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Looks and plays better at 60 FPS I've been working on this local 1v1/2v2 game for a while now, on-and-off. Already had lots of fun playing with friends. Heavily inspired by the Kung Foot minigame from Rayman Legends... and Pong. Here's a .jar if anybody wants to try it. WASD or arrow keys or a 360 controller for controls, you have to press your up/jump key to ready yourself (2 players minimum) and then press P or the big play button. The rest will hopefully be self-explanatory.
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# ? Feb 6, 2014 11:11 |
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# ? Jun 10, 2024 11:02 |
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Slime soccer? I used to play that poo poo in the library in high school.
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# ? Feb 6, 2014 18:05 |
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Hah, that's what somebody mentioned in the Making Games Megathread too. I've honestly never played nor even heard of it before, didn't make it to my part of the woods. But feel free to re-live your memories! Guessing there's a better way to draw scanlines than just "a black bar with low transparency every other line" Angryhead fucked around with this message at 18:41 on Feb 6, 2014 |
# ? Feb 6, 2014 18:38 |
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movax posted:Ahhhhhhhhhh you said 'power usage of 100mA' Yeah, I know. I'm half asleep while I'm putting this stuff together. Sorry, movax! On the bright side, I'm breaking out some information into some call-out boxes that I whipped up: code:
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# ? Feb 6, 2014 21:07 |
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Angryhead posted:Hah, that's what somebody mentioned in the Making Games Megathread too. They were all the rage during high school (I remember PowerSlime being specially silly), so might give you some extra ideas for your game.
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# ? Feb 6, 2014 21:55 |
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Cricket was the best but no one else understood it so it was hard to find opponents.
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# ? Feb 7, 2014 01:08 |
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clockwork automaton posted:Today was a company hackathon so I decided yet again to work on something not related to my job at all. No one commented on this but I thought it was pretty cool. Kinda dislike lua though for its barebonesness when I was using it to hack some NES games.
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# ? Feb 7, 2014 03:06 |
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Crossposting my progress sfrom the Making Games thread over here. Tons of progress and stolen assets! I switched over to the Press Turn system and it plays so much better. If you aren't familiar, the basic idea is that hitting weaknesses and getting crits nabs you extra turn actions, while missing or nullified attacks lose them. Half turn icons can still be used as a normal turn, so a perfect phase nets every unit two turns. That's not the biggest addition in this build, though; sound! Again, lots of stolen assets, but it helps nail down a good look and feel and really adds to the game IMO. Desktop and Android versions right here: Desktop: http://aarondgordon.com/amt/rpg.jar Android: http://aarondgordon.com/amt/rpg.apk Download it, give it a shot, and let me know what you think or how you broke it. The story stuff that happens when you lose the battle is just kind of left over, but if you click through it you can get back into the battle as many times as you like.
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# ? Feb 7, 2014 15:10 |
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I'm working on an iOS game for teaching you Japanese in a way that isn't stupid boring. It uses SpriteKit which initially pissed me off (why can't I just use Core Animation??) but I've grown to appreciate it. I do worry about its long-term viability, but I've been good about separating model from view from controller, so I could still potentially replace it with cocos2d if Apple does gently caress it up. Currently I'm a little over a month in, almost 10k lines of sweet Objective-C code.
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# ? Feb 7, 2014 17:28 |
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Did you ever finish that nethack ai?
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# ? Feb 7, 2014 17:33 |
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Nah I got sick of NetHack. It got to Medusa once or twice. After that was the hard stuff.
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# ? Feb 7, 2014 17:35 |
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More progress on my xml editor
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# ? Feb 9, 2014 06:18 |
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I was told I wasn't doing Tumblr right without a cat gif. I am the master of Tumblr. (finally made one for my devlog shots) Besides, Franky will stop bouncing soon, when I give her AI... seemed right to commemorate the bounciness.
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# ? Feb 9, 2014 06:53 |
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N.Z.'s Champion posted:More progress on my xml editor The demo looks really nice. I'd make a but I'm really drunk joke but drunkposting is against the rules and someone might not have read your site and take it seriously. Can it deal with schemas that include other schemas?
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# ? Feb 10, 2014 19:35 |
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https://www.youtube.com/watch?v=Gh909VWASgY Polished the UI a bit and added a display for the MtG-style stack. Pretty happy with how this is coming, attack animations are really the only major thing missing from the battle system at this point.
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# ? Feb 10, 2014 22:48 |
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hendersa posted:Yeah, I know. I'm half asleep while I'm putting this stuff together. Sorry, movax! On the bright side, I'm breaking out some information into some call-out boxes that I whipped up: LaTeX docs are the best docs, though! Think of all the things you can (and probably already do) programatically generate / include in them!
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# ? Feb 10, 2014 23:50 |
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# ? Feb 11, 2014 01:56 |
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AAAAAaaaaaahhhh!! The best hockey.
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# ? Feb 11, 2014 08:04 |
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I have been working on a Jukebox for intranets. I am using an Java back end to provide a rest service and AngularJS for the UI and bootstrap as hold over styles.
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# ? Feb 11, 2014 17:30 |
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Dren posted:Can it deal with schemas that include other schemas? Not currently but I think I have a way around that. The schema validation code is in C (XMLLint) compiled to JavaScript using emscripten, so the schema resolver is in an almost impenetrable mess of minified JavaScript that I'd prefer not to touch. So I can either do the simple thing and resolve included schemas beforehand (being careful to avoid a billion laughs attack), or try to make the schema resolver use XHR. So yeah I think I can get includes working but it might take a few weeks. N.Z.'s Champion fucked around with this message at 23:17 on Feb 11, 2014 |
# ? Feb 11, 2014 19:47 |
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Workin on stuff. https://www.youtube.com/watch?v=zt2P-yI5knY&hd=1 Edit: vvv There's more info in the youtube desc kinda. Edit2: Updated and fixed some stuff. Added more variations too. Info in desc. https://www.youtube.com/watch?v=CpgzTwkbH8c&hd=1 Jewel fucked around with this message at 05:42 on Feb 15, 2014 |
# ? Feb 14, 2014 17:42 |
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Laundry Simulator 2015
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# ? Feb 14, 2014 17:53 |
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Next Duke Nukem game is gonna have some sweet tassel physics.
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# ? Feb 15, 2014 06:50 |
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Thanks to AlphaBetaGamer.com
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# ? Feb 15, 2014 16:28 |
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Screenshot Saturday Progress!
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# ? Feb 15, 2014 20:31 |
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Is this the beginnings of a Carnage Heart clone?
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# ? Feb 15, 2014 20:43 |
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Internet Janitor posted:Is this the beginnings of a Carnage Heart clone? I had to look up Carnage Heart on YouTube, but it looks far more complex than what I'm planning to make. My idea boils down to, program a number of robots using the board shown in the GIF, hit play, watch the robots solve a puzzle and/or walk into the nearest wall. I'm basing it more on SpaceChem than anything else.
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# ? Feb 15, 2014 21:07 |
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From Earth posted:I had to look up Carnage Heart on YouTube, but it looks far more complex than what I'm planning to make. My idea boils down to, program a number of robots using the board shown in the GIF, hit play, watch the robots solve a puzzle and/or walk into the nearest wall. I'm basing it more on SpaceChem than anything else. May I recommend having a tile pool you can also drag from, like SpaceChem? Less clicks and an overview of what you can place is always a good thing. Just thinking in terms of "what made SpaceChem's UI more enjoying than most puzzle games to me" here.
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# ? Feb 16, 2014 01:23 |
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From Earth posted:I had to look up Carnage Heart on YouTube, but it looks far more complex than what I'm planning to make. My idea boils down to, program a number of robots using the board shown in the GIF, hit play, watch the robots solve a puzzle and/or walk into the nearest wall. I'm basing it more on SpaceChem than anything else. Sounds like robo rally. a competitive game mode with a limited set of tiles (that you draw) and use, would be pretty cool. Robo rally was a fun board game (spinnaz gonna spin).
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# ? Feb 16, 2014 06:24 |
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Largo Usagi posted:I have been working on a Jukebox for intranets. I am using an Java back end to provide a rest service and AngularJS for the UI and bootstrap as hold over styles. I approve of your musical choices.
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# ? Feb 16, 2014 07:12 |
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Sorry for spamming the heck out of this thread ahaha. I was looking at some neat vector art and wanted to make something similar. I had the idea of overlapping shapes creating a different color based on how many overlaps each shape had. I realised a stencil buffer does pretty counts the overlaps and I could use it, so i whipped this up https://www.youtube.com/watch?v=Mk8M4RBt9OI&hd=1
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# ? Feb 16, 2014 07:52 |
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Lots of progress on my RPG! There's a field state now and you can walk around. I have a rudimentary map format, map collision, and you can bind scripts to tiles. It's starting to function like a real RPG, I'm stoked.
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# ? Feb 16, 2014 08:26 |
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kayakyakr posted:Sounds like robo rally. a competitive game mode with a limited set of tiles (that you draw) and use, would be pretty cool. Robo rally was a fun board game (spinnaz gonna spin). I know and love Robo Rally, so, yeah, I guess it'd be like SpaceChem meets RoboRally (and Carnage Heart, apparently). Jewel posted:May I recommend having a tile pool you can also drag from, like SpaceChem? Less clicks and an overview of what you can place is always a good thing. Just thinking in terms of "what made SpaceChem's UI more enjoying than most puzzle games to me" here. I've added it to the list of Things To Look At Once The Basic Stuff Is More Or Less Working.
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# ? Feb 16, 2014 09:59 |
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DeathBySpoon posted:
Are you thinking, like, NES room-style fields, where when you walk off one side, you page into a new NES-sized overworld "room"? Kinda like Zelda 1? Or is this for something else?
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# ? Feb 16, 2014 16:56 |
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Yeah, that's basically what I'm thinking, although they'll be a little bigger than I've shown. If you've played Persona 3, I'm aiming for about the size of one floor of Tartarus. They're small because I'm generating them all in code right now and haven't actually started the map editor. Ideally you'll be able to scale the base tile size to increase or decrease the scale of the environment you're making; bigger tiles for a zoomed out overworld, smaller tiles for interiors and the like. I'm also still toying with the idea of a first person mode for interiors, but I get the feeling a lot of people don't like first person dungeon crawling.
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# ? Feb 16, 2014 18:47 |
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DeathBySpoon posted:
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# ? Feb 16, 2014 21:27 |
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I started messing around with WebRTC for video + chat, and ended up with this weird GIF chat thing: awkwar.de/chat. It doesn't actually use WebRTC anymore, just navigator.getUserMedia + WebSockets. Unfortunately it only works properly in Chrome. A FF bug makes it only mostly work there. Playing around with an iOS app for it as well.
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# ? Feb 16, 2014 21:52 |
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# ? Feb 16, 2014 22:34 |
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Being very jealous about TwitchPlaysPokemon, I've been trying to create my own IRC-scraper. I've actually managed to scrape the Twitch IRC. Yea... that's it. But it took me a few hours and I never made it this far.
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# ? Feb 17, 2014 03:53 |
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# ? Jun 10, 2024 11:02 |
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DeathBySpoon posted:
What did you write this in?
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# ? Feb 17, 2014 05:32 |