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Lork posted:What I mean is that because an animation is something that changes constantly, all of the heavy lifting is probably done in an update loop, and when you tell the animator to play an animation, you're probably just changing the variables that let the update method know what's up. That's exactly the issue. Upon reactivating the object the state is still what it was prior to me trying to change it. If it changed after it was activated there wouldn't really be an issue but it's like the call I made never happened.
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# ? Jan 4, 2015 01:00 |
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# ? Jun 5, 2024 22:40 |
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Thanks for the responses everyone, it's good to know the direction has merit and now I can spice things up a bit in between all the systems design and coding.Somfin posted:Hell yes it plays. It's loving crazy, but it plays. I'd recommend keeping it subtle at first, then making the dodges harder and harder to believe. More and more desperate, less 'rephrasing' and more 'lying to your face' as the game goes on. If you want to go off the deep end on it, you could go for a 1984 thing where previous reports change to reflect the current dominance of your organisation- some are redacted, some are rephrased, some are lost, and some are brand new events out of nowhere that never happened, so as your organisation continues its history becomes completely inaccurate. That's... kind of a perfect idea for what I'm doing. The situation is that you were a somewhat lower person in the former hierarchy and you're basically scrambling to keep things together/grab what power you can as the empire collapses around you. Research and technology works more like figuring out the specifics of or getting together the expertise to actually build/do things your society already essentially knows. It would work perfectly for you to become slowly aware of just how hosed up everything was/is as you figure out how to run things. And the way you respond to events and how much funding you pump into things like espionage could affect how messed up things get and what is hinted at or stated. This would also address the issues of frequency and subtlety level that have been brought up.
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# ? Jan 4, 2015 01:32 |
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So you're making an open source project simulator?
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# ? Jan 4, 2015 03:00 |
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(cross-posting from the game dev megathread) I write a news post for the game I'm working on every couple of weeks, covering what I'm doing and occasionally stuff about the game in general or how specific things work. This week I seemed to have more than a fair share of annoying bugs to find and fix so that's the focus of this week's post, and it could maybe be interesting to Unity devs in particular: http://www.scrapsgame.com/week-learn-bugs
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# ? Jan 4, 2015 07:59 |
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APC Test for low poly pixel art. http://youtu.be/nr8vKz1ORvg Edit: http://youtu.be/-62zOKSYLmI TomR fucked around with this message at 18:19 on Jan 4, 2015 |
# ? Jan 4, 2015 18:00 |
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I just published a game I've been working on for the past few days to itch.io: http://discozone.itch.io/monotron It's a neat site, might replace the self-hosting I've been doing. The only thing I don't like is that they don't have a deployment API; you have to manually upload a zip file in their web interface. Slightly less convenient than the automated SFTP uploads I've been doing to my own site I'm pretty happy I managed to get this game made in about 5 days, hoping I can keep up the pace this year. I am starting to get sick of just using geometric primitives in my games (though using a retro vector style makes it look much more on-purpose), so I might start poking around Open Game Art for some assets. I might even drop $10 on Pixen so I can develop some generic lo-res assets to use for prototyping, but I don't know how much time I want to spend learning the ways of pixel art (and, uh, art in general).
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# ? Jan 4, 2015 20:31 |
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TomR posted:APC Test for low poly pixel art. Return Fire remake looking good. Also here's a screenshot somethingday.
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# ? Jan 4, 2015 20:54 |
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I've taken a short break from the icarus proudbottom stuff to do a quick side project. It's coming along really well - as of today, the alpha is finished and I'm hoping to test it out soon! Basically, it's a random murder mystery party generator for mobile phones. Everybody chooses a randomly generated character. One person is randomly selected to be the killer. On your phone, you see details about your character, and where you were at all times during the night. It's ugly as hell at the moment, I just wanted to get the functionality in. Over time, clues populate on the "Clues" page: The gameplay is simple: you walk around and talk to other players about where they were, who they saw, etc. The killer is allowed to lie about everything (technically, everyone is allowed to lie, but there's no reason to lie unless you're the killer). There's always one hour where the killer was alone with the murder victim, so you're trying to find out who was conspicuously absent at some point during the night. If you can pinpoint in which room the murder took place, or at what time, that narrows down your search. Eventually, a clue might tell you that the victim was "stabbed or strangled," so anyone with a poisoning-type item in their pocket is in the clear. The first player to find and accuse the killer is the winner. If you accuse falsely, you cannot win, although you can still participate. If nobody finds the killer before time runs out, the killer wins. Anyways I think it will be a lot of fun! The concept is simple and - this is extremely shocking these days - I don't think something like this has been done before. My focus is on fun 20-minute games, whereas most murder mystery party things take all night, some people get stuck with boring characters, etc. I need different-sized groups to test it out, so I might reach out to goons for help once I have a build ready to distribute. Polo-Rican fucked around with this message at 22:48 on Jan 4, 2015 |
# ? Jan 4, 2015 22:43 |
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I was late as gently caress for ScreenshotSaturday http://shoehead.itch.io/head-shot I stuck a new enemy in today, with a bunch of fixes and new powerup. Enemy spawns are random and I seem to either end up with an awesome go where I kill 300 guys or lovely onew where I kill like 12. Check it out and let me know if the game is too hard now. Next update I think I'll work on victory conditions and levels and stuff.
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# ? Jan 5, 2015 04:25 |
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TomR posted:APC Test for low poly pixel art. Shoehead posted:I stuck a new enemy in today, with a bunch of fixes and new powerup. Enemy spawns are random and I seem to either end up with an awesome go where I kill 300 guys or lovely onew where I kill like 12. https://www.youtube.com/watch?v=YPRUfcPY5Ao And then you can survive really easily. The only other criticisms I really have are -You can get hit multiple times by one enemy projectile if you're moving back with it since they don't disappear on hit(can hit you like 4 times if you don't realize what's happening fast enough) -grabbing another 10 skulls before your current powerup runs out gives you another one, and that's cool when you stack up multiple different powerups, but it's sorta lame when all it does is renew what you already have. LazyMaybe fucked around with this message at 06:57 on Jan 5, 2015 |
# ? Jan 5, 2015 04:53 |
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Polo-Rican posted:The killer is allowed to lie about everything (technically, everyone is allowed to lie, but there's no reason to lie unless you're the killer). If I tell everyone what I know, that'll just help the others solve the murder before me. There's also no penalty for lying... If I act suspicious, what are they going to do? Accuse me and knock themselves out of the game? Possible fix (altho I'm too tired to think it through all the consequences right now)... 1) Everyone votes secretly on their phone who they think killer is. Time of the vote is recorded. 2) Person with most votes gets the electric chair and loses the game 3) Killer wins if they escape justice 4) Of the living people, the person who voted for the real killer first wins the game (even if killer escapes) This way if you don't help the investigation enough or get caught in a lie, you put yourself in risk.
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# ? Jan 5, 2015 07:03 |
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Over the holidays I wrapped up the first public alpha release of Jarheads! It has five demo missions with a compressed difficulty ramp, and deathmatch, TDM and CTF multiplayer. There's still so much left to do that even after 16 months, this is pretty much ground floor. Day jobs really get in the way, dammit.
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# ? Jan 5, 2015 10:58 |
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GarethIW posted:Over the holidays I wrapped up the first public alpha release of Jarheads! It has five demo missions with a compressed difficulty ramp, and deathmatch, TDM and CTF multiplayer.
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# ? Jan 5, 2015 11:28 |
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DeepQantas posted:As a detective, why would I ever tell the truth? This is a really great solution that I might end up implementing - I especially love the potential of sending an innocent player to the chair. Your concerns are valid - if you share all information with everyone, there is a good chance that you'll hand another player the victory. I thought of addressing this by making the victory language more team-based rather than individual-based: if you accuse the killer correctly, "your team" wins as opposed to "you" winning, although you are still granted some sort of Most Valuable Player award, and of course, all of the friends you're playing with know that you're the one who put it all together. Even though it has that flaw you mentioned, I think the current system might work in a way because there's an adversarial element between everyone, even between 2 players that are certain that each other are innocent, and that might lead to some very interesting and entertaining side effects like short-term partnerships, alliances, etc. Being a dick, lying for no reason and breaking the game, backstabbing, etc, sound bad on paper, but they can lead to a really fun and memorable experience when you're playing with friends.
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# ? Jan 5, 2015 15:23 |
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IronicDongz posted:This is super cute. Makes me think 3D advance wars. Oh awesome, thanks for checking it out! I think I know what's causing the zombies to spawn to much, but I'll have to take a good look at enemy projectiles
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# ? Jan 5, 2015 17:31 |
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DeepQantas posted:1) Everyone votes secretly on their phone who they think killer is. Time of the vote is recorded. Yeah, Mafia-style except on the phone. Polo-Rican, you might wanna check that game out for win condition ideas. I've always been more of a co-op victory condition kinda guy, "everyone wins if you get the killer, he wins if he gets away:" But it sounds like you want more of a competitive Words With Friends Except Murder kinda thing.
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# ? Jan 5, 2015 19:47 |
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Are there any decent ad-hoc libraries that are cross compatible between iOS/Android?
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# ? Jan 5, 2015 20:04 |
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GarethIW posted:Over the holidays I wrapped up the first public alpha release of Jarheads! It has five demo missions with a compressed difficulty ramp, and deathmatch, TDM and CTF multiplayer. Where can I give you money? This is right up my street
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# ? Jan 6, 2015 00:35 |
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The Kins posted:I just gave the single player a spin, and it's very much my poo poo. Definitely helps scratch that Cannon Fodder itch... GazChap posted:Where can I give you money? This is right up my street I don't think I'll be running kickstarter/early access, just updating the alpha once a month with new stuff and maybe swapping in a new mission each time. Lots still to do - vehicles, more mission objectives etc. Aiming for summer. Right now I'm busy ripping out the last of the NGUI stuff and replacing with new UI - along with spending time getting the word out.
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# ? Jan 6, 2015 09:35 |
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Anyone want to see how we built our scribble-in effect from a static spritesheet? Owen's written up a post explaining everything: http://blog.gambrinous.com/2015/01/06/creating-the-scribble-effect-in-guild-of-dungeoneering/
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# ? Jan 6, 2015 17:02 |
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retro sexual posted:Anyone want to see how we built our scribble-in effect from a static spritesheet? Owen's written up a post explaining everything:
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# ? Jan 6, 2015 17:31 |
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Did something major change with how Unity 4.6 handles game objects? I used to be able to use stuff likecode:
edit: Nevermind, it works now for whatever reason. Ah, programming. ToxicSlurpee fucked around with this message at 18:55 on Jan 6, 2015 |
# ? Jan 6, 2015 18:16 |
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retro sexual posted:Anyone want to see how we built our scribble-in effect from a static spritesheet? Owen's written up a post explaining everything: Gorgeous. Simply gorgeous.
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# ? Jan 6, 2015 20:45 |
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So yesterday I learnt that Bethesda made a 3D open-world game with a 150km^2 (60 square miles) map that had a big chunk of LA, cars that you can steal and drive, shops you can buy or steal from, weapons etc... in 1990. 11 years before the first 3D GTA. Written entirely in Assembly. With the Terminator licence. Look at this map! The Terminator. You know, usually it's in everyone's best interests to cut down your game idea to be as pure and realistic as possible. But occasionally, when the stars align just right, people ignore all that and somehow get the impossible done anyway (note: Does not guarantee your game will actually be a success).
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# ? Jan 7, 2015 20:50 |
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Nition posted:So yesterday I learnt that Bethesda made a 3D open-world game with a 150km^2 (60 square miles) map that had a big chunk of LA, cars that you can steal and drive, shops you can buy or steal from, weapons etc... in 1990. 11 years before the first 3D GTA. Written entirely in Assembly. With the Terminator licence. I bought that game a couple years after it came out, but it would just crash on my PC. I always wondered if it was any good.
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# ? Jan 7, 2015 22:23 |
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Lowen SoDium posted:I bought that game a couple years after it came out, but it would just crash on my PC. I always wondered if it was any good. It sounds like they spent almost all their time on the huge world and not much on the gameplay. There's a nice in-depth review here: http://superadventuresingaming.blogspot.co.nz/2012/09/the-terminator-ms-dos.html Or you can play it yourself in your browser thanks to the Internet archive's DOS game collection! https://archive.org/stream/msdos_The_Terminator_1991/The_Terminator_1991.zip?module=dosbox&scale=2
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# ? Jan 7, 2015 22:37 |
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I found this pretty cool article about the pseudo 3D effects used in old 2d racing games, and I thought I'd share. http://www.extentofthejam.com/pseudo/ quote:Why Pseudo 3d?
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# ? Jan 8, 2015 00:51 |
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Nition posted:So yesterday I learnt that Bethesda made a 3D open-world game with a 150km^2 (60 square miles) map that had a big chunk of LA, cars that you can steal and drive, shops you can buy or steal from, weapons etc... in 1990. 11 years before the first 3D GTA. Written entirely in Assembly. With the Terminator licence. Woah! I never knew about this game! I thought Terminator 2029 was the first PC Terminator game (from Bethesda too). 2029 used what seems to be a re-purposed fantasy RPG engine like the sort you'd find in Wizardry. So you move within a grid from a first-person perspective and can only turn along 90 degree increments. You had a targeting reticle that was mouse controlled. It looked quite good for its day. https://www.youtube.com/watch?v=Xv28Te6oA1I This older Terminator game though, wow that seems impressive for what they were attempting. The premise would be great today as well. 'Here's your open world, here's your target, track it down and defeat it by any means possible'.
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# ? Jan 8, 2015 02:58 |
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Nition posted:It sounds like they spent almost all their time on the huge world and not much on the gameplay. There's a nice in-depth review here: http://superadventuresingaming.blogspot.co.nz/2012/09/the-terminator-ms-dos.html Holy balls the goddamn scope of this game is insane for the time period. I had no idea any of the games before Future Shock existed, this is amazing.
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# ? Jan 8, 2015 03:08 |
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Major breakthroughs on the game I'm working on and we're just, like, what, a week into 2015? We've since changed the project's name from "The Clicker In Darkness" to "Gibbous", as per a lotta folks assuming the clicker part was Last Of Us-ish, for which we're in debt to you guys, cause we're too busy workin' here to be playing kick-rear end AAA games And anyways, a shorter name is probably better from most points of view. But heaven knows that's subject to change, too. Naming games is one of those things that seems so freakin' easy until you have to actually do it. Maybe naming babies is the same. I wouldn't know. Naming cats is easier, that I know. Throughout the game we wanna have lots of unique animations that play out when puzzles are solved (I know, what a revolutionary concept!). Here's Kitteh fetchin' something: Mr Underhill fucked around with this message at 16:45 on Jan 8, 2015 |
# ? Jan 8, 2015 16:34 |
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A cutey patooty cat, you say? I am intrigued.
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# ? Jan 8, 2015 16:52 |
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Very much rooted in reality! They say always write about the things you know. (She was still in pre-alpha here)
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# ? Jan 8, 2015 17:10 |
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Holy christ that is one tiny kitten
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# ? Jan 8, 2015 21:13 |
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So...anyone attending GDC? Are there usually any meetups, parties etc?
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# ? Jan 9, 2015 04:04 |
RhysD posted:So...anyone attending GDC? Are there usually any meetups, parties etc? I can't speak to whether there's any kind of official goonmeet, but I'll be there. On the audio pass though, which was pretty busy last year.
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# ? Jan 9, 2015 04:48 |
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MockingQuantum posted:I can't speak to whether there's any kind of official goonmeet, but I'll be there. On the audio pass though, which was pretty busy last year. Sounds good. Hopefully I'll be demoing my game at the Clickteam booth in the expo hall, so feel free to come say hi!
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# ? Jan 9, 2015 05:26 |
I was doing a play through of my game the other day and I started to notice a big lag between when you start the game, and when you can actually have multiple ships. I decided to create an array of weak little ships you can buy to fill out your fleet early on
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# ? Jan 9, 2015 11:51 |
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It's hard to get excited about pixel art when there's a veritable flood of it lately, but Coldrice your stuff rocks! I'm a fan.
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# ? Jan 9, 2015 14:56 |
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Mr Underhill posted:It's hard to get excited about pixel art when there's a veritable flood of it lately, but Coldrice your stuff rocks! I'm a fan. "It's hard to get excited about [...] art"
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# ? Jan 9, 2015 15:02 |
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# ? Jun 5, 2024 22:40 |
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netcat posted:"It's hard to get excited about [...] art" Hey, I'd get tired of country music if it was basically all anyone was playing, and something like 60%* of indie games use low-res pixel art simply because it makes production cheaper/easier. So I can understand being weary of, especially, uninspired pixel art. * Number backed by no research whatsoever
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# ? Jan 9, 2015 15:51 |