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1411372 Posts in 69353 Topics- by 58405 Members - Latest Member: mazda911

April 13, 2024, 03:41:39 PM

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201  Community / Creative / Re: Strengths on: August 19, 2009, 10:13:49 PM
Whenever I have a new idea for a way of doing something, I can hardly even sleep until I've tried it out.

I don't feel bad about killing unproductive prototypes and bad ideas.

I know when I'm not being productive. (now now now  Big Laff)

I don't let 'art style', 'coding style' or 'music style' stand as excuses for not knowing how to do something.

I have no reservations about making imperfect experiments. I do things wrong before I do them right.

I have a high opinion of myself, but I'm not arrogant. I know my limits.

I was playing around with sfxr the other day and I managed to make it imitate kraid's roar. derf dorf I'm a sound engineer now do I get a hardhat
202  Community / DevLogs / Re: SteamPunk Online on: August 19, 2009, 09:01:48 PM
uh...
Fruity fresh is all.





Big Laff





203  Player / General / Re: Are Synthesizers The Future of Video Game Voices? on: August 19, 2009, 05:38:19 PM
Plus, the technology would still work- it'd just sound as ridiculous as it was intended to be.
"welcome to our city, lord RUBBER BABY BUGGY BUMPERS. Please enjoy our fine ales and local fare."

I see a market for a synth ad-lib game for phones.
204  Player / General / Re: Are you indie? (incredibly biased quiz) on: August 19, 2009, 06:09:38 AM
The multiple choice answers are all stupid as hell. I choose option four on all of them
Quote
Question 1: What type of beverage would you rather drink?
I brew my own ginger ale and it is pretty awesome thank you very much.
ALSO SOBE IS A PEPSI PRODUCT NOW

Question 2: What kind of video game would you rather play?
Code::blocks and netbeans. Sometimes I take a break. When I do, I play either spelunky, doomRL, or super metroid. Or prototype.

Question 3: Am I awesome?
I have a beard case closed

Question 4: If you were to make a computer game, would you:
What a complicated question to be summed up by three possible responses. I lose points for charging money? fuck you I like food

Question 5: Ben Croshaw.
Small straight

Question 6: Have you played any of these games?: Cave Story, Iji, An Untitled Story, and Spelunky.
of course I have they're free on the internet and I am poor. except an untitled story. what the hell is that.

Question 7: F you were offered to join [big game corporation], and were currently living in your mother's basement, would you take the offer?
I LIKE FOOD MORE THAN I LIKE FAKE MORALS

Question 8: Do you have Steam (Valve)?
Dunno, but I'll tell you, if you eat an entire head of garlic and chase it with some louisiana hot sauce YOU STEAM OUT BOTH ENDS.

Question 9: Do you hate anything with bad graphics?
My definition of bad graphics is not your definition of bad graphics. and of course I do.

Question 10: And finally, do you have one or more Apple products?
no. Apple crap is expensive. I don't even have an MP3 player of any brand IM SUCH A REBAL also poor.

Final score: -4000%

also not buying the correct products loses you indie cred
205  Player / General / Re: Dwarf Fortress succession game - HELMAUTHORS HAS STARTED! on: August 09, 2009, 06:00:07 PM



I shall abstain from comments. No dwarves were injured.

If I were really on the ball I would have replaced the player with a dwarf symbol
also that is awesome and I have never seen it happen.
206  Player / General / Re: Does anybody here have an eee pc? on: August 09, 2009, 05:41:26 PM
They're very popular in my class at BCIT. It has brought playing internet games during boring lectures to the masses.
207  Developer / Art / Re: show us some of your pixel work on: August 04, 2009, 09:59:41 PM
I started work on a little prototype of a battle resolution thing similar to the one described here
Frigaty thing based on the largest human ship in the redesign section (a bit wider, and with more detail on the engine-poddy bits at the back)

Various missiles: short range, long range, gun drone, particle weapon

Effects: top 8 frames are a laser fire effect, then two different engine glows (four frames each)

herd u liked fanart so I made a fanart of your fanart
screenshot also pygame is awesome
208  Community / Townhall / Re: Pilgrimage on: August 02, 2009, 02:21:55 PM
Goddamn I just about fell out of my chair with that achievement at the end.

Also, abstraction: It is a tool. nothing more than that. Look at early picasso for instance. Abstraction was something he settled on, not something he fell back on. It's all well and good for communicating concepts and such (aeiowu sedd it betar), but more often than not it's a matter of someone who can't be arsed to learn to art correctly. What I find jarring is when it seems that the artist is using the art style as a crutch, and they are literally incapable of producing something outside of their comfort zone. Basically, the artist should control the art, not the other way around.

I dunno. I play things like audiosurf and dwarf fortress on a regular basis, which are abstract as hell. I have also never liked anything made by messhof. I am one biased mofo.
209  Developer / Design / Re: How to tell a story without words? on: July 23, 2009, 12:54:14 AM
My answer would be not to. Metal slug, the sims, nethack, dwarf fortress, super metroid, and just about any other game I've seen with a story told without words starts the player with a setting, a premise, and a goal. From those three things, the player is quite capable of coming up with their own epic saga or romantic comedy or whatever.

The way I look at it is largely based on a book I have called 'how to write science fiction and fantasy' by Orson Scott Card. The way he describes it, it's a good plan to explain a couple simple things in detail, and leave the complexities of a setting up to the imagination. I think this applies to game storytelling, except in the form of playing up the strengths of interactive media. For instance, text boxes are inherently non-interactive, and voice acting is expensive and seems inflexible. On the other hand, showing the player something about the setting, like the dead bounty hunter being eaten by cockroaches in one boss corridor in super metroid, lets the player infer a lot more than you could pack into a paragraph.

God, I dunno. Maybe I've been reading Arne's blog too much.
210  Community / DevLogs / Re: Peasant Macing: Cannon Envy on: July 22, 2009, 09:31:16 PM
This sounds like a pretty cool game.

When you say you get a powerup after 100 peasants, are they one-shot powerups?
Yeah. The powerup would be consumed when you fire, and some of them would have a duration to them. Skemandos for instance would work until they run out of bullets.

One thing I did before that turned out really well was to make it so that you could build up multiple powerups that would all be fired at once. Before I just made it so that your next shot would be powered up, but I might play around with it a little more this time.

So basically, if you kick a hell of a lot of ass, your next shot could end up being Mr. Subtlety, a typhoon, AND skemandos. You know. Madness sparta etcetera.
211  Community / DevLogs / Re: Peasant Macing: Cannon Envy on: July 22, 2009, 05:28:33 PM
Day 8:

Oh hell yes is that some
MILESTONE 1
I suppose I could have been posting more things on a daily basis, but it feels wrong to bump this thread when all I  would have to say would be stuff like GODFUCK that's an odd bug if I do say so myself. My Word!

Run it! it needs windows! Tell me bugs! There's not much to see, but tell me if you see odd things that I don't, and where!

Bugs I know:
  • first peasant spawned moonwalks
  • peasants can collide with each other (it ought to be a soft collision. If anyone knows how to make a collision group in box2d that can collide with members of another group but no members of its own, please let me know here)

Break it more for great justice!



Also it says 'lol' in the console when a peasant is removed. That's a debug thing I forgot to take out. It lets me know a peasant was removed without problems.
212  Player / General / Re: Dwarf Fortress succession game - HELMAUTHORS HAS STARTED! on: July 22, 2009, 12:41:09 PM
Poor Melbil. Being a dwarven government official can be hard work. You wake up at 10:00 am, then you have to get all the way out of bed to do your duties making sure the ales are up to spec Beer!

Then, spend the rest of your day looking busy watching the janitor work.
213  Developer / Technical / Re: C++ inheritence on: July 21, 2009, 04:43:42 PM
The problem is that your vector contains actual Actor objects, so no virtual dispatch is occurring. You need to store pointers, not the real objects.
Fantastic. Now it's working perfectly.

Yeah, I am used to languages where everything is a reference. Specifically java. I have no idea why java is taught first in the curriculum, but eh. They probably want us to develop strong style.

And confuse the ever loving crap out of us when C++ rolls around. I'm glad I'm getting answers to this stuff when course marks aren't on the line.
214  Developer / Technical / Re: C++ inheritence on: July 21, 2009, 03:48:27 PM
Alright, I just did that, and it still doesn't work. I added a printf statement to Actor's think and onThink functions. This is the current console output.
Code:
think
onThink
think
onThink
think
onThink

The peasant still overrides the onThink function the same way as above. I would expect it to print more like
Code:
think
durrr
think
durrr
think
durrr
Huh?

Also the peasant is still not reset when it falls off the screen.
215  Developer / Technical / Re: C++ inheritence on: July 21, 2009, 03:08:16 PM
Excellent answers. I think I'll try the second way, since what I currently have is closer to it. I'll update this once I've given it a try.

Alright, new problem. the onThink function is not getting called at all. Here are the relevant code snippets:
Code:
//Actor.h
class Actor
{
    public:
        Actor();
        virtual ~Actor();
        void think(int flag);
        virtual void onThink(int flag){};
}
Code:
//mPeasant.h
class mPeasant : public Actor
{
    public:
        mPeasant();
        virtual ~mPeasant();
        virtual void onThink(int flag);
}
Code:
//Actor.cpp
void Actor::think(int flag)
{
    onThink(flag);
    updateScenenode();
}
Code:
//mPeasant.cpp
void mPeasant::onThink(int flag) {
    if (this->model->getPosition().Y > 240) {
        this->setPosition(-180,-240);
    }
    printf("durrr\n");
}
It should be spamming durrr to the console and resetting its position when it falls off the screen, but it just acts like a normal actor object. Here's the snippet where they are iterated through:
Code:
//World.cpp
void World::step(int stype)
{
    std::vector<Actor>::const_iterator ci;
    for (ci = World::ents.begin(); ci != World::ents.end(); ci++)
    {
        Actor temp = *ci;
        temp.think(stype);
    }
}
halp Epileptic
216  Developer / Technical / C++ inheritence [solved] on: July 21, 2009, 01:53:07 PM
Geh, this is probably a fairly easy answer, but I can't find it anywhere.

I'm looking for something in C++ that acts like java's 'super'. For instance, I have an object with a 'think' function. The base object's 'think' function contains the code that keeps the scenenode at the same position as the physics object. I want to be able to put game logic in the derived classes' think functions, but I don't know how to do it without copying and pasting what I've already written each time I make a new object. How do I do it using inheritance junks?
217  Player / General / Re: Microsoft Patents Drop-In Co-Op In Shooters on: July 20, 2009, 11:52:45 PM
Wouldn't a patent make it impossible for other games to use this feature?

If Microsoft wants, they are legally entitled to defend their patent for the next 20 years.
Then again, ragdoll physics has been patented by an asshole not entirely similar to the talented mr. Langdell for quite awhile now. Fortunately he basically uses his patent to be smug on internet forums and sulk. There was a micro-flamewar in a box2d comment thread over it.
218  Player / General / Re: Dwarf Fortress succession game - HELMAUTHORS HAS STARTED! on: July 20, 2009, 12:56:13 PM
Is it too late to make it into the roster? This seems like the funtimes.
219  Player / General / Re: Project Nova on: July 20, 2009, 01:25:14 AM
You may want to have a look at orion's arm. A friend of mine directed me to it. It is sort of like that, except huge and pretentious. Same concept of a common universe thing though.
220  Player / General / Re: Where are the pie-loving people? on: July 19, 2009, 09:58:13 PM


I dunno if I can go another round guys, I'm tiring out.
Oh hell yes I love savory pies.
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