So glad people who know what they're doing are on the technical aspects of this project. | |
# ? Jul 3, 2018 18:56 |
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# ? May 6, 2024 09:53 |
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BoldFrankensteinMir posted:So glad people who know what they're doing are on the technical aspects of this project. hahaha... paul_soccer12 posted:everyone in the idf must die |
# ? Jul 3, 2018 19:22 |
The best kept secret of the technical side of games is that almost nobody actually knows what they're doing, even pretty experienced programmers and developers are just trying things until they find what works I say that not as a criticism of the ability of game developers, I know so many who are incredibly talented etc, but more to encourage anybody to try their hand at the technical stuff, even if you have little to no experience at it.
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# ? Jul 3, 2018 19:48 |
I tried to build a raspberry pi and ended up with what looked like a Borg threw up in a collander, but yes, everyone else please do not be afraid to try techie stuff, you might surprise yourself. | |
# ? Jul 3, 2018 20:28 |
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mister magpie posted:downloading it right now. im a humanities major with a comp sci minor so i can't make any guarantees to the usefulness of my assistance looks like it has a bunch of demos... I’m gonna check it out too |
# ? Jul 4, 2018 01:07 |
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MockingQuantum posted:The best kept secret of the technical side of games is that almost nobody actually knows what they're doing, even pretty experienced programmers and developers are just trying things until they find what works el dorito posted:looks like it has a bunch of demos... Im gonna check it out too I'm not actually sure if it's the best engine for this project, but it has the advantage that I'm already familiar with it. I think the most byob game engine is probably love2d (based on its sugary-sweet branding) Monkey-X is popular as well A lot of people recommend unity for indie 2D games but I never saw the point of using a behemoth 3D engine to try to make a simple 2D game
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# ? Jul 4, 2018 17:18 |
blaise rascal posted:Oh yeah that's definitely how I program. I'm most at home when everything is a bug and my code is on fire and I want to fling my laptop off a cliff. love2d also has the advantage that it uses lua for scripting, which is named after the portuguese word for "moon", which also seems pretty byob tbh
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# ? Jul 4, 2018 18:58 |
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Okay, I put the whole game into a dropbox folder. It looks like I can only share editing access to people if I know their email addresses. So, you can pm me your email address if you want to be able to edit the code & assets. Of course, you can also just pm stuff to me instead, or post it in this thread. Anyway here's a new demo, now with collision so you can't fly out of the viewing window, as well as with an "enemy" you can rain on. http://www.fastswf.com/G14oHz0 (I accidentally uploaded a debug version so it might be slower) I kind of think the top-down option may bear fruit, so I want to try making a demo for that next. It will probably be the last demo. Then we can pick which option we like best and plow ahead with making the game. I've had some more time to reflect, and I am becoming much more optimistic about the gameplay possibilities for this game. Cda's suggestions helped, as well as a few of my own ideas. Really, I think that, "when in doubt, just do what katamari damacy did," may be a killer design mantra here. I envision a 2D world that you navigate, and try to make as correct as possible in a certain time window, with some amount of things that make aiming challenging, as well as some amount of things that make movement challenging.
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# ? Jul 7, 2018 03:46 |
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love it. i just rained on a cat!
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# ? Jul 7, 2018 03:50 |
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Okay bear with me for a second What if, like, instead of a single static sprite, the player character was a group of white circles loosely held together http://www.fastswf.com/tO-tGp0 Okay THAT will be the last thing I do before the top down demo and then we'll make the game
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# ? Jul 9, 2018 00:18 |
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Well, like I said originally in the chat thread, I am going to be really busy here for like 3 weeks, but after that I'll give this project more time. I'm trying to set up source control so mistermagpie and el dorito can help with the code. As always, people are welcome to contribute more content or spitball ideas. I'll try my darnedest to put every asset that you all create into the game. |
# ? Jul 16, 2018 22:20 |
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Sounds good, BR. I'm ready to make an art once I get a sense of the vibe of the game, beyond your kickin' rad demos. I like the new cloud, btw |
# ? Jul 16, 2018 23:30 |
DavidAlltheTime posted:Sounds good, BR. I'm ready to make an art once I get a sense of the vibe of the game, beyond your kickin' rad demos. I like the new cloud, btw If I had to guess, the vibe is floaty, cutesy, uhhh dippy. |
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# ? Jul 16, 2018 23:47 |
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You could sprite in a Phantump for the PC to deal with. |
# ? Jul 16, 2018 23:52 |
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# ? May 6, 2024 09:53 |
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DavidAlltheTime, I agree that it's tough to make art when you don't yet know the visual design of the game. Because the visual design may be constricted by the game's core mechanics, it'd be nice to nail down those mechanics and then come up with a kind of an "art style guide" so that artists will know how to make their art fit well with the rest of the visuals. |
# ? Jul 17, 2018 01:26 |