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

March 29, 2024, 05:57:54 PM

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21  Community / DevLogs / Re: Forgettable Dungeon ( Online Multiplayer Roguelike ) on: January 01, 2014, 09:29:55 PM
Hi just saw your Devlog for the first time. The game looks awesome :D

I tried out the character editor on linux. I had to install a few 32 bit shared dependencies to get it working on my 64 bit Ubuntu. I also had to change the resolution of the game since the default was so small that some of the screen was not visible. Changing the resolution required me to restart the program before it worked properly.

Besides those steps it seems to work just fine!

Here are the steps I did to get it working in case anyone else cares:

sudo apt-get install libogg0:i386
sudo apt-get install libvorbis0a:i386
sudo apt-get install libsdl1.2-dev:i386

Restart my computer

Start the CharacterEditor
Change the Resolution to fit my screen
Restart the CharacterEditor
22  Developer / Playtesting / Re: Slingray - Multiplayer space hockey - Playable build on: January 01, 2014, 06:14:00 PM
No problems getting the game to install or update.

No problems signing up or logging in.

The game ran well I turned off Glow shader and Antialiasing (thanks for your help on that btw). This is actually the cheapest laptop you can buy from best buy (around $200) and it worked quite nicely after I changed those graphics settings. I would imagine most computers will have no trouble at all.

No network lag.

I had some good fun playing it! I really liked the diversity in maps. Some people disliked certain maps, but I enjoyed them all.

Its just good fun :D
23  Developer / Playtesting / Re: RitualQuest - An Atarilike on: January 01, 2014, 04:49:11 PM
Definitely had an atari feel to it. It took me some time before I finally got what I assume to be the real ending of the game. I was just guessing at random combinations items to use for the ritual.
24  Developer / Technical / Re: What are you programming RIGHT NOW? on: January 01, 2014, 12:20:33 AM
I'm working on a basic steering behavior seek algorithm for AI. Doing it mostly for learning purposes
25  Player / General / Re: Something you JUST did thread on: November 03, 2013, 09:16:24 PM
Exercised for the 2nd day in a row. (I'm working on my health)
26  Developer / Technical / Re: How was collision detection done in Diablo 2 / Starcraft 1? on: September 27, 2013, 04:54:35 PM
Thanks bateleur!

That is exactly the kind of direction I was hoping for. So its clear that the games used a grid base system for the movement collision detection, but I wonder how they handled collision detection for the attacks.

I suppose its entirely possible that they used some combination of grid based collision detection and traditional overlapping pixels/bounding boxes.

Thanks again bateleur for the reply!
27  Developer / Playtesting / Re: Tide on: September 18, 2013, 08:52:26 PM
Fun at first, but as PompiPompi mentioned it starts to just get stressful. The stress might be less noticeable if the levels were preplanned rather than randomly generated, because then I'd be more focused on solving the current level.

I like the idea of maybe having some levels be preplanned and some be random (but easy). This way the player's mind could rest a bit when it goes into autopilot mode for the random levels.

I'm actually a big fan of the explosion thing. At first I didn't care for it, but then I hit a level where two dots were placed near each other and close to the water. So after I reached the first dot I really noticed the usefulness of the explosion when it cleared a path free of water to the second dot.

I appreciate the way the game kept track of your high score and showed your current score. I thought it was simple and elegant.
28  Community / DevLogs / Re: Oberon's Court on: September 18, 2013, 08:35:36 PM
Just discovered Oberon's Court and it looks fantastic! Very intriguing!
29  Developer / Technical / How was collision detection done in Diablo 2 / Starcraft 1? on: September 18, 2013, 05:47:13 PM
Does anyone know how collision detection was done for 2D games like Diablo 2 and Starcraft 1?

I'm looking to make a 2D game that would have a similar level of freedom of motion for the characters.

Any information you guys might have that would point me in the right direction would be much appreciated.
30  Developer / Technical / Re: My Java Adventures on: September 16, 2013, 08:49:13 PM
Cool, it's nice when you see things come to life.

Agreed! Cool stuff!
31  Developer / Technical / Re: Patch-friendly design on: September 16, 2013, 08:19:37 PM
This is fantastic! Thanks for putting this together.
32  Player / General / Re: Something you JUST did thread on: September 14, 2013, 09:58:24 PM
Just beat the Castle of Illusion remake.
33  Developer / Art / Re: Some of my work. on: September 14, 2013, 09:22:29 PM
Neat style! I like it!
34  Community / DevLogs / Re: Savage Devlog on: September 14, 2013, 08:44:57 PM
Very very cool!

I watched your video devlog. You're incorporating ton of ideas in the game!

All the little details you're putting into the game are impressive. Even the UI has tons of little things that you put into it.
35  Developer / Playtesting / Re: Light Appretnice - first comic gamebook on: September 10, 2013, 11:01:43 PM
Hey I just played through the demo! I really enjoyed it!

It was really well made and I love the mix of comic and video game. The characters and visuals are really appealing!

I think my biggest beef with it, is that it was more of a tutorial than a demo for me. I didn't really learn too much about the characters or the world. I did learn how to play the game and I learned about the unique game mechanics you put in (like stun and such).

I'd love for there to be more story/character related stuff shown.

Still all in all, I had fun and I liked it so good job!

(Also I started following you guys on twitter and tumblr, I'd love to see more)
36  Developer / Playtesting / Re: Bifrost Bricks on: August 05, 2013, 02:31:05 PM
My first two thoughts when I played it:

1. The sound is lively and I like it
2. Crap this is fast, I suck


Although I like the sound, I bet if I played the game regularly that I'd want to turn it off (or at least the background music).

Also I agree with Praterade that the cursor was distracting me, so if you could disable it when hovering over the canvas that would help.

As for the speed of the ball, I think its pretty fast and that made it pretty hard for me. But that also made it more enjoyable for me, so you may want to keep it that way.

I liked the bonus level too where I could collect the coins.
37  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: August 05, 2013, 01:53:58 PM
Hi guys,

My is Anton and I'm a programmer living in the US.

As a young kid I was never allowed to play video games, because my parents thought they would rot my brain. But strangely enough my parents considered PC games to be different than Console Games (aka "video games" to my parents). So all of my earliest video games were PC related.

The first video game I ever played was Prince of Persia (original) and I loved it but was horrible at it. I moved on to other games like Commander Keen, Diablo, and FF7 (PC version). All of which I loved and helped me to realize how amazing video games can be.

Eventually my parents gave in on the video games debate and I bought my first console the original Xbox. My favorite games from it were Halo, Psychonauts, and KOTOR. And since then I have generally owned all of the consoles and I play any game that is well made.

I've come to really dislike games that progress the story or reward the player for simply putting in X amount of time. All too often I feel let down by a game that feels watered down with mundane time consuming tasks.

In real life I work as a programmer. In my free time I'm working on my first video game with a friend. Development on my game started just a few weeks ago and I quickly realized how lonely making a game is (even with a partner). So I've come here to make some friends, learn more about games, continue to get inspired, and to have some fun.
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