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Messages - giuocob

Pages: [1] 2 3 ... 14
1
Game Design! / Re: Work in Progress Thread.
« on: March 20, 2011, 02:13:48 pm »
I'm not familiar with Construct. What language is it written in, and what makes it better than other similar programs? I saw that it's open source, definitely a huge plus.

2
Game Design! / Re: Work in Progress Thread.
« on: March 20, 2011, 12:10:22 pm »
MMF2 probably is 'better' in the way you described. It's easier to use and I don't believe it drops any functionality for it. However, I think that GM will better prepare you for 'real' programming should you ever decide to move on. It's your call.

3
Game Design! / Re: Level generation ideas.
« on: March 20, 2011, 03:03:05 am »
Oh MAN, have you got a project ahead of you. I've never tried to something as ambitious as random level generation, but I can spew out a few thoughts. First, testing for jump possibility, which should certainly be the hardest part (unless you're planning on actually randomizing event-based triggers, in which case...holy fucking shit, give up now). I'm not sure what kind of algorithm you would use to generate said pathways, but however you choose to build it, start with an extremely simplistic scenario and work your way up from there. First, pretend The Guy can only jump once, at a constant height, holding down the right arrow key. Make an algorithm that will fill in blocks and spikes randomly to permit such a pathway. Then you might expand it to account that he can jump to variable heights. Then, account for his ability to instantly change direction in midair, and if you can can make it that far, adding in the double jump should be trivial. I think your best bet is to first generate the path you would expect The Guy to take through the air, and fill in boundaries thoroughly enough to make sure it is the ONLY way to make it. This would make your levels gigantic messes of spikes, but it would be quite an accomplishment to get that far, and you could try to clean the look up from there.

Overall room design's also gonna be hard. You were right to identify the problem of unintentional easy shortcuts through everything. I see the easiest solution being to modularize eerything. Put in a tricky jump, make him walk a little ways away, and throw in another one. Make sure each 'module' is far enough away from or above the last one that they cannot be accessed except by the connecting bits.

These are just thoughts; you're going to run into a LOT more problems if you try to create this. Godspeed.

4
Game Design! / Re: A game design program?
« on: March 20, 2011, 02:37:14 am »
I'm making this post assuming you know basically nothing about programming; if I'm wrong, let me know.

Making a game that you are both able to sell and is worthy of selling is no easy task. The easiest way to make games would be to shit one out of MMF2 or gamemaker in a few hours, but those are basically the Big Wheelz tools of game programming, and there may be licensing restrictions if you actually want to sell them.

I used Flash for a while. It's a great way to get into game programming if you're new, since the event queueing and image handling (read:the hard stuff) is already done for you, and it'll still let you learn object oriented programming. If you're not too serious about this and just want a relatively quick and easy game, this should work fine (if you're willing to shell out $300).

If you want to get a little more technical, you can try an actual language. At this point, you basically have to make tradeoffs between ease of programming and program speed. Languages like Python and Java are quite easy to code in, but lack the raw number crunching speed of C++. C/C++ is the definitive industry standard in games these days, and if you want to learn to code like the big boys, you'll want to learn these, though it can take you a loooooooong time. (Don't use C# unless you have a particularly strong craving for Microsoft's dick.)

If you get a further idea of what exactly you want to do, I'd be happy to link you to some tutorials.

5
And now I am famous.

http://www.twingalaxies.com/index.aspx?c=22&pi=17&gi=5042&vi=12905

(still no video, .mts is really hard to convert to other stuff besides burning it to a  DVD.)

6
I, for one, welcome Google as our new masters and overlords.

7
General Discussion! / Re: Loz: Link's Awakening DX Speed Run
« on: July 27, 2010, 03:53:37 pm »
I've got .mts right now and no way to play it. I'll see if I can't get it uploaded somewhere after it's in a viewable format.

8
General Discussion! / Re: Loz: Link's Awakening DX Speed Run
« on: July 27, 2010, 03:08:17 pm »
Game over.

1:34:09

I HAVE WON.

9
Crap! / Re: Why do I do this to myself?
« on: July 26, 2010, 02:08:59 pm »
Oh sup IWBTF, I heard you like nightmares.

http://www.youtube.com/watch?v=R2BAeh8wZLI

10
General Discussion! / Re: Loz: Link's Awakening DX Speed Run
« on: July 25, 2010, 06:03:03 pm »
I HAVE NO WORDS

I HAVE NO WORDS

WHAT THE FUCK IS WRONG WITH THIS WORLD

(1:36:12, TAPED)

GODDAMNIT GUYS

11
General Discussion! / Re: Loz: Link's Awakening DX Speed Run
« on: July 24, 2010, 02:37:18 pm »
Actually on the TAS run, I don't think they ever bother to open the cannon at all, they just wallhack their way to EVERY star that usually requires it.

12
General Discussion! / Re: Intro Topic! Introduce your self!
« on: July 24, 2010, 02:35:09 pm »
>:(

13
General Discussion! / Re: Loz: Link's Awakening DX Speed Run
« on: July 24, 2010, 09:28:11 am »
www.speeddemosarchive.com

Those guys probably know quite a bit about SM64, they'd be a great resource. I got a bunch of stuff from their forums for my run.

14
General Discussion! / Re: Intro Topic! Introduce your self!
« on: July 24, 2010, 09:26:54 am »
Looks like I'm not the only one from Cincinnati anymore.

15
General Discussion! / Re: Loz: Link's Awakening DX Speed Run
« on: July 23, 2010, 01:04:31 pm »
Oh God, doing a 70 star run sounds like the most painful thing in the world because you'll have to figure out which stars are the fastest. Godspeed. I doubt it's going to be as easy as you think though; Michael Damiani is a machine. You can definitely do it though.

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