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1411363 Posts in 69351 Topics- by 58404 Members - Latest Member: Green Matrix

April 12, 2024, 10:04:01 PM

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81  Player / Games / Re: Games you can't remember the name of on: March 18, 2010, 05:50:28 AM
Ok, Sega Genesis platformer game that featured a skinny, gangly surfer dude as the main character. There was a (very challenging and fun) part where you had to skateboard through this temple and jump over spikes and water and stuff.
I also kind of remember the main character not having a lot of facial features although it had nice detailed pixel art(from what I can remember).
82  Community / DevLogs / Re: MONOLITH <<11.03.10 - Check Out The News>> on: March 13, 2010, 06:05:44 AM
Wow, map editor looks suhweet and simple. I can imagine some very challenging jumps on the skinny levels.
83  Developer / Technical / Re: Code Bubbles on: March 11, 2010, 05:45:46 AM
Cool idea, and it doesn't have to be Java I think because it's built on top of Eclipse. Also, like some people already said, it probably makes some wacky things happen in the actual code files. Like things being in a weird order and such. Not a big deal if everyone uses this system, but if people using different IDE's work on the code it might be crazy. Apoplectic
84  Community / DevLogs / Re: Adventures of Life [Working Title] on: March 08, 2010, 06:13:45 AM
Sounds fun! An indie Peter Molyneux game. So, considering the gangsta example you gave, is this going to have a modern day theme?
85  Player / Games / Re: New orisinal game !! on: March 05, 2010, 10:08:37 PM
Works decently with a Wii remote. I still like his bug smashing game the best though.
86  Developer / Technical / Re: Handling collisions of objects w/o for-knowing their velocities. on: March 01, 2010, 01:09:17 PM
Ok, I figured out by myself how to fix these.
Thanks anyway.
87  Developer / Technical / Re: Handling collisions of objects w/o for-knowing their velocities. on: March 01, 2010, 12:10:45 PM
Basically I'm adding 1 to the player's velocity for every frame that he falls. So, the farther he falls, the faster his Y position moves.
I'm kind of flying blind here

the variable "jumping" is initialized to true before anything else happens. Maybe a better name would be "inAir".
Code:
if( playerEvent.type == SDL_KEYDOWN )
    {
        switch( playerEvent.key.keysym.sym )
        {
            case SDLK_RIGHT: xVelocity += 8; break;
case SDLK_LEFT: xVelocity -= 8; break;
case SDLK_SPACE: jumping = true; jumpPower = 10; break;
        }
    }

I'm just trying to get him to stop at an invisible line for now (500px down from the top).

Code:
if(jumping)
{
if(jumpPower > 0)
{

fallPower = 0;
yVelocity -= jumpPower;
slowing++;
jumpPower -= slowing;
}
else
{
yVelocity = fallPower;
fallPower += 1;
}
}

if(yPosition >= 500)
{
yPosition -= yVelocity;
yVelocity = 0;
jumping = false;
slowing = 0;
}
else
{
yPosition += yVelocity;
}

xPosition += xVelocity;
Another problem is that it looks like he's bumping his head on an invisible ceiling when he jumps.
88  Developer / Technical / Handling collisions of objects w/o for-knowing their velocities. on: March 01, 2010, 11:48:58 AM
I have a character falling and accelerating. He's going to hit the ground eventually and he has to stop on it rather than fall through it(clearly). But, without knowing what his velocity is going to be when he hits the ground how do I get him to stop on it and not below it?

I'm pretty much a beginner at this stuff so the answer could be simple but it has escaped me so far.

Thanks in advance!
89  Community / Townhall / Re: Post-Apocalipstick on: March 01, 2010, 11:17:25 AM
I wrote a Post-Mortem for this game on my blog: http://updatefunction.blogspot.com/2010/03/post-mortem-post-apocalipstick.html
90  Community / Creative / Re: Today I created... on: February 28, 2010, 09:24:23 PM
My first attempt at perspective and shading. Roofs are hard.

Work in progress:


Also, my first time really using GraphicsGale. Love it!
91  Community / DevLogs / Re: You Cannot Die - Demo 0.3.0e - Martian Frontier, Updated 2/27! on: February 28, 2010, 06:16:44 PM
Beat it.



It was pretty easy but; if it's just supposed to be the first level I'd say the difficulty is right on.

I never had to use the pistol. When I fought the one guy with a gun I ran up to him and knifed him. He shot and "killed" me but I hit 'X' like I was trying to win at Mario Party Hand Any Key, got back up and finished him off!

Also, the map is great. It saved me from having to circle around for hours trying to find the exit since a lot of the areas look very similar.

Over all, I had a lot of fun. I want more!

Edit: Oh yeah. I didn't actually play for 28 minutes. More like 10 minutes maybe. I had to eat dinner you know.
92  Player / Games / Re: Indie Games You Might Have Missed (new youtube series) on: February 28, 2010, 08:10:19 AM





Love the music.
93  Player / Games / Re: shaun the sheep game! on: February 28, 2010, 08:07:53 AM
Really cool and cute. My almost 2 year old daughter loved watching me play it.
It could definitely use more levels though. I finished it really quick.
94  Community / Creative / Re: How do you end a story? on: February 27, 2010, 08:52:09 PM
Have a character  go to a writing coach early on the game where he is given a quick lesson and is instructed to never use a deus ex machina because it is a poor storytelling device, then have a random character be introduced at the end who saves everything.

People will see you as a genius writer who masterfully used a deus ex machina ironically.

It'd also help if you game was about a struggling writer and the story was told completely first person.
Wow, thanks! My laziness CAN pay off!

Thanks to everyone actually.

It's a sci-fi story with a "Little House on the Prairie" feel(The prairie being an uninhabited planet).

Anyway, today at work I came up with a possible ending. The only problem is, it's very sad. The beginning and middle are already sad and I kinda wanted a happy ending. I know sad endings have made some of the best stories but, yeah, you get the picture.
95  Community / Creative / How do you end a story? on: February 27, 2010, 01:02:03 PM
I am having trouble writing an outline for a heavily story-driven adventure game.

Like any decent story it has twists and surprises at times. The down side of having these twists is that you risk twisting your story in to a corner. I need to do something to get the story back out of this corner and get it to a believable ending (retaining and peaking the emotional level of the story, ie. without using a huge deus ex machina).

In other words, writing a twist is easy; explaining a twist though, that is something I've never been good at.

I would love to post my story outline so far but it would spoil the twist, I'm sure you understand. Smiley

So, if anyone else has run into this problem I'd love hear how you solved it!
96  Developer / Playtesting / Re: !°µ1.53 on: February 26, 2010, 07:06:49 AM
I really enjoyed this game. Although yes, more than once I did get completely stuck cause I didn't have a bomb or a ladder and I had to kill myself (I guess that's the point huh?), I got past the first boss and few rooms after that as the Infiltrator. I like the beginnings of the story as well. I guess if I play more, more story will be revealed. Congratulations on finishing your game!

Other players: make sure that if you are completely stuck don't just start over. Press ctrl-alt-q first then F1. Check your game directory.
97  Community / DevLogs / Re: You Cannot Die on: February 20, 2010, 03:22:41 PM
Wow, cool idea. It's totally plausible that the process of colonizing Mars would have a kind of wild west phase too. I love the idea also because it's so simple; keep your family safe.
I must confess I haven't played Zelda much and I never heard the phrase rogue-like before a few months ago so the gameplay idea doesn't excite me too much, but we'll see!
Looking forward to watching your devlog.
98  Community / DevLogs / Re: MONOLITH <<20.02.10 - Check Out The News>> on: February 20, 2010, 02:55:42 PM
Woo hoo, the game is done! Upload it to XBLIG NOW! Durr...?
99  Developer / Design / Re: The whole 'Starting Small' thing. on: February 18, 2010, 08:48:59 PM
Speaking from experience (not much though, having only finished one game), making small games can suck the life out of me. My one game is a small game and while, yes, it was somewhat rewarding to have finished it I see it as a small steamy pile on top of a steamy pile of other similar platform shooters. I was and am not interested in making "just another..." games.
I love playing all the Tetris, TD and platformer clones but I'm starting to realize that if a game I'm working on doesn't have a "how it's different" angle I'll get bored with it pretty quick.
I think I need to have some kind of big dream game idea to look forward to to keep me motivated.
I'm working on a bigger game now and am having much more fun than I did while making my previous game.

ALSO, another very important thing for me is having an external deadline. Setting deadlines for myself never works. I wish every game could be a school or work project that had a hard deadline.
100  Community / DevLogs / Re: MONOLITH <<16.02.10 - Monolith Dev.Log Site Online>> on: February 16, 2010, 10:13:40 AM

Some mobs I've knocked up so far (names and explanations will appear in the official Dev.Log in an article once I've confirmed some stuff with Zach)

I love those monsters. Great job! I can't wait to see what the yellow blob one and the grey floaty jellyfish one do.
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