|
Howdy fellow game makers, etc., I came across this earlier today via Reddit (yes, yes, I know) and thought people here might be interested. I haven't taken a deep look at it yet, but at a glance, it looks at least worth such a look, if not more. Program Arcade Games -- Learn Computer Science The course uses Python and Pygame, and has a complete YouTube playlist as well. Check it out!
|
# ¿ Sep 18, 2012 01:25 |
|
|
# ¿ May 21, 2024 12:20 |
|
Ghost Head posted:I've been interested in text adventure games lately but some of the ideas I have don't seem possible using the Inform 7 game maker. Just simple things like playing a song in the background or having a different font or display. Is it difficult to learn to program text adventures for someone with no programming knowledge? I'm guessing the text parser might be difficult. Disclaimer: I've used several versions of both Inform (including version 7, as well as 6 and earlier) and TADS, but I've never used Hugo or ADRIFT. ADRIFT is for-pay software (possibly under a shareware license, I'm not sure; I know there are older freeware interpreters for ADRIFT games... check out the licensing details), and is probably the easiest for non-programmers to use (meant in the sense of drawing diagrams rather than learning any syntax). Hugo is freeware, and is reportedly oriented more towards multimedia fiction than straight text adventures, so I'd recommend stating there perhaps. TADS is the system that is most like other non-IF ("Interactive Fiction") programming languages in terms of syntax and in terms of expressive power (leading to some more end-user visible complexity in the language, esp. compared to Inform 7). IF environments like all of these exist to make it comparatively simple to write your games compared to implementing your own text parser and library of nouns, verbs, phrases, etc. in some standard programming language, so you should find using one of them vastly more agreeable for writing IF than hand-rolling your own. You'll need to learn the conventions players expect though, and how to work in your own chosen system. All of the systems mentioned above come with tutorials. I can vouch for the quality of the TADS tutorials and documentation, as well as the Inform 7 tutorial and docs. Also, the real benefit is they output game code that can run in an interpreter people already have (if they're IF fans/players), or can get for free, especially if you point them to one or distribute one. There are also some entirely web-based interpreters; check out Parchment (which can play Z-machine games) and the newest TADS version, which has a server-side option to make your games web available.
|
# ¿ Sep 18, 2012 01:40 |
|
If anyone wants someone to help out on sound effects/sound design/soundtrack work for some short term game projects, I'm game (ahem). My game projects have stalled currently (though most of them are still in the tech development yak shaving phase anyway), since I'm working heads-down on a (non-game) music project that I have to play live in early January. That said, I'd still like to do something game dev related, albeit with less commitment required than a full-blown project; something that will keep me knee deep in my music apps, perhaps letting me experiment and exercise different creative workflows than I'll need for my upcoming gig. PM me or reply here if you're interested.
|
# ¿ Dec 26, 2012 08:27 |
|
Furret Basket posted:You should probably be a little more specific about what music styles or genre you're able to produce. There's plenty of times I've seen people say they'll produce music for your game then to find out they can only produce 4/4 techno. With regards to helping out on audio for short-term game dev projects: Sound effects-wise I think I'm interested in retro low-fi sounds (so yes, chiptunes [though not exclusively just that] -- for the haters, whatever; I still like well-done chiptune work and I was around for when that sound wasn't just a style, it was the best we could get out of video games, and the best stuff blew you away). I like to play around with raw waveforms, and yes, I use things like sfxr, LabChirp, chipsounds, but not just those. Sometimes I like to nerd out in trackers and Octave/MATLAB, for instance. Soundtrack work could be out of any number of electronic genres (not just chiptunes); if someone wanted to do a goofy not-too-serious ridiculous dubstep wub thing, I could be very up for that, as long as everyone was having fun and taking the piss out of it (not to say I don't like dubstep honestly, but I also like being less solemn with genres from time to time). More generally, I'm also a fan of recent layered melodic work from artists like Tycho, Yppah, Pantha Du Prince, Amon Tobin, etc., but making anything that sounds like that (and sounds good) is likely way more work than would be feasible for short-term projects. Some game soundtracks I've liked a lot in the recent past include Module's soundtrack to Shatter (http://sidhe.bandcamp.com/album/shatter-official-videogame-soundtrack), DannyB's Super Meat Boy soundtrack, Fez, Hotline Miami, etc. I feel like this response takes a stab at what I can do and what I'm interested in/up for within the constraints of the offer, but is also vague and meandering, so please let me know if you have any specific questions or requests. minidracula fucked around with this message at 08:16 on Dec 27, 2012 |
# ¿ Dec 27, 2012 07:46 |
|
Hey timeandtide,timeandtide posted:As a fiction writer, I'd really like to experiment making a few simple text games, but I have 0% programming knowledge. Are there any recommended programs/methods to start out with? (I'm hoping there's an RPG Maker style program for this.) timeandtide posted:Thanks for the quick, and very informative, reply. Something like Inform sounds fantastic to start with, but will I at least be able to do text trickery? (Think House of Leaves/experimental things, like making text bigger, different colors of font, etc.) If not, can you also recommend something slightly more advanced that I can grow into after playing around with Inform? I know you already received some good replies from abraham linksys, HelixFox, Ol Uncle Anime, and others I've forgotten here, but figured I'd chip in with my $.02. Ghost Head asked a similar question a few pages back, and here's what I said then; hope this helps. Also, regarding doing House of Leaves-style typography/typesetting/page layout in interactive fiction: to really do it the way Danielewski does it in House of Leaves essentially removes you from being able to use the traditional IF tools AFAIK. If you really want to go that route, you might want to follow the goon who suggested using raw HTML-based tools (e.g. HTML5 and JS, DHTML, etc.). This will involve more work in having to craft the "presentation layer" of your IF work, since it'll essentially be custom, but I expect that was true of the layout and publishing of House of Leaves as well. mnd posted:You are probably going to want to start with TADS, or Hugo, or ADRIFT if you want different fonts and (especially) multimedia with sound. This may be possible with Inform, but I've never tried. I know different fonts are possible with TADS, especially if you end up using the HTML TADS interface for your games; sound is also possible, but again, I've not yet used it in my TADS games. minidracula fucked around with this message at 08:14 on Dec 27, 2012 |
# ¿ Dec 27, 2012 08:04 |
|
Vankwish posted:I still haven't decided on the genre of music for my game Neon. You can watch a video of it by clicking on the 'Game Dev' link under my avatar. I took a look at the video on the Steam Greenlight page. Looks interesting. I'll admit it didn't immediately hook me, but I'm interested in seeing where it goes. I'll start thinking about a piece of background music to go with that video and maybe making some audio doodles and throw something over the transom to you when I have a thing for you listen to. Sound good?
|
# ¿ Dec 30, 2012 23:21 |
|
PDP-1 posted:For anyone who's interested, Mo_Steel started up a thread for the One Game A Month not-really-a-contest game making thingy. PDP-1, thanks for cross-posting this!
|
# ¿ Dec 30, 2012 23:24 |
|
Shalinor posted:Kind of a cross-post from the screenshots thread. Our game, Jones On Fire, hits the market this Thursday! Is it just my system or is the "blur" that happens at around 0:45 in the video happening for everyone? Except for the fact that it'd be a ton of work, you should totally make a Harlem Shake video with Jones and the cattes. It'd be too cute. (And yes I know this meme is already well on its way out. Still.) minidracula fucked around with this message at 04:29 on Feb 20, 2013 |
# ¿ Feb 20, 2013 03:54 |
|
octoroon posted:Also, I'm getting a lot better with good design practices in GameMaker, for what it's worth. Looking back on what I made the last few weeks I'm not sure I'd want to touch them again, but this time I think I made something that's actually well-designed and quite extensible. I could easily add more enemy types, polish up AI, etc., without anything getting messy.
|
# ¿ Mar 4, 2013 07:29 |
|
StevenM posted:Is there a more effective way to create 8-bit sound effects than sfxr or bxfr? They're good programs but they're like glorified lists of settings. It'd be great to be able to craft sounds like the juicy sword-slicing from the NES TMNT - like that sound, and not the actual sound, since I don't have the spare funds to get sued up the butt. As a specific recommendation for something that no one has yet mentioned, and in the vein of "there's more to 8-bit than just the NES", and though it costs money (unlike sfxr and pals), I like Plogue chipsounds bunches. Those guys are doing it right, studiously recreating and accurately emulating sounds chips from the era, and I respect that. TheOrange posted:I've been playing around with Linux Multimedia Studio (which works on Windows, despite the name) and its built-in Gameboy instrument, as far as I know there's plugins to hook in proper NES/SNES effects as well. You could also try Famisynth, but I never really got the interface for that one. Rupert Buttermilk posted:To make actual tracks (like rendered audio), any synth can do. You have to remember that the NES soundchip and 5 channels: Edit: StevenM, same offer applies to you as well. And to anyone else looking for sounds for their games (esp. 8-bit/lo-fi, not because that's all I like, but because I'm doing a lot in that style right now anyway, for fun and projects). minidracula fucked around with this message at 19:20 on May 8, 2013 |
# ¿ May 8, 2013 18:35 |
|
Rupert Buttermilk posted:Always up for it. PM me, or email me at jordan at robotcousin dot com.
|
# ¿ May 8, 2013 19:19 |
|
Shalinor posted:... god drat. and I live with a DJ.
|
# ¿ May 17, 2014 02:53 |
|
Haven't posted in this thread in yonks, but is anyone here using Haxe? Particularly, is anyone here using Haxe + Heaps + HashLink? Just curious to see if there are similarly crazy likeminds in the thread.
|
# ¿ Oct 20, 2018 02:24 |
|
CodeAndWeb appears to be running an "Indie Discount" for the next three days: 50% discount for 1 license of TexturePacker, SpriteIlluminator, and/or PhysicsEditor. Qualifications are "you are a single developer with a yearly revenue below $100.000". Applies to either yearly subscription pricing or lifetime pricing. I'm thinking of getting the full bundle of all three apps on a lifetime license since I was thinking of getting just TexturePacker and was figuring I'd have to pay stock lifetime price (because gently caress subscriptions); with this discount that pack of three apps ("Master") comes in at $99.50 (or $34.99 if you opted for yearly), which is $0.49 less than what TexturePacker alone on lifetime non-indie pricing costs. (With more than one app, the discount changes: 50% off on TexturePacker & PhysicsEditor, 63% off on TexturePacker & SpriteIlluminator, and 60% off on all three.) My question is: from the users of one or more of these apps, are they worth it? Especially TexturePacker, when compared with other options (e.g. Sprite Sheet Packer, Aseprite, etc., etc.)? minidracula fucked around with this message at 04:56 on Feb 13, 2021 |
# ¿ Feb 13, 2021 04:47 |
|
Omi no Kami posted:I've used a Huion H610 Pro for a year+ with zero complaints. It's very bare-bones, and I get the feeling if I were a better artist I'd want more pressure sensitivity and some additional bells & whistles, but it does everything I need for around fifty bucks. I'm mostly interested in a larger surface, low cost (for the surface space) compared to Wacom options, and some particular basics, like having the drawing/writing surface being physically distinct from the non-recognized area/rest of the body of the tablet, so I can feel when I move past it or bump up against the boundary, unlike on the low-end entry point Wacoms I have (small Bamboo models of various generations). minidracula fucked around with this message at 04:50 on Feb 19, 2021 |
# ¿ Feb 19, 2021 04:47 |
|
Faxanadus posted:Does anyone know of a good program for editing sound effects using multiple tracks? Like something that lets you have multiple different wav files, etc, to layer on top of each other, and would keeps track of changes made to each file/track? Basically any multi-track audio file editor. Audacity is free and open source, so you could start there and if you bounce off it for any reason, I (and others) can help triangulate you from there. What OS/platform(s) are you on?
|
# ¿ Jan 21, 2024 11:11 |
|
Faxanadus posted:Thanks! Using Windows (10) , I've been using this program called Goldwave forever, it's pretty basic and it looks like it does actually have support for multiple tracks, but it's very clunky. I've used Audacity before and it seemed even more clunky so maybe I'll give Reaper a try.
|
# ¿ Jan 22, 2024 19:14 |
|
|
# ¿ May 21, 2024 12:20 |
|
cash crab posted:i'm learning how to build a game, and i'm working on a top down rpg
|
# ¿ Jan 22, 2024 19:15 |