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1411125 Posts in 69302 Topics- by 58375 Members - Latest Member: Essential34Games

March 13, 2024, 10:51:23 AM

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1  Community / GAMMA / Re: GAMMA IV on: January 23, 2010, 08:22:40 PM
To avoid passing the one-button limit, is it cool to provide one *.exe for windowed mode and one for fullscreen, or does display switching fall under the "debug" category so I can just leave it to the standard ALT-ENTER combo?
2  Community / GAMMA / Re: Impulse on: January 18, 2010, 10:12:21 PM
Really diggin' that little trail effect you got going on. Looks like it'll be pretty sweet to see in motion.

I love that everyone's been posting these super-cryptic screenshots. Makes the anticipation all the sweeter.
3  Community / GAMMA / Re: Flight on: January 18, 2010, 10:05:18 PM
Keep fightin' it, dude! It'll just make your success story all the more dramatic! Well, hello there!
4  Community / GAMMA / Flea [FINISHED!] on: January 06, 2010, 11:44:45 PM
You gonna jump around like a flea on crack in this game. Quadratic equations will be involved. We'll probably give it a name eventually.

I'm working with Chris Lobay (Paper Moon) and I've committed to a class deadline at Full Sail (yeah, laugh it up) for this thing, so it's hitting the submission date come hell or high water. And I'm posting publicly about it so now I'm all in.

Building it in Win32 with the help of a few DirectX wrappers my instructor was kind enough to lend, provided the source code doesn't end up anywhere.

LET'S DO THIS. Hand Any KeyCrazyHand Joystick

-----

01.06.2010:
Framework and wrapper classes in the bag. Now to get things on screen and find the fun.

01.08.2010:
Had a breakthrough while trying to get a parabola rendering to the screen. Always satisfying to discover that a problem is simpler than you thought. Gonna try to get a few screens up over the weekend.

01.13.2010:
Okay, that didn't happen, but I've been rewriting some basic stuff so I can meet the guidelines for both Gamma and the class I've snuck this project into to make sure I'll finish it.

Rather than use an equation to draw an arc, I'm using an iterative approach with a vector of point sprites. Right now I'm just getting the proper world space / camera space conversion going, and hopefully Chris and I can start testing and adding art soon.

01.15.2010:
O hai thar, event handlers. Thanks for keepin' me up late, ya bastiches.

Class requirements are a moving target. I'm getting the distinct feeling that this game, like just about everything else I've ever made, is going to miraculously come together about two days before the deadline. Until then, CODECODECODESLEEPCODECODE.

01.17.2010:
We figured out most of our object interactions today. I intend to have a playable build with placeholder assets by tomorrow so we can focus on tuning the gameplay. It's a lot more work, but I gotta say I'm finding it more rewarding to write all the code from the ground up than to use a rapid development tool like Game Maker. The fact that this is the first game I've made this way and I'm still entering a competition with it is doing wonders for my already-considerable ego. Cool

01.18.2010:
WOO SCREENSHOT OH HEY IT'S 9AM


01.19.2010:
The game state is in and entities are interacting properly, but no more screenies so as not to disrupt the air of secrecy we got goin' on 'round these parts. This is shaping up far better than anything I've done before, so Kokoromi and Tigersauce (old joke?) have my deepest thanks for inspiring me to dedicate myself to this.

01.22.2010:
Follow camera and parallax backgrounds are in the bag. Next up, random enemy generators.

01.23.2010:
We have a sexy intro screen now. And the game officially no longer bears any resemblance to the above screenshot. Current level of rockage: 11.

02.05.2010:
Oops, I let this post sit unattended while we finished the game. But yes, we did finish it!  Cool This was a lot of fun. Best of luck to all entries! Looking forward to playin' them at GDC.
5  Community / Jams & Events / Re: Cactus Makeouts Achievement Thread on: March 29, 2009, 08:28:33 AM
why is this thread not full of relevant images Tiger

Okay screw it I'll just post 'em. Well, hello there! WTF Kiss Shocked Durr...?























6  Community / Jams & Events / Re: Cactus Makeouts Achievement Thread on: March 29, 2009, 07:43:50 AM
xkfm: That was me. If ya PM me I can send you the pics. Most of them look pretty crap, but still worth a few lawlz I bet.

Hoo debauchery. Beer!

Erik: I thought I heard something.  Shocked
7  Developer / Playtesting / Re: Late Again on: May 13, 2008, 07:47:46 PM
Ahh, sorry about the misplaced post. I though the Feedback section was for finished games...

In terms of gameplay, it's not that much like Passage, actually. It starts out as a platformer (engine by Martin Piecyk), but depending on your choice at the beginning it'll either stay that way or go totally batcrap - I'll probably throw in a little of everything, cuz what better way to learn than to just go berserk in as many ways as possible, eh?
8  Developer / Playtesting / Late Again on: May 13, 2008, 07:31:49 PM
Yo TIGF! I'm finally making a game (rather than just practicing a bunch of stuff in my spare time without any end result)! And I'm telling everyone about it because the pressure of others' expectations may be the only thing that'll make me finish it!

Woo!



Shamelessly copy/pasted from my own site:

The game is called Late Again, and it follows the exploits of a downtrodden cubicle jockey who awakens to discover that he's late for work. And you've got to decide if he's going to take the safe route to the office, or explore an unfamiliar and potentially disastrous alternative. It's short - maybe 5 minutes - but I like how it's coming together, especially for a first attempt. I was deeply moved by Jason Rohrer's Passage when I first played it last year, and I think I'm subconsciously trying to achieve the same thing; a really short game that somehow expresses something valuable. I'll let y'all know how it comes together! You can expect to play it in June.
9  Community / VGNG / Re: Video Game Name Generator Competition on: March 02, 2008, 11:34:32 PM
I'm torn between Silent Punching Legend and In Your Face Quantum Conundrum. I may just do both (I need the practice anyway).
10  Community / Jams & Events / Re: So it begins. on: February 15, 2008, 06:47:03 PM
I'll be rockin' the IGS hardcore. Can't wait to see some of those sessions!

Also, hi!
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