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102
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Community / Competitions / Re: EXCOSC game jam Aug 17th-24th
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on: August 23, 2013, 03:02:56 AM
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ok, finally have time to work on this! all day today, hopefully I will have something solid by the end. Hoping I can get the commandline arguments working for unity, I found one post that claims you can do it, but I am not sure.
If not, I suppose I can wrap it in some type of thing to set env vars, or pass them in over some other protocol or something.
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103
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Community / DevLogs / Re: Gentlemen! (was Martin vs Monty)
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on: August 22, 2013, 04:44:11 AM
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you talking about the piracy numbers? or the number of levels? what is happening?  I am just working on the ouya version now, nearly there.. nag screens are ever so much fun.
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109
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Community / DevLogs / Re: Gentlemen! (was Martin vs Monty)
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on: August 04, 2013, 06:26:39 AM
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hmmm, I wonder what that window closing thing was about... probably a bug with unity, but I will look into it.
when you say weapon description, you mean something in the menus? like a lore / journal thing? I think that might be nice, will think about it. yeah, the invisibility works best when it is 4 player, you can sneak up on people in the chaos. Will think about making the trail a bit lighter during that section though.
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110
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Community / Competitions / Re: Exquisite corpse Open Sound Control Jam
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on: August 02, 2013, 06:46:16 AM
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yeah, those dates are fine! happy to use your lua thing as well. I am just in the midst of porting an old lua framework (with osc support) of mine to windows, but I don't know if I will get in done in time. TOO MANY LUAS!
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112
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Community / DevLogs / Re: Gentlemen! (was Martin vs Monty)
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on: July 24, 2013, 01:47:19 AM
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update 27
closing in on the pc build. More level graphics work, tweaked a bunch of screens to actually stretch to the edge of the screen, and reorganized the controller config screen to match a standard nes pad layout.
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113
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Community / DevLogs / Re: Gentlemen! (was Martin vs Monty)
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on: July 22, 2013, 02:23:03 AM
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update 26still working on the pc release, I basically lost like 3 days to doing the controller config screen. Such a pain made worse by the fact that the pc version supports 4 players. I need to get around to doing the ouya version at some point, and I am pretty sure that is going to be another mess of the same variety. we had a fun friday and weekend by publishing our android piracy numbers. Nice how people are excited to read whatever scenario into some numbers. We got written up in edge and indie statik about it. http://www.edge-online.com/news/lucky-frames-gentlemen-on-android-eight-sold-2462-pirated/http://indiestatik.com/2013/07/19/lucky-frame/Also some more nice reviews rolled in, this time from the sun (?!?!) and the verge: http://www.theverge.com/2013/7/19/4537730/best-new-apps-gentlemen LOOKING FOR TESTERS FOR THE PC (WINDOWS / MAC / LINUX) VERSION!if you want in, just post in this thread, and I will send you a link (when it is ready). You need at least a friend, but it gets more fun up to 4 friends. I am not sure about the linux version at all, but curious to see if it would work. Also it is playable on a single keyboard, but controllers make it nicer.
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116
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Community / DevLogs / Re: Gentlemen! (was Martin vs Monty)
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on: July 16, 2013, 01:09:35 AM
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update 24
still working on it! Most of these are changes to the pc version, not the tablet version.
- added an invincibility shader that color cycles - nerf'd the homing pigeon (it totally sucked in 3 player) - added joystick controls to all of the menu screens - first pass at integration of the controller config menu (it is totally broken!) - added some text overlays to inform when the crates get picked up ('NO WEAPONS') - some last minute android fixes
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119
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Developer / Technical / Re: Why LUA?
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on: July 13, 2013, 12:38:59 AM
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the past 3 games I did all used lua as the main gameplay programming language. It was worth it just to have 0 compile time, and the ability to change data and functions on running objects in realtime without changing game state. All of the complaints that everyone has about it are true too, lack of static analysis and debugging trickery are pretty annoying. I would do it again though.
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120
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Developer / Technical / Re: modern rts / moba networking questions
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on: July 11, 2013, 02:32:09 AM
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cool, thanks for the feedback! I have already read all of those papers, and have something like that working for a twitchy platformer game I am working on, but I was really concerned it wasn't going to work. I am not sure how many units I am going to need running simultaneously, but I suspect it is going to be around 50 ish... there are some other ideas that I want to try out, one of the biggest of which is to push the game towards more of a twitchy shooter thing, to help it appeal to myself and my coworkers. The issue with that is I probably want to add dodging challenges, something like realm of the mad god. I guess I need to figure out how those bullets worked.
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