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202
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Community / Creative / Re: TIGsource Advent Calendar
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on: December 04, 2011, 03:11:18 AM
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Okay HERE IT IS!!! December 4thBionic Santa - VR Training You play as Santa and you are practicing your bionic arm 1337 skills. LINKIt's GM so Win/wine? only. (Dropbox upload may take some time so link might not be functional yet.)Only goal in this is to improve your own speedrun times. To make it interesting (And make levels have bit more replay value, as there is only 3 levels) I added 3 gifts. So there is 5 times for each level. Fastest, fastest blue/yellow/green, and fastest all presents.
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203
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Community / Creative / Re: TIGsource Advent Calendar
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on: December 03, 2011, 12:11:12 PM
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Hmm... I thought that wine should run most GM games without trouble.
Okay I couldn't finish my game today, so I'll finish it in the morning. It should be available 12AM (GMT +2). In other words 10AM in UK and friggin' early in US. It's a GM game so win/wine only.
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206
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Community / Creative / Re: TIGsource Advent Calendar
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on: December 02, 2011, 06:11:26 AM
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I could do some tiles for you Geeze, as long as you don't mind them looking horrible. Can I have some more information as to what you need? Dimensions, style, etc.?
I already found an artist(i think, but I even have a plan if I can't get those tiles.) But anyways I'm gonna do a level pack later, so I could use your horrible tiles there. Theophilus, what would be a good day for a level pack?
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207
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Community / DevLogs / Re: WorldAlpha.com - Social Strategy MMORTS
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on: December 01, 2011, 11:44:23 AM
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Oh someone posted during me writing this. Ah well...
I think why people are not that interested in this because a) People like a lot more about art and design. Not technical unless you are telling details. Here you are just describing vaguely what tech you use etc. b) It seems to not be that unique project. There are plenty of browser RTS games. You really should share more of your desing visions. c) Those walls of text! People like screenshots! Even when they're not pretty. If you want a great example of a great devlog, look at Gabriel Verdon's the Archer. First of all it's a great game (it's the next Cave Story IMO), he puts lots of screens there and he listens to the crowd, and usually personally reölies to each comment.
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209
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Community / Creative / Re: TIGsource Advent Calendar
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on: December 01, 2011, 08:10:22 AM
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I'd need some 8-bit esque tiles for my game. Crap quality is preferred but not necessary, as long as you don't waste much time on 'em. Oh that text will really get some attention
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210
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Community / Tutorials / Re: Game Maker Tuts
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on: November 30, 2011, 09:39:50 PM
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Yeah surfaces work like that. But they aren't really that expensive; In my screen deform tutorial I could have 4 surfaces and update each of them every frame and make huge modifications to them.
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215
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Community / Tutorials / Re: Pathfinding for a first-time RPG
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on: November 29, 2011, 01:12:00 AM
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Well, this is a java-like implementation. [][] is a two dimensional array. You can replace with ds_grid or something in GM Insert needed behavior to all-caps spots public int[][] djikstra(Boolean[][] map, List<Point> goals){ int[][] dmap; //INITIALIZE ARRAY HERE IF NEEDED Queue<Point> q; Point c; List<Point> dirs = {new Point(0,1)...}//All possible directions here (cardinal & diagonal) This is my habit. Always over-OOP etc. to avoid if-clusters for (Point p : goals){ //Iterates through list of goalpoints if(map[p.x][p.y] == false){ q.add(p); dmap[p.x][p.y] = INT_MAX;//This marks solid places } } while(q.length() > 0){ c = q.front(); for(Point p : dirs){ if(map[p.x][p.y] == false && dmap[c.x][c.y]>= dmap[p.x][p.y]){ dmap[p.x][p.y] = dmap[c.x][c.y] + 1; q.add(p); } if(map[p.x][p.y] == true{ dmap[p.x][p.y] = INT_MAX; } } } return dmap; }
I cannot quarantee this will work but I could think it should work. Yeah initializing and stuff is missing there, but it really doesn't matter if you're going to translate it to GML.
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216
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Player / Games / Re: Skyward Sword
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on: November 28, 2011, 10:40:12 PM
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I'll probably try sometime to complete hero mode with no shield at all.
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217
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Community / Tutorials / Re: Pathfinding for a first-time RPG
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on: November 28, 2011, 10:31:03 PM
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Well you can use the same dijkstra map for every enemy, and you don't have to recalculate it if player characters or other goal points don't move. Also it's very useful if you need to avoid players. There was a good talk about advanced use of those in some episode of RL radio, I think it was in interview with Brian (brogue dev)
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218
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Player / Games / Re: Skyward Sword
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on: November 28, 2011, 09:00:39 AM
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Well I haven't yet seen any foe that would be really harder to beat without shield bashing (well first boss is an exception) and I'm now doing that "harder" version of the first dungeon.
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