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242
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Community / DevLogs / Re: TIGSource Devlog Visual Map!
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on: September 21, 2012, 02:09:56 AM
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this is super cool! well done, thanks for making it.
if you could make it dynamic, that would be cool, but it is really nice layout and I can imagine that would be difficult to do dynamically. If you (or someone else) could pull it off, that would be awesome!
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245
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Developer / Technical / Re: Making a Top-down Survival shooter
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on: September 20, 2012, 08:49:13 AM
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flash punk or flixel will probably serve you just fine.
Also there are plenty of people doing cross platform in flash these days. See superhexagon, cardinal quest, these robotic hearts of mine, I am sure there are others.
My recommendation would be to just grab whatever is closest and start banging out this game. If you can make it to the end, you should be able to handle porting it to other platforms. I made my first game in game maker, but pretty quickly picked up other tools.
My second rec would be to do a jam game first. See what it actually takes to make something before embarking on your masterpiece.
Or just start working on your masterpiece, just make sure to take it off the pedestal first :D
nvmnd, read your earlier posts. Yeah, you can do all that stuff in flashpunk, unity, or gamemaker. I would use either unity or flashpunk, the crossplatform support is better.
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246
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Player / General / Re: IGF Thread 2013
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on: September 20, 2012, 08:30:15 AM
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Not sure if we are going to be entering this year. We have bad hotel and our upcoming thing, but I don't know if either of them fit. That said we entered last year just because we had something (anything!) that qualified as a game, and that worked out ok for us. Will have a think.
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248
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Community / DevLogs / Wave Trip (was: Ocunaut) auto runner / editable music game for iOS
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on: September 20, 2012, 03:02:58 AM
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OUT NOW more links and description hereApp store linkHeya friends. I am working on this game at lucky frame code named SH3. It is a cross between jetpack joyride and sound shapes, but with bullet hell patterns. In Game:  Main Character concepts:  Interface mockups:  So the basic flow of the game is you can play through these looping levels, collecting coins that add notes to the underlying sequence. You also have to avoid bullets and walls that play notes as they come onto screen. We currently have 3 worlds, each with a different sample pack and graphics, and different enemy types. We are aiming to ship with 3-4 songs in each world, and then the opportunity for players to edit and upload their own levels to the server. One of the things we are struggling with is how to handle the pricing. There are obvious points for IAP in selling new world packs and save slots to make your own songs. Sketch nation shooter / studio also sells iap to download other users levels, and provides the opportunity to earn the in game currency by having other people play your own levels. I am not sure about this plan. The other thing that we don't have is a way to grind to earn currency. This is partially due to my feelings on the ethics of that, and partially due to the belief that it will break the game. We could make the coins that you pick up in the levels random drop into currency that you can spend, but... The question is can we both sell it and have IAP? I am not sure that we can go totally free unless we sell the access to the online thing, due to the pricing on it (we are currently using parse.com). What do players do when you sell the game, but they don't get everything for free? is this ok? I will try to post some ingame video shortly. It is looking and sounding pretty good right now, I think we are in the content generating phase now. Oh, we need to come up with a name for this thing too.Our new working title is ocunaut, so I changed the title to reflect this.
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249
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Developer / Technical / Re: Things I don't understand: Entity Systems, Data-Oriented Design, and the like
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on: July 25, 2012, 06:04:09 AM
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Havn't read the whole thread, but I went through this process myself. I agree with the idea that you need to just get your hands dirty. One of the things that helped me a bunch was this article. This had been said elsewhere in the thread, but one of the things that confused me is that DOD and EC are two seperate things that work really well together. You don't need to have one to have the other though. For me, decoupling them, and just addressing EC first really helped a bunch with my thinking about it.
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252
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Player / General / Re: ⓉⒽⒺ ⓁⒺⒼⓄ ⓉⒽⓇⒺⒶⒹ
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on: April 13, 2012, 01:23:32 AM
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This is a really nice article about gaming with lego. It discusses how the open ended nature of the bricks allows for open ended rules, while the structure within the system allows for the rules to have tons of concrete things to be built around. I am increasingly excited to use lego as a prototyping tool. sean, your duplo caves look brilliant! I love that concept.
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253
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Player / General / Re: ⓉⒽⒺ ⓁⒺⒼⓄ ⓉⒽⓇⒺⒶⒹ
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on: March 26, 2012, 03:10:46 AM
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I don't get why he needs a kickstarter for it though. He could just publish the rules online.
Preorders are a bit easier to handle on kickstarter, and sometimes it is nice to get an advance for your work, rather than doing it on spec.
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255
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Community / Competitions / Re: TIGS Compo Idea Pool - Thread 2
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on: March 21, 2012, 01:04:23 AM
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oh man, this is exciting. I would like to do another tig comp, it has been a while since I did one.
Operator comp:
Someone describes a game, then the next person make it from that description. Then someone writes a description of the game that was made, and the next person in line makes a game based on that description. Rinse repeat. This would need to be done in serial, but there is no reason that a few parallel versions of the comp couldn't be going on at once.
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256
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Community / Jams & Events / Re: GDC: So it begins again.
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on: March 04, 2012, 05:54:57 PM
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If me and sean (other luckyframe dude that doesn't hang about forums) wanted to get some choice eats tonight, where would we go? We are staying in a spot right around the corner from the indie hostel.
And would you come with us?
Also, is anyone else staying at the USA hostel?
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257
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Player / Games / Re: Brogue
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on: February 24, 2012, 02:23:08 AM
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Brogue is fucking amazing. I have never really played roguelikes before it, but I now have two prototypes in progress. I love the colors, it seems to lift things just enough for my imagination to really run wild with the situations that I am in. It makes me really bug out on modern rogues that insist on using pixel art tile sets for everything. Abstraction is the best. Also the vastness of the dungeons is great. Spotting two ogres holding something captive across a chasm is an awesome feeling. Really makes the dungeon come to life. Most memorable run started with a band of 4 monkey allies, and ended with a will o' the wisp smashing me up while I was caught in a spider web. Havn't made it past level 10 yet though 
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258
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Developer / Playtesting / Re: advice for little console application game
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on: February 17, 2012, 04:41:08 AM
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I think rather than MSDos alike, you might be making a roguelike. If so, look into libtcod which will get you off the ground with your dungeon gen and FOV calculations really quick. There are a whole bunch of 7DRLs which are rogue likes made in a single week. That might be a nice goal to aim for if you are just doing this as a throw away.
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259
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Community / Jams & Events / Re: GDC: So it begins again.
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on: January 31, 2012, 08:22:01 AM
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Has anybody exhibited an iPad or iPhone thing at the igf before? Any tips? Is there some way that we can keep people from walking off with our ipad?
Also, me and my buddy are booked at the USA Hostels SF. we are there starting on the 4th, and check out on the 8th. We got a room for 4, but there are only two of us. Maybe some other people could jam on there with us. PM me for my actual name if you want to try to get on our reservation. I have no idea how that will work.
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260
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Developer / Art / Re: 3D thread
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on: January 26, 2012, 05:40:22 AM
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Sculpt practice with blender. Things went seriously wrong with the ears.  Trying for a low poly head. Probably should have made the textures lower res. 
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