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Why is Sproggiwood 15€, even goons rip off people on steam when it comes to currency conversion.
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# ? Oct 29, 2014 12:43 |
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# ? Jun 7, 2024 00:25 |
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neongrey posted:I made a twine about petting cats. Oh my this was super cute and so realistically detailed. Great writing. I, too, scored 12
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# ? Oct 29, 2014 12:46 |
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I literally wrote it by petting the cat I wrote the game about, then writing down her reactions. Best research ever.
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# ? Oct 29, 2014 13:10 |
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Thanks a lot for the replies about AI. Looks like I've got a lot of options.
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# ? Oct 29, 2014 13:36 |
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neongrey posted:I literally wrote it by petting the cat I wrote the game about, then writing down her reactions. That is ridiculously cute
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# ? Oct 29, 2014 13:37 |
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FrickenMoron posted:Why is Sproggiwood 15€, even goons rip off people on steam when it comes to currency conversion. You just set the price in USD, and steam decides what all the non-US currency prices are. Same thing on iOS store.
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# ? Oct 29, 2014 15:52 |
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unlurked posted:Nice! If you keep using it you will soon want to do everything with it. And I for one welcome your upholding of the noble tradition of penis spaceships. Goonspeed my friend Yeah, I actually realized a little bit into it that I had messed with cocos2d in python years ago, but ultimately stuck to pygame instead. What's your game written in, c++? Am I reading this right that I can actually develop a native app in javascript somehow?
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# ? Oct 29, 2014 15:57 |
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aerique posted:You might want to check out Spelunkbots API which has a C++ API so one might potentially use any language that talks to C easily through a wrapper. That's an extremely awesome post. I've always fantasized about making a game where you program a couple bots to play what is essentially team air hockey. Make a bunch unlockable visual scripting blocks, and even include blocks with triggers to give some element of control like switching behaviors. I'm a long ways off being able to but it would be fun.
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# ? Oct 29, 2014 17:30 |
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SlightlyMadman posted:Yeah, I actually realized a little bit into it that I had messed with cocos2d in python years ago, but ultimately stuck to pygame instead. What's your game written in, c++? Am I reading this right that I can actually develop a native app in javascript somehow? Yeah we are 98% C++ (plus a 2% of Scheme because I'm a huge weirdo). Cocos2d-x started as a pure C++ version of the classic Python/ObjectiveC cocos2d, then it gained Lua scripting support, then Javascript bindings. What they have done lately is produce a pure JS version, Cocos2d-html5, which is the one you used, that has the same API as the Javascript bindings in the C++ version. So if all of your Javascript code only ever calls the Cocos2d JS API and does not depend on a browser environment (direct calls to canvas2d, DOM access, an HTML GUI) then your JS code can be packaged as a native app and run in the C++ environment, with little to no C++ code. This means iOS apps, Android apps, desktop apps, etc. All while maintaining HTML5 compatibility.
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# ? Oct 29, 2014 17:41 |
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Unormal posted:You just set the price in USD, and steam decides what all the non-US currency prices are. Same thing on iOS store.
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# ? Oct 29, 2014 17:51 |
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Got click-to-move pathing working in a mesh environment. If a direct route cannot be found (by ray-cast) then A* is used within a node-graph. The nodes are dropped onto the world at X unit intervals and connected with some basic constraints for maximum slope. The resulting path is smoothed slightly and there's some basic physics on the character to accelerate at the start and decelerate on hills and near the end. From what I can see so far I'm pleased with the character motion but I really need to swap in a biped to be sure. Fun parts of the work were things like: * handling multiple stories properly by generating node points along a 'core sample', removing nodes that are sandwiched too tightly. * running A* iteratively with a per-frame timeout * realising that if you reject nodes using player collision checks at generation time then following any path doesn't require collision checking against the world at runtime (other than floor distance so it can pop up/down steps instead of sliding through). * Adding "possibly blocked by a door" nodes by using a per-object 'pathing response' variable (the dark line at the back of the scene is a wooden panel door object) at node generation time and then a lookup table for the door id state at runtime. Then having the path cut short at the nearest door if that's the best route to get the agent at least close to the target. * I also made it so it'll follow the current path while it's working on the next one and handle the cases of either a slight direction change without necessarily slowing down, or handling a 180 with a worst case of redoing the A* if the agent is no-where near to any part of the new path. I'm currently planning on making a tactical shooter of some kind, fun ahead is replacing the green thing with an actual character and from an AI perspective having some kind of higher level understanding of a location/situation to make use of the pathing. Unormal posted:You just set the price in USD, and steam decides what all the non-US currency prices are. Same thing on iOS store. Appreciate you sharing this, I didn't know. Some people (myself included) might expect the developer to have the option of precise control over regional prices like on Google Play.
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# ? Oct 29, 2014 18:18 |
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neongrey posted:I made a twine about petting cats. This may be the most adorable game I've ever played. I couldn't bring myself to risk the tummy rub though. My own cat just hates that regardless of who's doing it, when, or how.
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# ? Oct 29, 2014 18:29 |
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Some cats hate it, the rest love it. You'll never know until you try. And you should try it, at least so you can find out which type of cat it is.
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# ? Oct 29, 2014 18:32 |
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Dear thread, [TELL] me how the Humble Widget works if you aren't on the Humble Store and presumably need to host poo poo yourself.
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# ? Oct 29, 2014 18:38 |
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The White Dragon posted:Dear thread, [TELL] me how the Humble Widget works if you aren't on the Humble Store and presumably need to host poo poo yourself. (you apply for a Widget, you get in, you fill out the form, you copy an embed code and dump it on your site, done - you host nothing yourself)
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# ? Oct 29, 2014 18:45 |
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The White Dragon posted:Dear thread, [TELL] me how the Humble Widget works if you aren't on the Humble Store and presumably need to host poo poo yourself. Do you have any questions not answered by their FAQ? You'll need a website to put the widget on, but the game downloads are handled by Humble.
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# ? Oct 29, 2014 18:47 |
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neongrey posted:I made a twine about petting cats. I risked the tummy rub. Worth it. This is super cute, and works really well as a text adventure.
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# ? Oct 29, 2014 20:10 |
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Dog version plz
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# ? Oct 29, 2014 20:44 |
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Provide research dog and we will talk.
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# ? Oct 29, 2014 21:29 |
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That cat petting game made me really sad, because I miss my cat now. Well written game.
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# ? Oct 29, 2014 21:46 |
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neongrey posted:I made a twine about petting cats. Going to pet a cat the moment I get home.
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# ? Oct 29, 2014 21:55 |
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Chronojam posted:Going to pet a cat the moment I get home. (seriously though, the cat petting game is AWESOME)
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# ? Oct 29, 2014 22:52 |
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I'm in love with Cat Petting Simulator 2014. I'm away from my cat all this week and I'm really starting to miss her a lot..! This helps
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# ? Oct 30, 2014 02:17 |
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# ? Oct 30, 2014 03:43 |
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Nice! Yeah I saw your tweet about that. With Drive to Hell we went like five months without testing mobile and thankfully when we went back it it the game just worked. Felt good man.
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# ? Oct 30, 2014 03:49 |
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Yodzilla posted:Nice! Yeah, I haven't messed with it for months. I had to disable my metrics package, I dorked something in the like 6-8 months since I last tried it, but after I did that just booted right up!
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# ? Oct 30, 2014 03:53 |
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Thanks so much, everyone. I was worried it'd be too short or too long or too detailed or not detailed enough, but it seems like I really Goldilocksed it, by the way people are reacting.
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# ? Oct 30, 2014 04:26 |
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neongrey posted:Thanks so much, everyone. I was worried it'd be too short or too long or too detailed or not detailed enough, but it seems like I really Goldilocksed it, by the way people are reacting.
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# ? Oct 30, 2014 04:29 |
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# ? Oct 30, 2014 04:50 |
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I was told this would be a better fit in this thread, so here goes. I'm really loving tired with how long (and how fruitless) the game development phase is. Some time ago, this very forum sold me on a game that was in Development hell for quite some time, for long stretches we'd here NOTHING about it nor would we even get the slightest update, and when it finally did come out did i get the amazing game that the forums AND THE MODS promised me? NO, i got a retarded piece of poo poo that calls itself a "Game" filled with nothing but sexist jokes, toilet humor, and none of the charm from the original games. Plus come to find out, the very mod who shilled for it liked to draw women being turned into toilets, what a loving freak. Thanks games, Fifty dollars well loving spent, and i hope gamedevs legitimately get shoved in lockers for the rest of their life. and to the former mod, you can go gently caress yourself, you know who you are.
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# ? Oct 30, 2014 05:06 |
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Rrussom posted:I was told this would be a better fit in this thread, so here goes. ..Duke Nukem forever?
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# ? Oct 30, 2014 05:13 |
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Rrussom posted:I was told this would be a better fit in this thread, so here goes. Jokes on you, we're all millionaires and we just make games to piss people off for fun. Edit: Starpwned. mutata fucked around with this message at 08:15 on Oct 30, 2014 |
# ? Oct 30, 2014 08:13 |
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mutata posted:Jokes on you, we're all millionaires and we just make games to piss people off for fun. Please do us all a favor and stop being a Chucklefuck.
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# ? Oct 30, 2014 08:18 |
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Unormal posted:You just set the price in USD, and steam decides what all the non-US currency prices are. Same thing on iOS store. Im pretty sure content creators can manually set their regional prices, at least the necrodancer dev told me that.
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# ? Oct 30, 2014 08:24 |
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Rrussom posted:Please do us all a favor and stop being a Chucklefuck. Everyone who has ever made a game does it to spite you I hope this helps
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# ? Oct 30, 2014 08:30 |
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So, uhmm.. these pictures of women turning into toilets? Anyway: https://github.com/SRombauts/UE4ProceduralMesh Starting with UE4 and C++ never being my strong point I could never have done this myself :-(
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# ? Oct 30, 2014 09:12 |
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E: I'm good at using a phone!
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# ? Oct 30, 2014 09:37 |
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Rrussom posted:I was told this would be a better fit in this thread, so here goes. Eonwe or Braww?
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# ? Oct 30, 2014 13:13 |
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Shoehead posted:Eonwe or Braww? Couldn't be starbound is and was 15 at release
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# ? Oct 30, 2014 13:18 |
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# ? Jun 7, 2024 00:25 |
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Turtlicious posted:Couldn't be starbound is and was 15 at release I spent 75 euros on it It's a big part of my confidence with my work which ultimately led me here making doofy pixel games so I don't mind
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# ? Oct 30, 2014 13:41 |