Show Posts
|
|
Pages: 1 ... 3 4 [5] 6 7 8
|
|
81
|
Developer / Playtesting / Re: Dash and the Stolen Treasure: Student Game
|
on: November 07, 2010, 02:16:14 AM
|
Failed to start the game on win7  With default settings game starts and there is only black screen after that. I changed fullscreen to false in config file. Now game starts fine in windowed mode, but right after controlling method choice it crashes with runtime error.
|
|
|
|
|
83
|
Community / Townhall / Re: The Blocks Cometh
|
on: November 02, 2010, 07:30:16 AM
|
|
Your links are broken.
Ah. There was no ':' after http.
It looks like collision box is just a little bit bigger than character's sprite. Many times I died when visually there was no hit.
|
|
|
|
|
84
|
Developer / Design / Re: Designing for replay value (Brainstorming)
|
on: October 04, 2010, 06:08:20 AM
|
|
my 2 cents: speedruns enabled games global table for fastest players.
Speaking of kingdom of loathing. Class "pastamancer" can operate pasta. Class "sauceror" can create sauces. To create fancy food, you need skills from both classes. To obtain skill from different class you need to ascend with this class and select normal or hardcore ascension. Gain permanent skill thru winning game with some limitations that is.
|
|
|
|
|
85
|
Developer / Technical / Re: The grumpy old programmer room
|
on: October 03, 2010, 03:37:23 AM
|
|
The tail of epic fail. Some time ago I wrote a roguelike with graphical frontend. I used allegro as portable graphical library. But allegro is software only, so on older systems it's quite slow. I decided to switch to something opengl based. But none of existing libraries satisfied me fully, so I decided to make my own. There are a lot samples for both sdl and opengl, so I started pretty well. Drawing text was a little bit trickier than sprites, but I managed to do it. I rendered glyphs on single big texture, and used precompiled list of quads to render string of text. But... There is always 'But'. I noticed that when there is a lot of text displayed, CPU usaged is way too high. But rendering several hundred sprites was ok. I tried to reproduce this in simple SDL application, but it worked fine! I rechecked all parameters, double buffering, opengl vendor and renderer. Things looked perfectly fine, but still text rendering was SLOW. I spent whole day trying to figure out what is the problem. And finally found it. As always extremely stupid mistake... Before compiling list of quads, I was checking that all glyphs are rendered on font texture. But after check, even if no glyphs were added, texture was reuploaded. For some unknown to me reason I added glyphs check AFTER list was started. And texture reupload was added to list. Every time list was executed, texture was uploaded to video card memory. As simple as this...
|
|
|
|
|
86
|
Developer / Design / Re: Grinding mechanics.
|
on: September 24, 2010, 05:43:19 AM
|
You asked whether what you proposed is a grind or not. This was my way of telling you, yes what you proposed is a grind. Why did you think it could possibly be otherwise? Advancing statistics to reach some new threshold in the absence of underlying causality is a grind. So my suggestion to you, is to think about where your fireballs are actually coming from.
IMO Grinding is effortless way to make some progress in the game. In many cases it's skill/time tradeoff. I'm proposing system where you need to put some effort into leveling. Where is the line that separate grinding from non-grinding activities in a game? If this is an action-rpg game, for example, you kill monsters anyway. Killing monsters is part of the game. Many MMOs have 'kill x things' kind of quests. So these games are apriory 'grind-enabled'? What if x is 3 and monsters are really tough? Is this still grinding? What is the difference in killing x monsters to get access to next location and killing the same x monsters to level up skill or complete quest?
|
|
|
|
|
87
|
Developer / Design / Re: Grinding mechanics.
|
on: September 24, 2010, 01:40:29 AM
|
Right now I'm trying to design roguelike game without 'experience->levelup' scheme. Current idea for leveling skills is as follows: In order to level up some skill, you need to complete conditions set by trainer. For example, to train fireball from lvl4 to lvl5 you need to kill 10 lvl5 beasts in some area.
How would one really learn to shoot fireballs better? It's not going to be about how many monsters you kill. It's going to be about what level of energy you can get out of your fingertips. Or how you can get that energy to interact with the air, to set it on fire. Or your ability to conjure other combustibles into the area that you want to set ablaze. In real life, thermobaric weapons have technique and technology associated with them. Any sufficiently advanced technology is indistinguishable from magic, some classic sci fi writer once said. What's the magic-physics of fireballs coming out of your hand? How does one improve that conduit of energy? Trainer will show you how. But using magic on a train yard is one thing, and using it in a field with your life on the line is completely different thing. In order to bring control of magic energies on a level sufficient to cast higher level fireball, one need some real practice. p.s. most games are not about 'realistic/unrealistic'. It's more about 'fun/not fun' 
|
|
|
|
|
88
|
Developer / Design / Re: Grinding mechanics.
|
on: September 23, 2010, 09:30:45 PM
|
|
In real life if you want something, in most cases you need to put some effort in it. Effort->Reward Many many people are doing boring jobs (grinding?) to earn this freaking money to purchase what they want. And for an average cleaner it will take like forever to earn enough for an elite yacht.
If in a game completely effortless action will not yield any reward, can you call this game free from grinding?
Right now I'm trying to design roguelike game without 'experience->levelup' scheme. Current idea for leveling skills is as follows: In order to level up some skill, you need to complete conditions set by trainer. For example, to train fireball from lvl4 to lvl5 you need to kill 10 lvl5 beasts in some area. And for an average character with lvl4 fireball these beast are somewhat dangerous. To train healing you will need to heal wounds done by something nasty and so on. Can you call this approach grinding? And periodically player will have to prove his worth in challenges with increasing difficulty.
|
|
|
|
|
89
|
Developer / Art / Re: Art
|
on: September 22, 2010, 08:27:10 AM
|
...I should probably stop
No no no! Don't stop please! Can we have some more PLEASE! 
|
|
|
|
|
91
|
Developer / Playtesting / Re: Biolab Disaster - HTML5 Game
|
on: September 14, 2010, 01:38:34 AM
|
That's beyond awesome! On my pretty old mac mini it works very smoothly in Safari5. Many flash games are not as smooth as this! Waiting for release of your engine to toy with it  p.s. in one piece anime there is 'impact dial' - quite fearsome weapon of sky warfare 
|
|
|
|
|
92
|
Developer / Design / Re: Grinding mechanics.
|
on: September 11, 2010, 08:34:27 PM
|
In zOMG MMO player can either grind his orbs out of mobs, (try to) open chests in an area or try to clear instance with a crew. Every instance have 3 difficulty settings. Clearing it on hard will give you a lot of orbs. But hard is ... hard! If you don't have time for instance, you still can get repeating quest of 'kill X things' kind. And there are 'freebies' scattered around. You can spend a few minutes walking around collecting them  In roguelike games there is number of ways to prevent win with grinding. Like food clock.
|
|
|
|
|
94
|
Developer / Playtesting / Re: Pseudosentience: test this for a bit...
|
on: September 07, 2010, 09:06:13 PM
|
|
mac os x version crashing on start on my mac. #0 0x97d37a34 in pthread_mutex_lock () #1 0x97d3cdcc in readdir$INODE64 () #2 0x0002440a in ?? () #3 0x953a43c3 in __CFXNotificationPost () #4 0x953a3dca in _CFXNotificationPostNotification () #5 0x98040090 in -[NSNotificationCenter postNotificationName:object:userInfo:] () #6 0x9804d46d in -[NSNotificationCenter postNotificationName:object:] () #7 0x9707470a in -[NSApplication _postDidFinishNotification] () #8 0x9707461a in -[NSApplication _sendFinishLaunchingNotification] () #9 0x971cb6a9 in -[NSApplication(NSAppleEventHandling) _handleAEOpen:] () #10 0x971cb2c9 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] () #11 0x98080400 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] () #12 0x980801c4 in _NSAppleEventManagerGenericHandler () #13 0x96c7af58 in aeDispatchAppleEvent () #14 0x96c7ae57 in dispatchEventAndSendReply () #15 0x96c7ad61 in aeProcessAppleEvent () #16 0x916cf323 in AEProcessAppleEvent () #17 0x97044cc6 in _DPSNextEvent () #18 0x970442ca in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] () #19 0x9700655b in -[NSApplication run] ()
mac mini with intel dual core and GMA950 video. mac os x 10.6.4
|
|
|
|
|
95
|
Community / Townhall / Re: Spectrum Boy [Final Release]
|
on: August 31, 2010, 01:05:45 AM
|
Works fine with wine on mac os x  Thanks to ghe i guess. Game mechanics is very nice. Puzzles are not too difficult (at least yet), and not too easy. I don't know if it's some artifact on mac, but character looks a little blurry, while most other graphics is very crisp. Actually character, doors and do not cross line are blurry.
|
|
|
|
|
99
|
Community / DevLogs / Re: FAMAZE (seeking testers)
|
on: August 06, 2010, 12:32:24 AM
|
|
Played thru the demo. Very nice and very addictive! At first I couldn't see well where are walls and where are passages. There is no any reaction when you bump into the wall, so it looks like nothing is happening. I even clicked the game to make sure that it has focus. But a little bit of playing and it's fine.
I played the knight. Not sure that I completely understand how smite is charging. Most of the time it's charging by killing monsters. But sometimes not...
When there is item next to monster (sleeping eye in my case), and smite is charged, it is looks like it is impossible to pick item instead of smiting monster...
Will play other classes a lil later.
Great job!
|
|
|
|
|