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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

April 03, 2024, 11:36:23 AM

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1  Community / DevLogs / Re: The Last Gas on: January 02, 2014, 02:43:03 PM
changes:
- if a crystal reaches zero, it will go away and no longer refuel you.
2  Community / DevLogs / Re: The Last Gas on: January 02, 2014, 02:19:35 PM
changes:
- raised max fuel
- when you mine a crystal, you get points based on it's score.
- every move a crystal's score goes down one point, so don't take to long to mine it.
- the tiling system is a little more fancy now
- i got the first enemy in, then i took it's movement back out because there's no firing yet and it was blocking the way so i couldn't test things out.


next thing i gotta put in is shooting so you can take care of the baddies i put in. then ill set them back to moving every turn. you still don't die and if you run out of fuel, you basically just sit there with no way to reset.
3  Community / DevLogs / Re: The Last Gas on: December 31, 2013, 02:50:10 PM
changes:
- you now have a fuel maximum
- you fully recharge when next to a crystal
- nixed the whole battery business
- nixed health


so now your gonna have to decide if you want to take the crystal or not, the crystal will continue to refill your gas tank until you do. now i just gotta put in reasons why you'd want to hold off on taking the crystal (enemies)
4  Community / DevLogs / The Last Gas on: December 31, 2013, 02:11:22 PM
This is just me keeping a diary of working on a game for once, I've wanted to do this for a while.

Earth is running out of resources and the last place to get the crystals necessary to power it is on an asteroid, light years away. Your job is to go to that asteroid and mine the crystals and bring them back. Your a miner. A space miner.



There's still a bunch that doesn't work but you can play what does here. Also you can get stuck in the levels.


- left and right to turn
- up to move forward
- x to mine crystal your pointed at
- r regen current level
- f move forwards to next level

these are definitely going to change, just as i was typing i figured out a better direction to go with it.
5  Developer / Playtesting / Re: Cygnus released on Linux! on: June 07, 2011, 07:56:29 PM
lol gotcha.
6  Developer / Playtesting / Re: Cygnus on: June 07, 2011, 04:57:09 PM
released Linux version!!!!!
7  Developer / Technical / Re: frame independent friction on: April 01, 2011, 01:09:16 PM
o im so glad i asked this question. I learned sooo much just now lol definitely going back to the fixed time step. And ill implement it correctly now.

thank you all very much!!

note: im using openframeworks not unity Smiley
8  Developer / Technical / Re: frame independent friction on: April 01, 2011, 12:35:10 PM
yeah, i mean thats exactly why i was thinking of turning off the fixed time step cause I had the game locked at 60 and the actual frame rate fluctuates from 45 to 60 causing the game to sputter then speed up totally ruining the whole "fixed time step" thing.

edit: that seems like a good way to go though, thank you!
9  Developer / Technical / frame independent friction on: April 01, 2011, 11:58:55 AM
hello,

I've been using this simple formula for friction...

----
friction = .7f;
velocity = 10.0f;

velocity *= friction;
----

It works ok for a fixed time step. But I'm hoping to make it frame rate independent. Does anyone know how to incorporate elapsed time into it?

any help much appreciated!
10  Community / DevLogs / Re: Smash!.com (v0.25 Alpha) on: December 04, 2010, 09:35:09 PM
you really have to have the ability to shoot in one direction and move in another. It's really difficult if not.
11  Developer / Playtesting / Re: Squares Vs Triangles on: December 04, 2010, 09:03:47 PM
your download link doesn't work.

(EDIT):

Based on that picture alone, I think you should give the squares and triangles different colors just to stand out, it looks a little like it would get confusing.
12  Developer / Playtesting / Re: Cygnus on: June 27, 2010, 07:05:58 AM
I LOVE EVERY SINGLE BIT OF THIS GAME

Kiss o man thanks guys. I really appreciate it.

jmp, totally agree on the window size thing. I was originally planning on it being an iphone game, but decided against that cause I don't have a mac lol  anyway the 'level' size is the iphone's resolution and it totally is to small. I don't really know what I want to do with it though, should I just scale it to screen size? It feels weird.
13  Developer / Playtesting / Re: Cygnus on: June 26, 2010, 12:29:06 PM
May I ask, does it feel like the speed is ramping up to going to fast, or is it that as soon as you hit the thrust key it's bolting forward? I'm asking cause I'm trying to figure out if it's a control scheme issue or a frame rate one.
14  Player / Games / Re: Pay game list. on: June 26, 2010, 11:00:51 AM
actually got some questions. never heard of these three games.

1.) by spirit engine do you mean this? http://www.thespiritengine.com/tse2-screens.html

2.) by weird worlds do you mean this? http://www.shrapnelgames.com/Digital_Eel/WW/WW_page.html

3.) what is Touhou? any links?
15  Player / Games / Re: Pay game list. on: June 26, 2010, 10:47:34 AM
Thanks guys  :D

But yeah that's what I was saying is this definitely would need to be a community thing, 1.) cause I couldn't possibly get video of all the games and 2.) I couldn't afford it. But I just wanted to get the idea out there.
16  Developer / Playtesting / Cygnus released on Linux! on: June 26, 2010, 10:28:47 AM
Cyngus



Download (PC version):


Download (Linux version):



Hey guys!

I Just uploaded a Linux build of Cygnus, a game I made about a year ago. It's a cave-flyer in the style of Gravitar or Thrust. Gravitar was always one of those childhood games I played a lot. My point was to make Gravitar, but a little more adventurey. And I never liked the shooting so I took it out and made the level design not dependent on shooting anything, so your only interaction with the world is moving around and through it. Let me know if I succeeded in keeping it fun!

I built it in Ubuntu using OpenFrameworks, if it doesn't work on your distro let me know and I'll send you the source code to build it yourself.



-------Controls------

Left/Right   -   Turn
Up              -   Thrust
Space         -   Pause


some screenshots..








Any feedback is much appreciated!

...also if you could rate it on gameJolt that would be cool.
17  Player / Games / Re: Pay game list. on: June 25, 2010, 09:23:40 AM
ok it's a dumb idea.

My point was to think of some obscure games that deserve a little talking about. I shouldn't have included super meat boy.
18  Player / Games / Pay game list. on: June 20, 2010, 11:24:27 AM
Hey Guys,

That recent video

http://www.tigsource.com/2010/06/18/425-free-indie-games-in-20-minutes/

of free indie games got me thinking, what if we had a video of games that weren't free? The games that you need to pay for are the ones that have developers that need to eat, so those are the ones that need more coverage.

I'd need some help with which games to include, and if people could send me clips. Hopefully people that own the different games can help me with this. I'll update this post with a list and check them off as I have them.

Let's right here put together a list of games that could be included. Games that are in production could also be included. They gots tah eat too.

Just a few to start us off..

- Puzzlebots
- Love
- Gridrunner Revolution
- VVVVVV
- Spelunky XBLA
- Kometen
- Cortex Command
- Sleep Is Death
- Caster
- Castle Crashers
- Cave Story
- Defcon
- Democracy 2
- Everyday Shooter
- Gish
- Gratuitous Space Battles
- Immortal Defense
- Magi
- Mr. Robot
- Multiwinia
- Noitu Love 2
- Weird Worlds
- Bit Pilot
- Skull Pogo
- Altitude
- Eversion
19  Developer / Playtesting / Re: Squirdblast on: March 10, 2010, 12:22:53 PM

you gotta change that swim sound. or else turn it down. Game is cool though.
20  Developer / Playtesting / Re: PONG in PowerPoint on: February 27, 2010, 08:50:03 AM
wasn't this done in a book once?
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