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1212229 Posts in 52608 Topics- by 43399 Members - Latest Member: outspacer

May 04, 2016, 08:52:51 pm

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301  Player / General / Re: working on 2 games at once on: April 30, 2007, 04:47:58 pm
I make it a point to work on at least 5 or 6 projects at once, adding a new one every two or 3 weeks.
302  Feedback / Playtesting / Re: Bullet Hell Experiment on: April 21, 2007, 12:06:34 pm
I don't understand; all the phases ended so quickly and they all seemed the same; there wasn't even any need to dodge anything.
Hehe, if the phases ended quickly and you didn't dodge anything you weren't very successful at the game.  It's collection on a timer, if the timer runs out you move to the next phase.  If you collect the green\blue flashing rectangles.  "Phase over" is the same as "game over."  Unlike a normal game you advance once you die...

The differences between the phases are mostly pretty subtle visual changes.  The idea is to figure out of the changes in visualization have an effect on performance.  Of course if 80% of people can't even run the game, and the other 20% don't get the goal, all of that is kind of a moot point. I think there are still some timer issues that RohoMech needs to work out.
303  Developer / Art / Re: Demo Scene - why aren't indie games this goddamn pretty? on: April 15, 2007, 12:03:12 am
I agreed with Bezzy, there should definitely be more games as stylish and attractive as scene stuff, but all of the problems brought up in this thread are major issues that would have to be overcome. Another trick is that a lot of what makes demos appealing, beyond the graphics and even the camera work, is music synchronization.

If you wanted to make a game that looked and played like a demo, I think the best bet might be to go with some kind of rhythm action game.  A rhythm rail shooter along the lines of Rez is perfect for a demo.  You have a relatively fixed camera path, and music sync as part of the game.  Just go crazy with the effects and game play and you could have something golden.
304  Player / General / Re: Do you guys find time to LISTEN to music? on: April 04, 2007, 10:33:10 pm
When I listen to stuff I mostly listen to hiphop, which puts me in a different category than most programmers, yay.
305  Player / General / Re: Book on Game Feel on: March 25, 2007, 02:16:46 pm
It's just like a 4 or 5 hour flight from NC to Phoenix. You should drop by for a while Smiley.
306  Player / General / Re: The GDC Thread on: March 13, 2007, 03:34:21 pm
I remember a chap getting arrested by the coastguard near Britain for trying that... Might not have been Ecco specifically, mind.
Maybe he read this.
307  Player / General / Re: The GDC Thread on: March 13, 2007, 02:38:40 pm
I had a great time as always. I met some of you and some people I saw around but didn't really get a chance to talk to. I have some pretty detailed write ups on my blog if anyone is interested.
308  Developer / Balding's Quest / Re: Balding's Quest: Public Build One on: March 04, 2007, 12:37:44 pm
The movement was fine for me, it's a slower paced game and everything felt pretty smooth.  The only thing I think is too slow is ladder climbing speed. I played in fullscreen but as a quick fix it would be nice to allow for 2x (or 4x) size windowed mode for people that can't or don't want to play in fullscreen.
309  Player / General / Re: Game Making Competition, Anyone? on: March 02, 2007, 05:04:02 pm
(I'm leaning toward "swarms")
Nice, everyone that entered LD48 #8 can resubmit to this :D.
310  Player / General / Re: Game Making Competition, Anyone? on: March 01, 2007, 01:13:41 am
Sounds cool. So a monthly theme for games with a small scope?  It might be a good idea to actually define what "finished" is with a full feature list.  This might help people with getting out qualified games and polish aspects in general.
311  Developer / Balding's Quest / Re: Balding Quest: Milestone 2 on: February 27, 2007, 08:28:03 pm
http://web.telia.com/~u48508900/platform/jump.bmx - from Arne
and http://madgarden.googlepages.com/jumpy.zip from Madgarden. 

Simple demos that may have been written earlier and maybe not directly related to the game. Sorry if you misunderstood, I didn't want to make you think someone was coding ahead of you.
312  Developer / Balding's Quest / Re: Balding Quest: Milestone 2 on: February 27, 2007, 08:16:48 pm
[...] or small apps demonstrating chunks of gameplay (seems like this has already happened) [...]

Buh?  Huh?
Nothing complex...  Someone had some jumping demo or something?
313  Developer / Balding's Quest / Re: Balding Quest: Milestone 2 on: February 27, 2007, 07:55:50 pm
But maybe a tutorial breaking down how it's made sometime?  That could be applied to many languages.
That'd be very nice. Kiss
Aah... just a little source code? Puh-leeeease?

I don't care too much about a tutorial, there is plenty of stuff out there like that. Unless you're gonna do something amazing beyond "this is how you write a basic platformer."

I guess in the best case you could hook up Lua or something and allow for some scripting. People have a ton of whacky gameplay ideas, and with talk about each level being a minigame in its own right, you'll either have to code a ton of special behavior for everyone designing levels, or expose some of the game to people that want to add custom behaviors. Or you could just keep the project simple and keep out crazy ideas that require a lot of custom code outside of the core game mechanics.

In the worst case someone could end up writing another game in parrellel with the same art, or small apps demonstrating chunks of gameplay (seems like this has already happened), but that is against the spirit of the project and clearly won't scale beyond the initial stages of development.
314  Developer / Balding's Quest / Re: Balding Quest: Milestone 2 on: February 27, 2007, 05:39:41 pm
Oh goodness no!  Embarrassed
I'm sure its not that bad Smiley. Without source us coder types feel left out.  Really I wouldn't do anything with it.  Although I'm in the minority for some reason I'm a source code junkie, just like to read it.
315  Developer / Balding's Quest / Re: Balding Quest: Milestone 2 on: February 27, 2007, 05:26:02 pm
Re: Panties and Silliness

No reason why we can't have some pop culture references in there as secrets!  This game began as a homage to the platformer, and I think people would appreciate the video game references, at least.  It's also a game about a middle aged bald guy who's looking for his lost game collection... can't we have a little fun with the theme?  I don't think Arne is suggesting that we throw a big pair of ZOMG PANTIES on the title screen, is he?
I volunteer for any pantie related artwork. Maybe the game should be about a middle age bald guy who's looking for his lost pantie collection? Tongue

I know its been mentioned before, but just for clarification, we won't be getting source code for this game anytime soon, right? Once a build is out it might be useful for the community to have, even just to prototype game mechanics, make mods or port to other platforms.
316  Player / General / Re: The GDC Thread on: February 26, 2007, 11:17:54 am
I'll be there, but I waited too long to get an Indie Summit Pass  Cry.  I'll still trying to figure out some "alternative" means to get in the Indie game summit (trading passes, sneaking in, bribing CAs, etc.) I definitely will find some way to make it to innovation in indie games and a few other sessions I wanted to check out.
317  Developer / Technical / Re: Programming for Newbs (WIP) on: February 23, 2007, 11:44:07 pm
Nice to see some processing fans.  I have a few processing games, but none of them are really "of note" (like any of my games.)  Another tool that looks really good is Unity 3D.  If you own a Mac you should definitely check this out.
318  Developer / Technical / Re: Game Development for Newbs (WIP) on: February 23, 2007, 11:50:00 am
It gets no love and is perhaps not ideal for game development, but I really like Processing. Because its Java based it might not be quite as newb friendly as basic or python and definitely isn't as easy as the graphical game makers.

The API is very straightforward and there are libraries for about everything you'd want to do.  Even if an existing processing library doesn't work you can fall back on Java APIs. The IDE will easily export crossplatform (Windows, Mac OS X, Linux) applications and applets complete with a web page. Kenta Cho used it for a handful of web games, I'm sure that gets some mileage around here.

Other not mentioned yet are the XNA framework and Flash, which I'm sure everyone knows about.
319  Player / General / Re: What does your Library look like? on: February 18, 2007, 10:57:03 am
PoV, I've always been extremely envious of your game programming book library, it puts most bookstores to shame.  I thought my library was pretty impressive, but you easily have everything I have and much more Sad.
320  Developer / Technical / Re: Symbian Hell on: February 16, 2007, 10:53:02 pm
I'm not working on games, but I've worked (and am still working on) a variety of mobile applications for Symbian for my day job. Currently I'm working on Symbian 9 devices (UIQ3 and Nokia series 60) and many of the quirks and restrictions seem to be improved.  Working on UIQ2 apps sucked.  The painful thing about writing a 3D software renderer for any of these devices is dealing with all the fixed point math.  Do you have a decent fixed point library or are you writing that yourself also?
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