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Shalinor posted:With the number of screenshots you've posted of your hero in undies, if that game isn't a stealth gay porno when it releases, I will be legit disappointed. Signs of Mounting Your Friends
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# ? Feb 14, 2015 19:21 |
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# ? Apr 28, 2024 09:51 |
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evilentity posted:That would be hugely dependent on your target demographic and genre. Generally, the older you are the slower your reaction time is, but you are better at planning. It also depends on what kinds of reaction do you mean. It will be different for 'press x to not die' and something more complicated. I'm specifically thinking of things like an enemy telegraphing its attack so the player can move out of the way. But I'm also hoping there's some kind of general analysis about the subject out there somewhere. Seems like it would be just generally interesting even if I didn't have a use for it. wayfinder posted:A good rule of thumb is that the average reaction time for an untrained someone who's prepared that there's going to be something to react to is around a third of a second, a little longer perhaps. Younger and quicker people will be around a quarter of a second, those who have trained the gently caress out of their reaction time and know very well what they can expect can get it down to even less in some instances, a sixth of a second or so, but not 100% reliably. Yeah that gels with my vague memory of studying the subject in 8th grade science and my testing. I was worried I was being too slow and possibly making things easy as the 350-750ms I'm using depending on how hard I wanted the dodge to be 'sounds' slow to me but feels right.
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# ? Feb 14, 2015 19:33 |
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For screenshot Saturday: I converted my 3D space shooter into a top-down, twin-stick shooter (the white turret on the fighter follows the mouse), all working okay so far. Edit: Should point out that it's actually a linked gif. Pi Mu Rho fucked around with this message at 20:59 on Feb 14, 2015 |
# ? Feb 14, 2015 20:55 |
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Lucid Dream posted:Screenshot saturday! Here is a cool teleporter: Just writing to let you know I know about your game 'cause I clicked an SA ad. So yeah, they work. Also, your game looks nice, although I don't condone or encourage the amount of senseless violence heaped upon helpess animals. Then again, I'm that guy in Call Of Duty who'd rater jump from car roof to car roof rather than shoot the doggies
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# ? Feb 14, 2015 21:07 |
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game dev day 1389: I'm still pretending to be a (3d) artist a squid monster doing squid monster things
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# ? Feb 14, 2015 23:58 |
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A while back I mentioned that I was making a multiplayer typing game. Work continues! There are eight minigames and they're all pretty much done. I sent the game to a friend for playtesting, and he came back with lots of great feedback. Now all of the minigames feel really solid! I'm feeling confident that this will be one of the best local multiplayer typing games of 2015. I showed four minigames in a previous post ... here are 3 more: Word Wizards. A rock-paper-scissors style battle game. Don't Type The Forbidden Word. Type the three-letter words as fast as you can. First person to 40 points wins. However, at the start of each game, a card is randomly chosen to be the forbidden card. If you type that one, you immediately lose. This game is a lot more fun than it looks. In the above gif, "owl" was the forbidden word. Type Type Regime Change. A rhythm game! Type your letters right as they cross the line. The last game is actually my favorite, but I'm making tweaks to it now so I'll hold off on posting a gif. Polo-Rican fucked around with this message at 01:03 on Feb 15, 2015 |
# ? Feb 15, 2015 00:57 |
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Mr Underhill posted:Just writing to let you know I know about your game 'cause I clicked an SA ad. So yeah, they work. Mr Underhill posted:Also, your game looks nice, although I don't condone or encourage the amount of senseless violence heaped upon helpess animals.
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# ? Feb 15, 2015 02:19 |
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Screen Shot I had to rewrite my collision to get this little dragon punch to work. Also I'm always always bad with collision. Edit: Also I guess this is my last free night to work before March because of actually real people's artwork? Shoehead fucked around with this message at 04:58 on Feb 15, 2015 |
# ? Feb 15, 2015 04:55 |
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I am seeing tons and tons of "indie sports game" things lately. Is this all because of #IDARB, or is there some greater Alternative Sports Game Zeitgeist going on? ... which honestly, I'm totally fine with - HOW many decades has it been since Super Dodgeball? During which we had effectively zero non-boring sports games? Now we've got baseball fighting games and stuff again, it's rad.
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# ? Feb 15, 2015 04:59 |
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Shalinor posted:I am seeing tons and tons of "indie sports game" things lately. Is this all because of #IDARB, or is there some greater Alternative Sports Game Zeitgeist going on? To be honest it's half seeing #IDARB and half wanting to make a game my girlfriend and I can play. Plus Nintendo World Cup is like my second favorite Nes game ever, which is my the balls in my game supercharge and knock you around. Dunno about the others though, they are fun and easy to get into conceptually.
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# ? Feb 15, 2015 05:05 |
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Woohoo! First screenshot saturday in a while. I've been out of the groove of dev for a while now, and it feels good to be getting back in the game (no pun intended). Shindragon and I have been working on a Jamgame game called Dog Watch, in which you are a dog trying to Be Good and keeping watch over your house while your human is away. The mechanics are intended to be a simplified form of the Heavy Rain chained quicktime events, so in Dog Watch you must suppress your instincts to bark by playing keyboard twister. I still have some work to do this weekend with juicing things, but yesterday is when all the art came together, and today I implemented winning and losing, which is when things I make start feeling like a game instead of a prototype or toy. Here's a gfycat! http://gfycat.com/ClearUnsightlyGnatcatcher (there's still some debug information in there, and the game is more fun than it looks in gif form ) I love the art - Shindragon whipped that up in just a few days, as we only started working on the game last weekend. SharpenedSpoonv2 fucked around with this message at 05:29 on Feb 15, 2015 |
# ? Feb 15, 2015 05:27 |
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Are there any times where you're supposed to bark, like dogs coming too far onto your lawn or shady peeps approaching the window?
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# ? Feb 15, 2015 06:51 |
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poemdexter posted:New art is starting to trickle in for Gravity Gunners. Here's the old and new Ms. Kittington. I guess I'm the only one who prefers the original? I don't like the high contrast colors and black outline, and I think it sort of looks like a dog now, with short thick body and broad shoulders.
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# ? Feb 15, 2015 10:43 |
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I've always kinda wanted to make something in the vein of Blitzball from FFX but have never sat down to hash it out.
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# ? Feb 15, 2015 15:27 |
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GetWellGamers posted:Are there any times where you're supposed to bark, like dogs coming too far onto your lawn or shady peeps approaching the window? Might not be a perfect reason, and I'm not saying that doing a game like this with actual "enemies wouldn't work. But, this idea has also worked out pretty well in a short gamejam setting, since we can make the game mechanics (pressing keys) work independently of the objects that pass by outside the window if need be.
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# ? Feb 15, 2015 18:39 |
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dupersaurus posted:I've always kinda wanted to make something in the vein of Blitzball from FFX but have never sat down to hash it out. Do it!
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# ? Feb 15, 2015 19:12 |
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Updated things a bit more. Fighter can speed up or slow down now (next step is to alter turn rate to match) and shooting now works properly. Things blow up. Also implemented some basic mechanics for shields, notably on the orange (shield) block. https://gfycat.com/CluelessZigzagArctichare
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# ? Feb 15, 2015 19:22 |
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Shoehead posted:Do it! It's maybe third or fourth on the list of "games I would sit down and make if I ever had the time." Although I might pitch it to the boss. Unrelated: are there any turn-based fighting games out there? Fighting like Street Fighter or Smash Bros, but where you take turns doing your moves?
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# ? Feb 15, 2015 21:15 |
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dupersaurus posted:It's maybe third or fourth on the list of "games I would sit down and make if I ever had the time." Although I might pitch it to the boss. Toribash, kind of.
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# ? Feb 15, 2015 21:18 |
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KiddieGrinder posted:I guess I'm the only one who prefers the original? I don't like the outline-less one and prefer the other one? It's a different style, it should be whichever fits with the rest of the sprites
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# ? Feb 15, 2015 21:29 |
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KiddieGrinder posted:I guess I'm the only one who prefers the original? Nah, I prefer the original too. But actually I'd prefer something in between. More defined edges than the left but less harsh than the right.
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# ? Feb 15, 2015 22:09 |
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The Cheshire Cat posted:Toribash, kind of.
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# ? Feb 15, 2015 22:13 |
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Not familiar with Toribash, might have to check it out. Is each turn telling you man to do something, then let the physics take over for a step? Huh. My thought was running along the lines of something like Karateka (the remake, at least), a rhythm/gesture sort of thing. Gesture to move, gesture/combo/etc to attack, gesture/combo/etc to defend. Deformable terrain is in my head for something or another... Fake edit: watching Toribash videos while thinking about this. Huh.
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# ? Feb 15, 2015 22:33 |
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You essentially have the gist of it - it's a simultaneous turn-based game where the characters are entirely physics driven - you can set any joint to extend, contract, lock where it is, or just hang loose. With hands you also have the option of making them grab on contact. It's got some pretty neat systems in it, like how hits in the right places that are hard enough can break joints, making them go limp, or can straight up sever them (which leads to some pretty hilarious videos of people ripping off their own head and playing catch with their opponent), and people have done some pretty amazing things with it (I have no idea how this (audio is a bit loud) was done. Just staying standing up is hard enough). The learning curve is really steep though. It seems weird, but people generally don't have an intuitive sense of how their own muscles work to do even the most basic motions. It's all unconscious (and learned over several years as a toddler), so we don't really realize just how many individual motions are involved in something as simple as walking, or even just staying standing. Toribash does give you a little ghost preview of how your ragdoll will actually move given the current joint inputs, but to do any proper "moves", you have to really know what joints you need to move without the ghost's help.
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# ? Feb 16, 2015 01:15 |
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dupersaurus posted:It's maybe third or fourth on the list of "games I would sit down and make if I ever had the time." Although I might pitch it to the boss. Project X Zone for the 3DS....kinda https://www.youtube.com/watch?v=eVrxhm2_kUo
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# ? Feb 16, 2015 01:46 |
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dupersaurus posted:It's maybe third or fourth on the list of "games I would sit down and make if I ever had the time." Although I might pitch it to the boss. The problem with what you're suggesting is that taking away the real time nature of a fighting game leaves you with an entirely different genre? There's no need for complex button inputs or frame counting because every decision happens on your time. Are you asking for a game where players enter moves in secret and they're executed simultaneously? Probably the closest thing I can think of is Dragon Seeds. It's a turn based game with simultaneous actions. You can move forward and back or attack with a variety of specials. Each special has a range and is strong/weak against another type of attack. So you can move out of range of your opponent as they're attacking you or predict their move and counter it with another. It's probably the closest you'll get to a "Street Fighter but turn based." https://www.youtube.com/watch?v=AjO1ff5a9PM Also take a look at Yomi. It's a turn based board game that attempts to distill the fighting game genre into card based battling. Some people think it works remarkably well, others don't.
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# ? Feb 16, 2015 03:31 |
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every game needs skeletons (I'm very tempted to make the footsteps noise of the skele alternating trumpet notes ala this part of some dota video)
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# ? Feb 16, 2015 06:18 |
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KRILLIN IN THE NAME posted:every game needs skeletons I see you belong to the Shoehead school of game design.
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# ? Feb 16, 2015 14:11 |
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I've been playing through Life Is Strange this weekend and holy geez, is their lighting gorgeous. For those of you with experience in lighting and 3D art, how technically complicated is their lighting system? I can appreciate looking at stuff like http://www.onlysp.com/wp-content/uploads/2015/01/1119913a54a446f27607be2b0d3f50b2.jpg, but I'm having a lot of trouble figuring out what elements of the atmosphere are lighting, and what's just really skillful modelling and textures.
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# ? Feb 16, 2015 14:45 |
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al-azad posted:The problem with what you're suggesting is that taking away the real time nature of a fighting game leaves you with an entirely different genre? There's no need for complex button inputs or frame counting because every decision happens on your time. Adding onto the Dragonseeds chatter, the fundamental flaw of the game's combat system is you can almost literally stall out an opponent if you play defensively to get rid of their breath attacks, get them lower than you, then just constantly retreat. I'd started brainstorming a way to get this system to be better, and mostly it boiled down to having more special attacks besides breath attacks (which honestly were boring as hell anyway) that would allow you to close the distance, but left you open to counterattacks. The strategy portion of the game is mostly figuring out how many breath attacks you have to worry about, then making strategic attacks and retreating. I'll expand a bit more on it. Your dragon has a Protector (shield), and a Weapon. The weapon is only effective at close range, and the protector can only reflect X number of breath attacks. The protector ONLY loses reflection charges if it successfully reflects a breath attack. Your actions are advance, retreat, attack, breath attack, block, taunt. Taunting raises your damage done but you take extra damage if you get hit during a taunt. Breath attacks are ranged attacks that can be reflected or blocked, negating or bouncing them back at you (and damaging you), they are disrupted by melee attacks. Blocking only negates breath attacks and does NOTHING against melee attacks. Advance moves you one unit closer, or taunts your opponent if you're already in close range. Retreating does the same thing, only if you are already at max range. So it's sort of an interesting rock paper scissors equation. Block beats breath. Melee beats all. Breath beats nothing. The real interesting parts of the game were the time management, training, and dragon raising. You had 3 hour blocks of time from 6:00 - 21:00 before a new day began. Resting for a day made your dragon gain HP but also get fat and slower. Going to any location advanced time by 3 hours, and if I recall, battling in a tournament advanced it 6 hours. Your dragon would age a year every "24" hours it was alive AND active. So you could freeze a dragon and it won't age. For the training, you had a training center that had three types of training, memory based (raised special attack), timing based (raised attack), and simulation (can raise attack, special attack, AND speed(!)). Timing was easy as pie once you got it down, and the memory based is less memory and more "see where it was when it disappeared" but the real meat was the simulation training. You fight against a hologram of your current dragon, and it has the exact same stats and everything as yours. Every successful attack raises attack, every successful special attack raises special attack, and (the hardest stat to raise) every DODGE raises your speed. Speed is a really odd thing in the game, because you can get STUPID high evasion ratings with the lightest weapons, but raising speed is such an absolute pain. Since you know exactly how many reflects and breath attacks you have, it's easy to count it all then try for dodges and such. I'll note, moving AWAY from an attack does not count as a dodge, you have to get the weird ghosty dodge animation for it to work. Finally, raising your dragons was fun in this because you'd pick a phrase that counted as their DNA strand to determine their stats. The stats are random but along certain parameters. You'd pick a phrase, a dragon type, then you'd see your preliminary stats. Then you'll get the choice to raise 2 of them. The stats in question are HP, Weight, Attack, Special, Speed, Luck, Wisdom, and breath attack count. HP is obvious, Weight is put against your speed and equipment weight to determine your evasion rate, Attack is melee, Special is breath, Speed is put against weight to determine evasion, Luck is your critical hit rate (and slight impact on dragon evolution), and Wisdom is purely used to determine if your dragon is smart enough to become a super dragon, and breath attack count is obvious. Super Dragons? Yup, Super Dragons. They're humanoid dragons that stop gaining in stats and NEVER die from old age. They're immortal so long as you don't die in combat. I'm getting ahead of myself here though. Your dragon starts as a baby, becomes an adult, then an elder, then your wisdom score is counted against something and magical math happens. At this point, your dragon can evolve into a few forms. First, and worst, is Old. Old dragons LOSE most of their stat gains and are prettymuch old decrepit pieces of crap that aren't good for anything. This is essentially where your dragon's line will end. Next, is a Mutant. Each dragon has two types of Mutants and they're extremely weird looking dragons (one is a three headed dragon that actually is two normal heads and the body is a butt-head that shoots the breath attacks, I'm not making this poo poo up ). Mutants age a few more days and then evolve again. They can go to either Old or Super. Super Dragons. Like I mentioned, these guys transform into humanoids clad in armor and are largely relevant to the type of dragon they were. There are 2 Supers for each Dragon type, they're just cosmetic at this point though. They never die from age, but are still capable of dying in combat. Getting a Super is highly satisfying, and losing one is twice as bad. Gameplay works around you training your dragon, fighting in tournaments to raise your rank, then eventually defeating the assfucker who kills your very first dragon in the game in the tutorial battle (even if you manage to evade everything or somehow kill his dragon). While you're at it, you can fight for cash in a bar (good way to make money with an older dragon you don't really care for anymore). The endgame is mostly getting a lovely dragon you won't use and constantly going to the item store until the lady there says that the junk store owner is looking for you. Then you visit him and he has a SUPER rare item on sale (weapon or protector) that blows anything you can buy normally out of the water. After you get your preferred weapon and protector, you just keep fighting until you win. Then you unlock two more dragon types and you can raise them for the hell of it. It sounds riveting but the gameplay gets old fast and there's no actual story to care about. It's fun once and if you're a collector, but yeah, I tried LPing it twice and I just lost steam FAST and hard.
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# ? Feb 16, 2015 16:06 |
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al-azad posted:The problem with what you're suggesting is that taking away the real time nature of a fighting game leaves you with an entirely different genre? There's no need for complex button inputs or frame counting because every decision happens on your time. The initial thought was no simultaneous turns. Barring any lost-turn effects, plain old consecutive. But I can see how simultaneous might make for a better metagame. An action would be some sort of gesture or rhythm where your precision equates to the effectiveness of the action (this is where the Karateka influence is). There'd need to be some sort of anti-stall pressure. If doing consecutive turns, I think you'd give the receiving player a chance at a mitigating move, somehow influenced by the attack. You might be forced into a particular pattern (possibly not of your choosing), and maybe the speed you have to do the pattern at is proportional to how effective the attack is. I haven't gone much beyond "I wonder if...", but it at least FEELS like there might be something in here. Or maybe I'm just crazy.
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# ? Feb 16, 2015 16:37 |
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KRILLIN IN THE NAME posted:every game needs skeletons wisdom.
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# ? Feb 16, 2015 19:18 |
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There's a game series called Combat Mission which is a turn based strategy game but your orders are carried out in 60 second real time increments. So you're getting a Football style plan-and-execute game. I think that could work as a fighting game if you slowed down the clock to something like 5-10 seconds. Again, making it turn based seems to defeat the point of fighting games. Input accuracy is superfluous if I'm under no pressure fron my opponent. I'm not the biggest fan of fighting games but they at least need a way to predict and counter your opponent. Take away the guessing game from a fighter and you may as well just have a menu driven input.
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# ? Feb 16, 2015 19:53 |
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The company that develops GameMaker has been purchased by an... internet gambling firm?quote:YoYo Games, developer of GameMaker: Studio, has been sold to PlayTech, an online casino and gambling specialist based on the Isle of Man for $16.4 million. Potential earn-outs and retention costs are expected to add value of $5.25 million.
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# ? Feb 16, 2015 19:56 |
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al-azad posted:There's a game series called Combat Mission which is a turn based strategy game but your orders are carried out in 60 second real time increments. So you're getting a Football style plan-and-execute game. I think that could work as a fighting game if you slowed down the clock to something like 5-10 seconds. If you're going down that route, Frozen Synapse is a much better example of a turn-based-but-realtime-execution tactics game.
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# ? Feb 16, 2015 20:06 |
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The Kins posted:The company that develops GameMaker has been purchased by an... internet gambling firm? Uh oh... Maybe I should learn Futile?
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# ? Feb 16, 2015 20:18 |
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Shoehead posted:Uh oh... Maybe I should learn Futile? I think the lesson being taught don't write games using any framework that you don't control 100%. Back to the bad old days where all engines are built in-house.
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# ? Feb 16, 2015 20:39 |
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Spend 6 years writing and improving your engine, always telling yourself that it needs just a few more tweaks before you start working on the grand campaign. Call it Overgrowth or something.
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# ? Feb 16, 2015 21:23 |
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you can at least say you have the coolest sandbox for a game you'll never finish.
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# ? Feb 16, 2015 21:33 |
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# ? Apr 28, 2024 09:51 |
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By the way re Overgrowth, I actually think it looks great, and apparently they are really, actually, seriously, finally working on the campaign now. But development did start in 2008.
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# ? Feb 16, 2015 21:44 |