CyberDagger's Forum Posts

  • makegames.tumblr.com/post/1136623767/finishing-a-game

    See point 11. If you're really sure that fixing the problems in the code you have now will take longer, then feel free to start over, though.

  • They have recognized that the overflow it poorly implemented right now and they're doing their best to fix it. The stress test used the same build as the BWE, so we didn't get to see Overflow 2.0 yet.

    And I'm on a 4 year old laptop which wasn't even a dedicated gaming rig back when I bought it. Explains the low framerate. But it can run League of Legends perfectly, so I'm fairly positive I'll get decent framerate once that part is optimized to make full use of the graphics card. (The graphics processing in the current build is mainly CPU-bound.)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • But I want to know how to handle 3D. If I happen to land a job as an animator, I'm going to need those skills. I'm killing two birds with one stone.

    Oh, and by the way, I've decided to go with Blender. It's not often that you see a free program of enough quality to compete with commercial packages.

  • Went through some more things with my Guardian yesterday. Still having framerate issues, but I'm positive it'll won't be a problem anymore in the next build, once they optimize the graphic processing.

  • The Internet XXX

    Magic Werewolf Football

    Savage Pokemon Commander

    Legend of Cardboard Psychiatrist

    Secret of the Wheelchair Zombies

    Violent Dodgeball of Death

    Renegade Guitar Bandit

    New Moon of Doom (My thoughts exactly)

    Fantastic Sloth Warfare

    Terrible Pokemon Incident

    Armored Platypus with Friends

    Unholy Big Game Hunter Legend

    Inappropriate Monster of the Damned

    Rogue Shark Lord

  • Yeah. There were some people saying Guild Wars 2 was going to be an entirely new experience, but the devs made it quite clear that it was going to be a hotbar-based MMORPG. The difference was always going to be in the details.

    Though I guess events with branching paths depending on your actions in an MMO game is something new.

    But for me, the main selling point of Guild Wars 2 is how it handles player cooperation in an unorganized PvE environment. With other games of the genre, you're encouraged to avoid other players like the plague when questing, so they don't get your kills. Heck, when you see another player in trouble, instead of helping him out, you ignore him and leave him to die, just so you don't get accused of kill-stealing. In Guild Wars 2, all players get the same experience and rewards for a fight, regardless of who initiated the fight or who dealt the final blow. Seeing another player pass by and help you out with whatever you're doing is always a good experience, even more if you form a temporary group and go tackle the same challenges after that.

    And besides, I refuse to play any game with a subscription fee on principle. I think is a dishonest business practice that can only work with bland Skinner's Box techniques.

    As a last point here, I absolutely love the scope of the customization in Guild Wars 2. Two characters of the same class can play completely different depending on their weapon and trait choices. I had already decided I wanted to make a Charr Warrior with dual axes and a rifle when the game comes out, so I went on the net to see what I could do. The build I made was quite scary.

  • There's no exclusivity agreement regarding the Scirra Arcade. You can post them wherever you want.

    And as I've said before, most game companies are okay with you reusing their assets for non-profit purposes. And even in the rare case where they mind, you won't get in any legal trouble if you just honor their request and take down your game.

    But that part about advertising a server looks a bit shady. If what you are advertising is a so-called private server, then they have every reason for coming after you and if they see it, they will.

  • I was at the beta weekend event. Tried out the Elementalist and Guardian.

    First of all, let me say that I loved how you could keep moving when using skills. Makes the combat much more fluid.

    The "quests" are nothing truly groundbreaking, but it's the way they are presented that makes the deal. There is no quest log telling you what to do. When you arrive near an area with an objective, you get alerted to it. There are many ways in which you can complete the event, and you can complete it by doing any of those objectives, or a mix of them all. To make things even better, all players in the same area contribute to completion. Kill stealing is effectively out of the picture.

    The skills in the game are situational. This, to me, is actually a good thing. The autoattack skill is your bread and butter damage dealer, while the other skills are to be used when needed. I like it that way. I find the concept of skill rotations to be terribly dull. I prefer a game that tests if you know when to use your skills than one that tests the order in which you use them.

    Make no mistake, Guild Wars 2 does not hold your hand. You will die. A lot. Do not expect to go on your merry way slaughtering mobs, even in the starting areas. Fortunately, you get a chance to come back to the fight when your health reaches zero if you play your cards right. But be warned anyway, this game is hard.

    Last, but definitely not least, is the business model. There are no subscription fees. You pay full price upfront and play as much as you want. The game is further supported by an ingame cash shop that sells aesthetic and convenience items. Players are able to freely trade ingame money and cash shop tokens between them. This means that you only pay what you wish to pay, and the devs don't need to add pointless grind to the game to keep you playing your monthly fee. Everyone's happy.

    In a nutshell, Guild Wars 2 is nothing completely new, but it polishes the common tropes of MMORPGs and takes them in a new direction. The wait seems to be paying off.

  • Dance Dance Flatulence Fandango (Just... No...)

    Deadly Porn Palace (Just how deadly is it? Some parties are interested in the answer.)

    Enormous Wheelchair Lord (I guess that means he has a moving throne.)

    Demonic Viking Babies (The mental image is pretty hilarious.)

    Super Sexy Hammer Psychiatrist (but will the hammers be able to notice how sexy he is?)

    Australian Architecture Extravaganza (It must be really interesting, I guess...)

    Sleazy Business Dreamland (This one's actually a cool concept, just with the wrong title.)

    Naughty Indian (I guess it's revenge for THAT...)

    Dangerous Military (You don't say?)

    Britney Spears' Aerobics Kombat (Just try to picture it in your mind without at least smiling. I dare you.)

    Japanese Ping Pong X (Lemme guess, it involves mechas...)

    The Desert Gone Wild actually has some potential, though

  • PixelMonkey has it right. The simplest way to do this is to add an event that sets the vertical speed to 0 when the jump button is released. This makes the character start falling as soon as the button is released. THe transition can be a bit harsh, so that's why PM gave the -3 value. That makes the transition to fall smoother.

  • Heh, Reddit is a bit intimidating now. I'll scout for a bit becore I make my move.

  • With my blog having its second post with meaningful content now, it is probably better to give it its own topic now, instead of making a new topic for each post. I'll post here each time I make a new post, and update the first post with it.

    About Intro Stage:

    Intro Stage is a blog written by an aspiring game designer, for aspiring game designers. With it, I intend to explore the elements of the vast discipline of game design and help both myself and others understand them better. Hopefully, I can serve as a sort of intro stage for your own endeavors in this fascinating world, providing you with the knowledge you need to succeed.

    Main Page

    Newest Post: Gameplay Versus Graphics

    Inspired by the now infamous "game-play or looks" topic, I delve into the subject of visual content in a game and how its importance is commonly underrated.

    P.S. - Now that I think about it, since my blog deals with game design, perhaps this topic would be better in General Game Design. If someone with the powers agrees with this, please move it. If you think it is better here in Open Topic, just say so. I'm kind of having my doubts, and the opinion of someone more familiar with the forum structure would be greatly appreciated.

  • I ended up making a tl;dr post about this that would probably end up taking half the page. It's in my blog, if you want to see it.

  • I have recently started working on a game, mostly inspired by Ikaruga and Sonic Colors, and I've been designing the assets and working on the design.

    While I am a decent spriter, this game is going to have an aircraft ast one of its main graphical assets, and it's much more difficult for me to draw machinery and make it look good. Organic elements, being squishier, give me more of a margin of error when it comes to their presentation.

    I would be more than capable of creating a static sprite, but I want to depict this aircraft rolling when it moves to the side. And that's where this goes beyond my skills. I don't get the same leeway I'm used to, and it's very easy to screw up the perspective.

    I thought of a solution. It's one that ha been used many times before by other developers. Make a 3D model of your asset, then use that as a base for the sprites. By taking shots of it from all the angles I needed to complete the roll animation, I'd have a good guide.

    Here's my problem. I have almost zero experience with 3D modelling. I don't know what I should use, and some of the programs I see seem complicated to use. Those of you who have more experience in this, could you please recommend a free program that is easy to learn and use?

    P.S. - I took advantage of that insane offer DAZ did a while back, so if any of you want to say Hexagon, go ahead, I have it.

  • So, I guess it would also be a good idea for me to use Reddit to promote my bolg...