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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

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1  Developer / Playtesting / kooltool - wip experimental game maker on: August 07, 2014, 08:28:37 AM
hi, i'm looking for people to test my game maker

i'm looking for feedback on bugs, design issues, and i also want to see what people can make with this - i'd love to see screenshots




http://ragzouken.itch.io/kooltool

THINGS TO NOTE
* i've only been making it for two weeks so it only supports making games where you walk around the map atm - the game picks a random entity to be the player and the rest of them move randomly about the map
* for the same reason the interface is awful (though please do give detailed feedback on it anyway, i might overlook something you didn't)
* i'm not sure if the osx/linux versions export valid osx applications - would really appreciate someone confirming that



if you're interested, the development thread is here: http://forum.makega.me/t/kooltool-tile-editor-to-be-nano-game-making-tool/1112
2  Player / Games / Re: gone home on: August 15, 2013, 03:49:01 PM
it's probably for the best since you can't use the hand soap either
3  Developer / Playtesting / IECSFXR - Three new ways to use sfxr on: July 30, 2013, 01:06:23 PM
Hey, for my masters project I've developed three programs for generating sound based off of as3sfxr. The idea is to avoid exposing the synth controls to the user and make it so anyone can make a nice sound without just mutating the presets. The details are in my post of ludum dare, it'd be great to get some responses on the linked survey, but feedback here is also welcome.

http://www.ludumdare.com/compo/2013/07/30/iecsfxr-three-new-ways-to-use-sfxr/

Thanks.
4  Community / Competitions / Re: Exquisite corpse Open Sound Control Jam on: July 29, 2013, 01:29:52 PM
Sounds good to me. I usually use lua and LOVE, so I can probably adapt myself to use what you're providing if making OSC work is very difficult otherwise.
5  Developer / Playtesting / soundmap i (audiogame) on: May 08, 2013, 01:00:09 PM
Hello, I am playing at making audiogames (games where the only output is audio). I created a very unplayable one for Ludum Dare and with feedback from that I have created a proof of concept for an audiogame interface idea:

http://you.mongle.me/games/soundmapi.html

The game is very simple and easy; I would like feedback on how easy it is to understand the meaning of the audio output and how easy it is to visualise and learn the layout of the map each time. The audio itself is pretty shoddy, I know.

I'm also made mouse / keyboard analogue stick emulators for it, so any feedback on how they could be improved would be appreciated as well.

Thanks.
6  Community / Competitions / Re: Ludum Dare 26 on: April 28, 2013, 01:14:57 PM
I made an audio game, but it's too hard to play because I don't know what I'm doing Sad

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=13822
7  Community / DevLogs / Re: Screenshot Saturday on: April 06, 2013, 03:33:50 PM
Balls yeah, what's this?

Something I started for 1GAM. There's a video and link to a potentially working demo here: 

8  Community / DevLogs / Re: Screenshot Saturday on: April 06, 2013, 05:37:17 AM
Does it zoom out in 3d at the end, or does it scale in 2d? Would be cool to be able to play it in a monkey ball perspective almost maybe.

I'm using a 2D framework (LOVE) so the 3D for the win sequence is hacked in a way that probably wouldn't be reliable enough for gameplay.

Also the platforms don't carry the player along with them so I think it'd be hell to play with a much more restricted view. I think the next version of the framework is adding something that will incidentally make 3D effects easier, so I might be able to try it out Smiley
9  Community / DevLogs / Re: Screenshot Saturday on: April 06, 2013, 05:18:25 AM


10  Community / DevLogs / Re: DwarfCorp: Mine. Explore. Build. Survive. on: January 06, 2013, 05:19:44 AM
This is really beautiful! Do you have any plans to have ramps/slopes (like in DF) to make the terrain smooth?
11  Community / Jams & Events / Re: New jam: Whammy Jammy. Music and sound. on: September 09, 2012, 11:07:26 AM
I am interested in this - I really like the music games I've seen so far (BIT.TRIP RUNNER being a favourite), but I really don't know the first thing about what makes music. Without some kind of music for noobs primer I don't think I could participate.
12  Community / Creative / Re: help, im new :D on: September 05, 2012, 12:29:43 AM
I don't really like Lua because of the lack of object/class-oriented programming, but overall, it's a pretty good language.
There are a few libraries linked on the love wiki that are basically: include a file, receive classes, so you don't really have to worry about that (the first thing I do when I start a project is copy these in Tongue).

I've been using love for the last few months and found it pretty good for just getting down to business. It has some really neat libraries within easy reach - built in box2d for physics, hardoncollider library for collision, hump library for classes/vectors/camera transforms/etc. It even has really easy to use support for GLSL fragment shaders, though I'm only just looking at those recently.

I'm from a programming background, and I started with Python anyway, so I have no idea if lua itself is easy for the beginner - it's probably fine once you work out how to use tables as lists/sets/dictionaries/tuples.
13  Community / Competitions / Re: LD24 August 24th on: August 26, 2012, 12:59:33 PM
I have my entry in a working state now, but I really need to fix the AI to make the game more playable. Pretty proud of my first Ludum Dare entry :D

http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=13822
14  Developer / Playtesting / Re: Dear Derek (feedback required) on: August 14, 2012, 08:04:48 AM
I've answered the questionnaire. I think you have a bug that might be caused by dying when under the effect of the low gravity zones (blue squares): you seem to continue to do huge jumps every time you replay until you beat/quit the level.
15  Community / DevLogs / driftoo - train shooter on: August 14, 2012, 07:00:24 AM
driftoo
driftoo is a project I began on the whim of wanting to make a game inspired by

. Now, having made an okay top-down train simulator, I am intending to make a scrolling/rail shooter style game. I imagine the greatest design challenge will be to make the most of the limited ability to manoeuvre/dodge when constrained to rails.

There any gameplay to see yet, just this demo of the trains and some mock guns.

Controls
  • up/down: accelerate/decelerate
  • +: decouple all carriages
  • -: switch tracks

Download


16  Community / Jams & Events / Re: TIGJam UK7: Post your games! on: August 11, 2012, 12:22:36 AM
v21 made a video of the games being shown:

17  Community / DevLogs / Re: Planetarium, the space RTS on: August 09, 2012, 03:18:10 PM
I really like the visual style of this! Reminds me of old sci-fi films :D
18  Community / Jams & Events / Re: TIGJAM UK 7 : 3rd-5th August on: August 06, 2012, 10:31:05 AM
My first indie meet and first jam - really glad I came Smiley
19  Community / Jams & Events / Re: TIGJam UK7: Post your games! on: August 04, 2012, 09:37:40 AM
Clock dodging game from "non-digital" "hand" themes:

http://you.mongle.me/love/clock.zip

Chrome will probably warn you about the zip for some reason Sad

20  Community / Jams & Events / Re: TIGJAM UK 7 : 3rd-5th August on: July 24, 2012, 01:40:08 PM
Train prices there for 11AM are looking pretty hefty; will I miss much important if I arrive up to a couple of hours later?
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