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Messages - InCreator

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General Discussion / Re: Ask something - We can help.
« on: 15 Sep 2013, 20:17 »
There's a question I cannot google answer for:
Why do multiplayer games still have super low player limit? I mean, usually it's 32..64 players for any first person shooter, 8 for strategy games and so on.
Yet MMOs do exist. So what's that different about them, or in other words, why aren't games like Chivalry: Medieval Warfare 5000 vs 5000 player ones and numbers like this pretty much standard by now?

I just want to understand technical side of this. In age of 100Mbps internet speeds, is such amount of players still a problem? Surely amount of polys for so many characters might be, but connection-wise?

Well, gotta make one of my own then. Not Bourne one though :D

Techno-thrillers (or technothrillers) are a hybrid genre, drawing subject matter generally from science fiction, thrillers, spy, action and war. They include a disproportionate amount (relative to other genres) of technical details on its subject matter (typically military technology); only science fiction tends towards a comparable level of supporting detail on the technical side. The inner workings of technology and the mechanics of various disciplines (espionage, martial arts, politics) are thoroughly explored, and the plot often turns on the particulars of that exploration.

What I'm looking for is basically Jason Bourne: The adventure game.
There surely can't be that few..?

General Discussion / Techno-thriller + adventure games?
« on: 22 May 2013, 08:14 »
I'm looking for adventure games that have techno-thriller'ish story. Governments, conspiracies, '24' and mature stuff and so on.
All I could think of is KGB aka Conspiracy, which doubles as one of my favourites -- music and mood is extremely spot-on.
Does anyone know any more?

General Discussion / Re: Game Developer? Why?
« on: 11 May 2013, 11:56 »
No other way to explain this.

General Discussion / Re: Ask something - We can help.
« on: 07 Mar 2013, 04:02 »
Does anyone know how does CG mastery happen?
I mean these breathtaking 3D and 2D digital painted pictures found in 3dtotal.com or cgsociety.org... how did those people achieve such incredible levels?

I do believe that I can draw and model, yet at my very best, it feels like millenia of endless training away compared to what those people do.
And they dare to call their work imperfect, while yet feels like something impossible for human to do.
Are art schools/courses truly that effective or do those artists just have insane amount of talent and free time?
Some of those people reside among us -- here, too.

The one used in Mafia II (lmb - quick strike, rmb - hard jab, hold space to evade next attack) would work perfectly for Indy. You can scrap rmb if you want, and just have buttons to attack and block.
And successful dodge will leave enemy open for quick strike combo.
It's a bit on an easy side and rather simple to master, but adventure game doesn't need too hard arcade sequences anyway.

AND you can always modify how often enemy dodges for difficulty curve, OR just add stamina/energy to the formula for more complexity.
For example, holding space also drains stamina (like in Chivalry: Medieval Warfare) so the easy "just hold space until opportunity opens"-approach is discouraged due stamina loss.

Sounds perfect to me -- no need to reinvent the wheel.
On a tablet, if multi-tap is supported (all new tablets have), it would look like this:

You hold thumb on a dodge button or tap hit one. And control movement with other hand.
OR, you could even make "back up" movement as dodge key IF enemy is attacking, and "hit" one as attack IF you're nearby, otherwise to move forwards. Then you'd need only 2 controls instead of 4.
But this would sound too much like simplified quick-time event game then. I'd go for 4 controls.

General Discussion / Re: Ask something - We can help.
« on: 28 Nov 2012, 14:43 »
Wikipedia gives me headaches. I cannot understand a symbol on this page :(

Anyway, given that "engine" was just few creatively wasted hours on experimenting, I think it turned out pretty lovely :)


General Discussion / Re: Ask something - We can help.
« on: 28 Nov 2012, 12:32 »
Nice, my little tile-based light engine (sort of) works now.
Edge falloff still feels rough, but I don't think formula's to blame, but redrawing same area

E: Yeah, a bit of adjustment and it's perfect.


General Discussion / Re: Ask something - We can help.
« on: 27 Nov 2012, 23:51 »
Simple and quick:

What's the formula for this graph?
y = ...?

What for:
to change the value of a variable from 1 to 0 as represented with this curve in a for-loop - starting off slowly, then quicker, and then slowing down again. Note that X goes steady +1 in every cycle.

P.S. I hate every math teacher I had: stuffing my young brain with this crap BEFORE I actually got into game making and found actual use for it. And now I don't remember squat.

No takers? Why :(

General Discussion / Re: Elder Scrolls - Discussion
« on: 02 Nov 2012, 08:36 »
Really? As a fear that you dislike them or are they a challenge to you?
I cannot even explain this. Selective/virtual arachnephobia?

IRL, I'm not that afraid of spiders, just not very comfortable around them. Probably because spiders where I live are generally tiny and non-poisonous. I don't even kill them -- people say it's bad luck -- even though close encounter with me means death sentence to most other insects - unless they pose zero threat. I would freak out if one landed into my hair though.

However, in games, I really, really despise any encounters with spiders. Especially if in the dark. And if they jump. And are big and hairy. I almost got heart attack in Penumbra: Overture at the section where you crawled under floor or something, pitch dark and spiders EVERYWHERE making noises and attacking... OH GOD OH GOD

Skyrim spiders weren't as awful as I feared from trailers, but still I tried to dispose them as quickly as possible and not look at them.
But spider tunnels in Half-Life 2: Episode 2 (i think) were quite bad, even despite heavy weapons to deal with them.

General Discussion / Re: Elder Scrolls - Discussion
« on: 01 Nov 2012, 23:25 »
I fail at Elder Scrolls. There's not a single new character playthrough where I wouldn't resort to cheating for 999999 gold.
It just makes no sense to me. I've travelled over enormous land to find a merchant with weapon I like and now I have to grind dozens of dungeons with crappy sword just to acquire gold needed to get this gear..
Strange, never had such dilemma in other RPG-s. Maybe because ES dungeons are more or less predictable, very long and rarely bring anything new and exciting to the gameplay.
I preferred Ayleid ruins (with cool lights and traps) in Oblivion strongly to much more boring dungeons of Skyrim, but with Oblivion, there was rarely any point to spend hour exploring the dungeon just to get 30 gold and inkwell or whatever useless crap chests had. Skyrim sort of improved on this front, but still, I guess I lack the patience to play fair.

I still prefer Oblivion to Skyrim, because I sort of enjoyed my virtual walks in pretty always-summertime forest. And cared more for the NPC's and their problems. Skyrim has shitty landscape (counts double since I live in as cold country I guess) and boring factions everywhere so no fun in that. They even managed to make crafting boring and tiresome...

Spoiler: ShowHide
Also, Oblivion had none of GODDAMN SPIDERS

Hamster Time (working name) - A 2D scrolling platformer with 16-bit era feel

Hamster Time is a platform puzzler, which I plan to release on multiple platforms, so far PC, Android and IOS. Game has somewhat SMB3 and Terraria feel, with different kits for protagonist to use for extra power and puzzle solving. Also, if interested, make sure to check out my youtube channel (in my signature) since I've added some making-of videos.

Positions Available:
I need someone to help me with tilesets. Everything's pure pixel art, and tilesets are either sets of 48*48px pieces or it's lower power of 2, depending on necessity. So far I have made one to show off game and such, but I feel that I'm not competent enough to make unique sets enough. I plan to have at least 6 different locales or "game worlds", so basically it's 6 tilesheets complete with graphics for both walkable and decorative stuff. I can also layer different tiles on top of each other and so, so restrictions on art are quite loose. However, I likely won't recruit anyone whose art is too different from mine or would clash with rest of the graphics too much.

There's no deadline per se, but I would love to get game at least to a beta stage by start of 2013.

Interested parties can reply to this thread or contact me via PM.

There's no payment and I'm operating on zero budget, but since project is intended to be commercial, I could offer share in project up to 15% of profits, should there be any.
Considering what I have so far and game being multi-platform, my hopes for success aren't too low.

Tried about 10-11 times. It feels impossible to win the final battle (second encounter), the game's just too random.
Once you reach few last sectors, it's perfectly clear if you should try to complete game or just restart immediately: it's all about what you found (and could afford) in stores. Don't have enough power, quit.

Still, this game is well worth its price. Pity there's time pressure and you cannot roam (truly) freely to build up your forces.

1) Make game
2) Add graphics. See that there's no graphics mentioned in point #1. Use random stickmen and stuff until you have a game.
3) Add everything else

Never start with intro video, or all you end up with is half-finished intro video
People often suggest to plan everything out, write hundred pages of story, etc.
For some, it works. For me - never. Game must feel like a game from very beginning: you have to have something to PLAY asap.

Then, everytime you work with your game, you're adding something to something you already can play and while testing, you're actually playing and having fun in the proccess... as opposed to closing AGS/MS Word/whatever and playing some other game.

Also, if you get over GAME part, everything else is bonus.
Even if you get fed up, you can still RELEASE A GAME and while maybe not looking as cool as could and not having this awesome intro video, it can still be played and enjoyed.

Long scripts, videos, plans, etc tend to get boring/doubtable in quality quick and kill projects. And during making the game, you'll make heavy changes most likely anyway, so half of the design may become wasted, while other half might be more than you can chew.

General Discussion / Re: Ask something - We can help.
« on: 22 Sep 2012, 18:03 »
Thanks mate, I can use this :)

E: Boy, AGS sure makes simple things look complicated. Here's how I do this in Game Maker (adjusted for looks and minus line drawing)
No defining functions, anything

ft+= 4;
t+= 9;
r = 50 - t/50;
xoff =  round(100 + sin(degtorad(ft))*r);
yoff =  round(100 + cos(degtorad(ft))*r);
x = mouse_x + xoff;
y = mouse_y + yoff;

General Discussion / Re: Ask something - We can help.
« on: 22 Sep 2012, 13:16 »
Okay, I need some programming/math help again:

Circular/spiral motion

I want something to move along circle, or even better, a spiral that moves in a direction and gets smaller.
Imagine smoke clouds or fallen leaves in a wind, as they roll and make smaller and smaller circles as they move away.
Can anyone help me with some pseudocode as what formula would change X and Y of the smoke/leaf/whatever to get such motion?

Since it's pretty clear that trigonometric function (sin/tan/etc) lies in this problem somewhere, I'm at loss.

Epic mspaint to illustrate:

Spiral as described would be awesome but I guess I could work circle (with variable-adjusted radius) to become spiral also.

General Discussion / Re: Ask something - We can help.
« on: 13 Jul 2012, 10:11 »
I think I got it!

y += 10*sin(.2*step);

Where step increases by 30 per second (my frame rate) or 1 per cycle, and 0.2 controls speed.
Loop breaking problem happened because I didn't want to overflow step value and reset it at some point.
But resetting to 0 at some astronomical number such as 2592000 (time until 1 day has passed) basically eliminates broken loop, because nobody plays a game 24 hours straight...
and even if so, a sprite making a tiny jump once a day isn't even noticeable.

General Discussion / Re: Ask something - We can help.
« on: 13 Jul 2012, 09:19 »
math question time!

How do I make a variable that has oscillating value? I mean, going up and down in some range.
I want to use it to offset sprite on y-axis, making it - say - float like a boat (up and down) in the range of 10 pixels.

I can easily do this the "hard way", but I imagine it can be done with sin function, using only a code line or two.
But three math teachers I had - none of them managed to explain understandably what sinusoid does.

This is where I got, thanks to wikipedia

y += 10*sin(time)
where time is abstract value I increase over CPU cycles. But it doesn't return to starting position and feels like a broken loop :(

Any help with this? If possible, also how to speed up or slow it down?

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