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1411284 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 06:14:30 PM

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1  Player / Games / Re: Machinarium demo available on: October 17, 2009, 01:56:24 AM
What a lovely game. Took me around 5 hours to complete (although I cheated on a two logic puzzles specifically) and I thoroughly enjoyed the experience. Even more than the beautiful art it was the awesome awesome soundtrack that made Machinarium a great experience. Great job Amanita Design!
I'd say calling it an experience sums up my feelings too.  And while the graphics will get most of the attention for obvious reasons, it was the soundtrack that made it for me.
2  Player / Games / Re: Youngster Friendly on: October 15, 2009, 03:23:07 AM
It's not a downloadable freeware game, in other words not what you've asked for at all, but I have first hand evidence that this will keep your young niece quiet for hours.

http://www.dressupgames.com/

And I'm sure there must be downloadable equivalents.

*exits with credibility in tatters*
3  Player / General / Re: Street Fighter in 3x5 pixels. on: October 12, 2009, 02:51:38 PM
Just looks like a bunch of randomly flashing pixels to me.  Can you tell I'm not a Street Fighter fan?

Now haw many pixels do you think you would really need to be able to tell what's going on?
4  Player / Games / Re: Alien Breed style games on: October 10, 2009, 05:22:31 AM
I enjoyed Killzone on the PSP.  That felt like a game that would have been at home on the Amiga.
5  Player / Games / Re: Alien Breed style games on: October 09, 2009, 04:15:06 AM
I'm working on the art for an "Alien Breed" type of game called "Dysnomia". Should be out on XBIG in another month or so.




Nice.  I'll keep an eye out for that one.

Get them to slightly randomise the pitch of the footstep sample though please.  That's one of my pet hates Smiley
6  Developer / Technical / Re: Speech Synthesis? on: October 09, 2009, 12:54:12 AM
Fruity Loops automatically saves every rendered voice in your temp folder if I remember correctly. Just load the smallest FL demo you can find and add new voice synth channel -> text and settings windows opens right after.
Yeah the voices in FL are pretty impressive.  I honestly didn't realise they could be that good these days.  Luckily there are some really crap ones too...just what I'm after  Smiley
7  Developer / Technical / Re: Speech Synthesis? on: October 08, 2009, 10:34:21 AM
I used this a few times:

http://www.research.att.com/~ttsweb/tts/demo.php

They have all kinds of licensing notices now, though it seems you can use it for non-commercial projects.
That's great.  I never thought there would be a simple net app that did it.  It's not quite the same as waiting 5 minutes for the C64 to load a 3 second voice synthesis demo mind Wink

Someone has just told me you can also do it in Fruity Loops so I'm away to give that a shot too.

Thanks.
8  Developer / Technical / Speech Synthesis? on: October 08, 2009, 04:44:11 AM
Can anyone recommend some software for doing proper old style speech synthesis?  I'm looking for something which can output whatever phrases I want to wav files with bonus points for options that let me play around with the voices pitch etc.

Cheers Smiley
9  Developer / Playtesting / Re: RunMan: Race Around the World on: October 07, 2009, 01:23:20 PM
This runs perfect on the little eeePC.  Perfect when you're out and about and have a few minutes spare (by that I mean perfect when you really should be working).

Any plans to streamline the ghost file handling?  It all feels a bit clunky when everything else is so beautifully coherent.
10  Developer / Technical / Re: XNA game - white line around player's sprite + title safe issue on: October 06, 2009, 03:18:56 PM
I've just done a search for this same white line around images problem and came across this so thanks for all the above suggestions.  Smiley

To fix it I needed to add:
Code:
GraphicsDevice.SamplerStates[0].MagFilter = TextureFilter.Point;

so it was what i said Tongue
Indeed.  Thank you  Smiley
11  Developer / Technical / Re: XNA game - white line around player's sprite + title safe issue on: October 06, 2009, 02:11:51 AM
Why not just use the TitleSafeArea member in your Viewport to determine the default placement of UI elements and allow zooming like most games do?  Most of the time the default should be fine and you wont have too much empty space.
I'd imagine in rayteoactive's case it's a purely aesthetics issue.  If you have a decent sized UI and you keep it within the title safe area then you really do lose a hell of a lot of screen area.

And even if you allow the user to move the UI elements you still have to design everything else to work in a worst case scenario.
12  Developer / Technical / Re: XNA game - white line around player's sprite + title safe issue on: October 05, 2009, 11:14:56 AM
I've just done a search for this same white line around images problem and came across this so thanks for all the above suggestions.  Smiley

To fix it I needed to add:
Code:
GraphicsDevice.SamplerStates[0].MagFilter = TextureFilter.Point;

Btw, any takes on the "title safe issue"?
It's a serious pain if you come from PC development where title safe isn't really an issue.  I ended up redesigning my game to have a panning camera so that all the arena could be seen within the title safe limits.  Having a fixed camera would have restricted me to a tiny arena.

Another alternative is to render your display to a texture and then have an option that allows the user to resize this to fit perfectly on their display. (One of those "resize until the dots are at the corner of your screen" affairs.)  This way you get to use the full available screen area while also ensuring that nothing is off screen.

I know that's not always a popular option mind so I'd be interested in what others think as I plan on using it in my next project on the 360.
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