Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1405627 Posts in 68518 Topics- by 62212 Members - Latest Member: illiakovalchuk

March 22, 2023, 01:39:38 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsBootleg Demakes[FINISHED] HEALTHY WAVE (New version Sep. 06)
Pages: 1 2 [3]
Print
Author Topic: [FINISHED] HEALTHY WAVE (New version Sep. 06)  (Read 45388 times)
muku
Level 10
*****


View Profile
« Reply #40 on: September 10, 2008, 04:19:54 PM »

I have a hard time figuring out when to use the bombs, except when one of my columns is topped out and it doesn't look easy to clear.
That's basically their typical use case. I didn't want the columns to clear themselves when you overfill them as in AS, so I had to provide something to allow the player to make some space again when everything is full. Though you can use them when you picked up some block by mistake.

Though there's a bonus to be had if you don't use any...


Quote
High scores don't save; I think the coin cell in the cartridge must be dead again.  Tongue
Really? Undecided They do for me. Could you check whether the cache/ subdirectory has any *.hsc files?

Also, a friend of mine recently cracked the 5,000 points boundary on Backup with the standard ship. You people can use that as your benchmark since I don't have online highscores (yet) Tongue

Quote
Very cohesive.  It's got a completely consistent feel all around, and everything fits together well.  Congrats.
Wow, thanks.

Quote
I tried to get it to compile in Linux, but it was pretty rough getting a D environment set up.  I did finally get it to compile, but it segfaulted first on the initAudio call, then (if that was removed) again at at the tryConstructFont() call.  Ah well.
Thanks for putting the effort in, shame it didn't work. I have a Linux box, but I mainly use it as a server, it doesn't even have a monitor, so I only SSH into it and can't test games on it. I've also never used D on Linux, so I can't really give much advice. You did have the relevant DLLs for SDL, SDL_Mixer, SDL_Image etc installed though?
Logged
mildmojo
Level 1
*


summer rain (soon)


View Profile
« Reply #41 on: September 10, 2008, 04:33:54 PM »

Really? Undecided They do for me. Could you check whether the cache/ subdirectory has any *.hsc files?

I do have those files...  Without going back and testing, I'm wondering if the high scores are per song, and I only played each once?  It could've been my misunderstanding.

it. I've also never used D on Linux, so I can't really give much advice. You did have the relevant DLLs for SDL, SDL_Mixer, SDL_Image etc installed though?

Yeah, the rubygame library I usually use depends on SDL, SDL_image, SDL_gfx, SDL_mixer, and SDL_ttf, so I'm sure I've got those installed.  Looks like I've got libvorbis, too.  Strange.  You're probably using the dmd compiler, I was trying gdc.  I did pop dmd in for a bit and had really terrible results trying to compile anything, but that's probably because I had a mixed dmd/gdc system at that point.

It looks like it would probably port, but I'm not the person to do it.  Wink
Logged

DEMAKE compo entry: Road Trip: Southwest USA
muku
Level 10
*****


View Profile
« Reply #42 on: September 10, 2008, 04:41:52 PM »

Really? Undecided They do for me. Could you check whether the cache/ subdirectory has any *.hsc files?

I do have those files...  Without going back and testing, I'm wondering if the high scores are per song, and I only played each once?  It could've been my misunderstanding.

Yup, that's the thing Smiley Since the durations of the songs differ a lot, it wouldn't make much sense to lump them all together.



Quote
Yeah, the rubygame library I usually use depends on SDL, SDL_image, SDL_gfx, SDL_mixer, and SDL_ttf, so I'm sure I've got those installed.  Looks like I've got libvorbis, too.  Strange.  You're probably using the dmd compiler, I was trying gdc.  I did pop dmd in for a bit and had really terrible results trying to compile anything, but that's probably because I had a mixed dmd/gdc system at that point.

It looks like it would probably port, but I'm not the person to do it.  Wink

Hm, yeah, I use dmd, and I think on Linux gdc is generally considered more stable. So, well I don't know; in theory they should be compatible. But I guess it's alright if it works in Wine for now.
Logged
increpare
Guest
« Reply #43 on: September 12, 2008, 06:20:57 PM »

Erm...I've never played the original, and it never really appealed to me that much, and this game didn't do too much for me either  Sad

However, graphically and interface-wise and musically it was solid.  Graphics were quite convincingly retro.
Logged
muku
Level 10
*****


View Profile
« Reply #44 on: September 12, 2008, 06:47:24 PM »

Mh. Crap, I guess.

But well, if you didn't like the original (or at least think that you wouldn't like it), I guess it's not too surprising that this doesn't appeal to you either. This is really a pure highscore game; there is no dying, and there is no challenge in finishing the levels since you can just wait them out, so the only gameplay to be had is in trying to get a good score. Some people like this sort of game, some don't.

Though it seems some people play the original just to chill to their music collection, but I guess this doesn't work as well here.
Logged
increpare
Guest
« Reply #45 on: September 12, 2008, 06:51:27 PM »

Maybe I just need some more practice...I don't know :/

(terry had some good suggestions I think; but I'll leave them for him to say in the morrow)
Logged
jeb
Level 5
*****


Bling bling


View Profile WWW
« Reply #46 on: September 13, 2008, 02:26:21 AM »

Nice music and nice presentation. I loved the "Pretendo" screen, hehe Smiley

Unfortunately you missed the chance to correct Audiosurf's gameplay problems. It's the same thing, except you can't choose your own music Sad
Logged

muku
Level 10
*****


View Profile
« Reply #47 on: September 13, 2008, 02:30:08 AM »

Unfortunately you missed the chance to correct Audiosurf's gameplay problems. It's the same thing, except you can't choose your own music Sad

Care to elaborate? I have to admit that I haven't played AudioSurf really excessively, just a couple of times. But I liked it.

Also, you can still put your own music into the songs directory.
Logged
jeb
Level 5
*****


Bling bling


View Profile WWW
« Reply #48 on: September 13, 2008, 10:29:41 AM »

If you thought Audiosurf was genuinely fun, then there's no problem. If you are an old grumbling man like me, the mp3 visualizer novelty quickly fades away and leaves you with a dull game where you need to collect stuff to create patterns, except the thing you are focusing at (the ship) is between the stuff you collect and the pattern you are trying to make. Also, the game decides where pieces will appear, giving you little chance of actually improving your pattern. You have to decide to take pieces before you know if it's a smart move to take that piece. For instance, if piece A comes in lane 3, how do you tell if there will be more A pieces in lane 3 or adjacent lanes to form a pattern?

In my opinion, Audiosurf would've been a lot more fun if they skipped the puzzle part altogheter. Most of the YouTube clips I've seen actually does this (I don't know what the game mode is called, but in that game mode there are only "good" and "bad" pieces, and no puzzle element).

Demaking this game makes little sense if you don't try to improve the gameplay, since it's hard to re-create novelty.

And finally a disclamer: I don't intend to insult you or complain about your work, but you asked me to be more elaborate. You demade a game which I don't enjoy, and that is not your fault. I think the graphics are great and could be used to make really cool racing game or similar, if you want to.
Logged

Crackerblocks
Level 1
*



View Profile WWW
« Reply #49 on: September 13, 2008, 10:06:13 PM »

I think the only people left playing Audiosurf are lunatics like me. I've probably put in at least 100 hours by now. But I can understand why folks don't like it, if they just play the easy difficulties or mono modes. The criticisms of a dull game and not much game-to-music relation are perfectly valid.
Elite mode seems ridiculous at first, but once you get some practice at it and stop dying repeatedly, you start feeling the zone-out effect and the game and music achieve a cosmic "oneness". Honest.

Anyway, I think this demake is quite fun, but It's pretty rough with no colors. My color detection neurons must now be directly connected to my fingers. And the triangle looks circle-ish.

And kudos for righteously rejecting C++. You must be the coolest D programmer in the world.

Logged
azeo
Level 1
*

Blank slate!


View Profile
« Reply #50 on: October 02, 2008, 07:47:52 PM »

This game is automatically better then audiosurf because I can run it. Also, loving the graphics.
Logged
Hideous
That's cool.
Level 10
*****


3D models are the best


View Profile WWW
« Reply #51 on: October 02, 2008, 07:51:19 PM »


And kudos for righteously rejecting C++. You must be the coolest D programmer in the world.



Kenta Cho. I think.
Logged

muku
Level 10
*****


View Profile
« Reply #52 on: October 03, 2008, 01:41:58 PM »


And kudos for righteously rejecting C++. You must be the coolest D programmer in the world.



Kenta Cho. I think.

Yep, you're right. Actually I read a while back that many of these Japanese shmup developers used D. I'm a bit puzzled as to why it hasn't yet caught on with game developers in the West as much, it's so obviously cleaner and more productive than C++...

Also, uh, thanks, azeo Smiley
Logged
increpare
Guest
« Reply #53 on: October 03, 2008, 02:00:20 PM »

Yep, you're right. Actually I read a while back that many of these Japanese shmup developers used D. I'm a bit puzzled as to why it hasn't yet caught on with game developers in the West as much, it's so obviously cleaner and more productive than C++...
I'll have to add it to my list of languages to develop a game in Smiley (I'm actually guessing that it's similar enough to C++ that I'd be able to convert most small-scale projects from C++ to D without too much trouble).
Logged
muku
Level 10
*****


View Profile
« Reply #54 on: October 03, 2008, 02:32:00 PM »

Yep, you're right. Actually I read a while back that many of these Japanese shmup developers used D. I'm a bit puzzled as to why it hasn't yet caught on with game developers in the West as much, it's so obviously cleaner and more productive than C++...
I'll have to add it to my list of languages to develop a game in Smiley (I'm actually guessing that it's similar enough to C++ that I'd be able to convert most small-scale projects from C++ to D without too much trouble).

Yeah, I guess you would. One thing that tripped me up at first was that its semantics for class objects are closer to Java than C++ in the sense that for a class Foo,
Code:
Foo x;
actually declares a Foo reference x (which is initialized to null); so that takes a bit of getting used to. Though there are also structs which have value semantics as we're used to from C++.

At any rate I wouldn't want to miss its slew of useful features anymore (automatic GC, delegates, a foreach loop, built-in associative arrays, auto-typed variables, insanely powerful meta-programming...).


Also I'd love it if you picked it up because then I'd finally have someone to pester about compiling my games on Mac OS Grin
« Last Edit: October 03, 2008, 03:08:55 PM by muku » Logged
Hideous
That's cool.
Level 10
*****


3D models are the best


View Profile WWW
« Reply #55 on: October 03, 2008, 02:43:49 PM »

I think I have no choice but to look into D. Atleast after programming class has ended this year Tongue
Logged

mildmojo
Level 1
*


summer rain (soon)


View Profile
« Reply #56 on: October 03, 2008, 04:00:01 PM »

At any rate I wouldn't want to miss its slew of useful features anymore (automatic GC, delegates, a foreach loop, built-in associative arrays, auto-typed variables, insanely powerful meta-programming...).

Heh, nice.  These are many of the things I love about Ruby.  Python probably fits the bill, too, though I don't have any experience with it.

I'm not stalking you, I swear.
Logged

DEMAKE compo entry: Road Trip: Southwest USA
Killbunny
Level 0
*


View Profile
« Reply #57 on: December 16, 2009, 05:38:42 PM »

Can you please change the download link.
WillHostForFood is balls.
Logged
Pages: 1 2 [3]
Print
Jump to:  

Theme orange-lt created by panic