community / DevLogs / Re: Theme park simulation (unnamed) on: June 13, 2014, 09:26:45 AM
http://i.imgur.com/DkSCH0f.png

I think this rendition of grass was the best one. The current shade looks too bright and maybe "something that would come out of an easter egg"
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