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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 11:50:58 PM

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101  Community / Competitions / Re: EXCOSC game jam Aug 17th-24th on: August 24, 2013, 01:04:51 PM
well, I didn't really finish anything. I got a thing that you can interact with, and I think it looks kinda pretty. But I didn't get the OSC in Sad I have failed this jam. Not really feeling great about that.

anyways, if you want, here are some builds:
sprite (windows)sprite (mac)
sprite (web player)
102  Community / Competitions / Re: EXCOSC game jam Aug 17th-24th on: August 23, 2013, 03:02:56 AM
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.
103  Community / DevLogs / Re: Gentlemen! (was Martin vs Monty) on: August 22, 2013, 04:44:11 AM
you talking about the piracy numbers? or the number of levels? what is happening?Huh?

I am just working on the ouya version now, nearly there.. nag screens are ever so much fun.
104  Community / DevLogs / Re: Gentlemen! (was Martin vs Monty) on: August 16, 2013, 01:19:33 AM
demo versions of the Windows / Mac versions up now!

windows download!
mac download!

the full version contains 9 new levels, a bunch of new modes, 2-4 players local multiplayer.
105  Community / DevLogs / Re: Gentlemen! (was Martin vs Monty) on: August 13, 2013, 10:36:03 PM
yep, will send you a link later today.
106  Community / DevLogs / Re: Gentlemen! (was Martin vs Monty) on: August 13, 2013, 08:41:23 AM
the longest running "finished" thread... coming soon to humble store (aka using that little humble widget).
107  Community / Competitions / Re: EXCOSC game jam Aug 17th-24th on: August 13, 2013, 02:13:42 AM
this is slick! excited to work on it.
108  Community / Competitions / Re: EXCOSC game jam Aug 17th-24th on: August 05, 2013, 02:23:31 AM
if lua isn't your flavor, this game programming framework for processing includes OSC support among other things:

http://rdlester.github.io/hermes/

this post includes code that should work in unity, for those that are into that flavor of things:

http://www.nullpointer.co.uk/content/generative-av/
109  Community / DevLogs / Re: Gentlemen! (was Martin vs Monty) on: August 04, 2013, 06:26:39 AM
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.
110  Community / Competitions / Re: Exquisite corpse Open Sound Control Jam on: August 02, 2013, 06:46:16 AM
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!
111  Community / DevLogs / Re: Gentlemen! (was Martin vs Monty) on: July 26, 2013, 12:55:33 AM
cool, dm'ing you now :D
112  Community / DevLogs / Re: Gentlemen! (was Martin vs Monty) on: July 24, 2013, 01:47:19 AM
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.
113  Community / DevLogs / Re: Gentlemen! (was Martin vs Monty) on: July 22, 2013, 02:23:03 AM
update 26

still 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.
114  Community / DevLogs / Re: Gentlemen! (was Martin vs Monty) on: July 17, 2013, 09:44:42 AM
update 25
well, there goes release day. Always fun.

- added a cracktro for the pirate release

115  Community / DevLogs / Re: Gentlemen! (was Martin vs Monty) on: July 16, 2013, 01:11:09 AM
oh, and it is out on ipad now, and android (google play) later today.

https://itunes.apple.com/gb/app/gentlemen!/id665889792?mt=8

 Coffee
116  Community / DevLogs / Re: Gentlemen! (was Martin vs Monty) on: July 16, 2013, 01:09:35 AM
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

117  Community / Creative / Re: Do any of you guys actually live off game design? on: July 13, 2013, 12:44:55 AM
I work at a very small company, so small that it isn't just design that I do, but also most of the programming. We are living off of it, but we do a whole bunch of other work to support the games work (digital art, music stuff, etc).
118  Developer / Technical / Re: Getting Unity to work with Lua on: July 13, 2013, 12:43:23 AM
I think you are going to want kopilua and kopiluainterface. I haven't yet gotten it to fully work though. Like others say as well, you can eval c# code at runtime if that is the only thing you are after. What you actually need is the http://docs.go-mono.com/index.aspx?link=N%3AMono.CSharp mono.CSharp lib since unity is built on mono, not the microsoft .net implementation.

Here is a link for someone with it working in unity: http://forum.unity3d.com/threads/102162-Mono-CSharp-Evaluator - unfortunately it doesn't seem to work in the webplayer.
119  Developer / Technical / Re: Why LUA? on: July 13, 2013, 12:38:59 AM
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.
120  Developer / Technical / Re: modern rts / moba networking questions on: July 11, 2013, 02:32:09 AM
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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