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Community / DevLogs / Re: Dragonflute (Experimental Gameplay Project: ZERO BUTTONS)
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on: August 17, 2010, 02:23:00 AM
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It was entertaining, although the pitch detection felt a little off. (i. e. it sometimes wiggled around when I was holding the same note.) With which method did you make the sounds? Sadly it's really hard to detect pitch especially in human humming/singing (because especially the first isn't pure enough and features many frequencies, if I understood correctly), although FMOD does the lion's share of work for me. As predicted, the dragon is fun to scream at. Heh, great!  I like setting the range of the pitch really high so I have to scream to get the dragon to go up.  Your poor neighbours!  Glad you enjoy it!
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Community / DevLogs / Re: Dragonflute (Experimental Gameplay Project: ZERO BUTTONS)
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on: August 16, 2010, 03:46:47 PM
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Now there are finally things to collect and things to evade! I hope some of you have time to try it out!  Next up, interface and menu. And sound effects. And maybe a mode where you direct the dragon through a cave, whatever this genre is called. (Anyone has an idea?)
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686
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Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!!
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on: August 16, 2010, 11:26:34 AM
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 They use viral marketing, free game parts, they copy things from other games, making us coming back by setting time limits, making us think that our money is worth what we buy... and on top of that they actually make money with us, whether we give it to them or invite friends?! Surely they are the devil himself!
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689
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Community / DevLogs / Re: Dragonflute (Experimental Gameplay Project: ZERO BUTTONS)
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on: August 14, 2010, 02:02:29 AM
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Did you try it? Although without collectible things there is no point (other than the pure fun of screaming itself  ) to it so far, the current release already features the "Scream at the dragon"-feature! And since microphones aren't a primary input source yet, I'm in need for some testing - I don't know yet if it works on other computers than mine!
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690
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Community / DevLogs / Re: Dragonflute (Experimental Gameplay Project: ZERO BUTTONS)
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on: August 13, 2010, 01:11:38 PM
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I'll leave this here in the next post so I can update the first post later on: Current status is that I don't have any goals or gameplay yet, only the calibration and the initial control mechanic, so is a mere (but already quite fun) toy. Next things up will be some things he can collect, and maybe some enemies. And yeah, so far there are quite some keys which need to be pressed. This will be changed later, too, of course - I already have some great ideas for the GUI 
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Community / DevLogs / Dragonflute (Experimental Gameplay Project: ZERO BUTTONS) [FINISHED]
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on: August 13, 2010, 01:11:26 PM
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(...and ZERO BUTTONS shall it be!) Hello, fellow TIGgers!  I present to you my next EGP prototype/game, Dragonflute, where you control this cute little fellow: <-- Click the dragon (or here) to download the Windows release Collect the dragon-o-laterns and evade the evil dragons! As the theme of this month's EGP and the name suggest, you don't do this my mashing franatically on your keyboard, but but by making sounds, recorded by your microphone. I hope you have one.  The dragon will either follow the PITCH of the sounds you make (which I prefer), be it by singing, whistling or by playing an instrument, or the VOLUME (which is fun too, though the game should then rather be called Screaming At Dragons). Well, try it out, make suggestions, leave feedback, be curious how it will go on and have fun! Cheers, Tobias
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694
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Developer / Playtesting / Re: Catcher! - a game about hugging stars
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on: August 12, 2010, 03:49:18 AM
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I literally pushed all the buttons on my keyboard just to spawn a new line to catch stuff. Holding X till the ships are together and the holding C till it has the size I want it works nice, too. Still my favourite way to do it 
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695
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Developer / Playtesting / Re: Catcher! - a game about hugging stars
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on: August 11, 2010, 03:13:42 PM
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Great that you like the mouse wheel support!  Took awhile before I got the controls. Yep, I gotta make a tutorial. Good job in thinking of this control scheme. Is this a submission to Experimental gameplay's theme for this month? The no buttons one? Thanks! And no, this isn't an EGP submission, though I'm developing a game for this month's theme. Catcher doesn't qualify because mouse buttons are buttons too, I guess - and it took me FAR more than 7 days to implement it, heh.
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698
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Developer / Playtesting / Re: Catcher!
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on: August 10, 2010, 05:44:33 AM
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Seems like a game about hugging stars, which is nice. Haha, that's the best description of the game I've read as yet! Allow me to steal it until I change the name...  The gameplay itself was interesting enough to keep me playing for a while. Catching large groups of creatures is HIGHLY rewarding. Thank you! [...] Some particle effects and sound would go a long way in helping here. A great idea! Sound effects will come in later, particles were just added! Is this what you had in mind?  2. Having a light line between the two dots while you're catching creatures would be nice to show their path back to each other. Done! That worked! Great! This starts out feeling quite fiddly and complicated. Then you hit a point where it clicks and it suddenly becomes a very clever and interesting game. Yeah, I know it has a high entry barrier. Any idea how I could ease it? (And how long did it take to "click"?) I'll echo the comments about having a more immediately obvious way of telling when you're getting injured. See above 
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699
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Developer / Playtesting / Re: Catcher!
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on: August 09, 2010, 05:10:36 PM
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It's working now on Mac OS X. Great!  The downloadable thing works just fine though :] 
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Developer / Playtesting / Re: Catcher!
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on: August 09, 2010, 04:49:18 PM
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Oh! It seems alright.
I use Google Chrome and I never saw the health pie -- so yeah it was just a screeny clipping problem. That's good to know, and far better than a bug! But strange anyway. I just tried it with Google Chrome 5.0.375.125 on Windows 7, and everything was just fine. Which version/OS are you using? But well, anyway, I exchanged the "Play" link with the Java Webstart Version - no caching problems, no clipping problems and hopefully no java heap space problems 
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