deadeye's Forum Posts

  • If something is locked you can't select it, so what use is an "unlock selected" option?

    ...objects list...

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  • Uh-oh.

    This might affect Sol because I know he wants to go "BIGGER IS BETTER" with Chamber, and make all graphics native to HD resolutions and scale it down from there.

    Perhaps some sort of optional, advanced "Buffer on call" feature for sprites and tiles could be implemented? Then any sprite or tile marked with such a thing would have to be manually told to load to or clear from VRAM with events.

  • 2. If player is leaving layeouts one, he appears on layeouts two. layeouts two has got four other passages to other layeouts, will i have to use variables for controling from which passage he will enter?

    Make doors. When you player collides with a door, it has some private variables telling which layout to go to, and what x/y to set the player at, if need be.

    Just so we're clear, it doesn't have to look like a door. It can be an invisible sprite, or one that's off the edge of your layout.

    4. Even with few sprites, layer editor is slowing down badly. are you planning on improving it?

    Sounds like your computer is slow, or you have a lot of other stuff running. The layout editor works fine for me, even with hundreds of sprites in the layout. And my computer is pretty old.

  • If that's really the spirit of their EULA, then Mo'Minis can eat my *****

  • The devs have recently begun running the new builds by the forums before updating the front page, just to make sure there aren't any new, last-minute, game-breaking bugs.

  • September '09

    The challenge has been set!

  • Looks like they're using the same UI library thing that Construct does (thought heavily modified), but that's about it. Apart from that, just about any game making tool (MMF, Game Maker, Stencyl?!?, etc...) is going to have similar looking features... layout window, object bar, properties bar, and event list of some kind, etc.

    I downloaded one of the videos and their event system seems to be unnecessarily complex. It looks kind of like Game Maker's event system, where you create blocks of code for each object, rather than a top-down script sort of format like Construct. Still, it's an interesting looking project.

  • First off, Autoplay uses channels to play. MP3 doesn't play on a channel. Ashley already posted the link, but in case you missed it, here's the wiki article on XAudio2: http://apps.sourceforge.net/mediawiki/c ... io2_Object

    But... even when I try "Play music," either from file or from resource, I can't get it to play :/. So I don't know what's up. It's not working for me either.

    As for the menu pausing thing... you need your "On 'Enter' Key" triggers at the tops of your events, or they won't work properly. Since there are other events above them, "On 'Enter' Key" triggers as a new press each time the conditions above it are reached. For example:

    +Every 5ms
    +On Enter Key Pressed
    ->Do stuff
    [/code:32byczfv]
    
    If you hold down the Enter key just once, it will register as having a new keypress every 5 milliseconds.  
    
    Another thing to watch out for:
    [code:32byczfv]
    +Foo
    +On Key
    [ul]
    	[li]> Foo is Goo[/li]
    [/ul]
    +Goo
    +On Key
    [ul]
    	[li]> Goo is Foo[/code:32byczfv][/li]
    [/ul]You will never get Goo, because it's changing right back to Foo.  You need more detailed conditions so you're not canceling them out by accident.
  • I think it's interesting megatronx that you say retro games are "fun, fast, challenging and simple to control" - none of them are attributes specific to retro games - non-retro games can be all of those things too.

    While it's true that they can be, and some actually are, it's a gap that seems to be getting wider as time goes on. Like Mipey said, it's a bloat issue.

    I also see many nuschool games that look absolutely amazing, but have gameplay and design flaws littered throughout. Clunky interfaces, odd controls, glitchy movement, or are just flat-out buggy. It's like they're holding the content in higher regard than the core... polished turds, in other words. Games with no soul.

    I believe it's because developers are spending so much time and money on the content that the core gets neglected. This is especially true with the movie tie-in games you see (but then again, movie tie-ins have always suffered from this).

    I also think that games in general just aren't as "pure" any more. Again, because companies spend so much on the content the want you to see all of it. What you end up with is one long tutorial that holds your hand through the entire game. As an example of a "pure" game, I'd cite the original Metroid for NES... it was just about perfectly balanced as far as challenge goes. It didn't hold your hand at all... it was just you vs. the game.

    One last thing I've noticed about retro styled indie games vs. hi-res indie games... the retro styled ones are almost always more "forgiven" by critics and the general public. The more polished your game is, the more likely people are to nitpick at it. For example, Eternal Daughter is lauded as one of the best indie platformers in recent years. It has a pretty large fan base... just about anyone who plays it is satisfied. Aquaria, on the other hand, has a disproportionate number of detractors. It was made by the same person, and was even billed as "the spiritual successor to Eternal Daughter." By all rights is a far superior game as far as the art, technology, depth of gameplay, etc. are concerned. And even though it's seen it's fair share of success, you will find that a larger percentage of people who've played Aquaria as opposed to those who played Eternal Daughter didn't like it or complained about it's flaws. I believe it's because the closer you get to "professional," the less forgiving people are in regards to your game.

    It could be that you get more complaints for a paid product than you would for a free one, sure... but I don't think it's just that. I think people are just more willing to overlook a game's flaws if it's presented in a more "home-made" or "lo-fi" way.

    Or it could be that fancy looking graphics just get your expectations up about a game more so than lo-fi graphics. You expect the gameplay to be as amazing as the visuals, but that rarely turns out to be the case, and so you end up disappointed.

  • > edit: btw. CHECK THIS OUT -> Pole's Big Adventure - Japanese Trailer 2 - new original game for wiiware by SEGA.

    >

    wow that looks awful... looks like a mario ripoff released 20 years ago that nobody, even then, would want to buy.

    I think it looks cool, if only in a WTF kind of way. Not very challenging though. I definitely don't mind the art, but you really have to wonder just how big SEGA's balls are to go making a spoof of a Nintendo game... for a Nintendo console. And I do agree with megatronx, this should be freeware.

    Also, there needs to be more Western themed games, there really aren't enough of them.

    For an example of a decent retro styled indie game that's actually being sold on a console, and made by a real indie developer, check out Johnny Platform's Biscuit Romp. It's a pretty fun puzzle platformer, and it's only a measly 200 points (on the 360).

  • I don't think the retro/indie community is that large

    Then you would be very wrong. Sure, salable indie games generally are higher res or even 3D, but the vast majority of indie games are freeware, low-res, and 2D.

    Why retro? Perhaps because the games back had high gameplay value. Games nowadays are 90% graphics and bloat and 10% gameplay, and the last number keeps shrinking.

    This, however, is correct. At least for some. Many developers (and I'm one of them) believe gameplay is much more important than visuals, and so concentrate on that. Nice graphics are a luxury. They're the seasoning on the steak.

    I also like retro games for nostalgia. They remind me of the golden age of console gaming, when NES was king. When I was a kid, those games were inspiring to me, and I wanted to make them. Which leads me to the third reason...

    Commercial companies don't make retro styled games any more, and indie developers are filling the void. There's still a big demand for them... mainly from people like me, who were so inspired by that style to begin with.

    And yes, retro art is easier to make, once you get into it. Sure, it's more restrictive, but in other ways it's more forgiving.

  • - [CHANGE] Platform: To jump down through a platform you now have to hold down the down button and hit jump

    Tiny bug... this only works if the "Move Down" control hasn't been renamed to something else. For instance, I renamed it to "Down."

    Submitted to SourceForge.

  • - [ADD] Rotate behavior (spin objects with acceleration)

    Thanks Ashley, this should be a useful addition.

    (Thanks to Doppel for pointing this out, I never noticed the Rotate behavior before )

  • I looked in your trailer, all I found was an empty bottle of scotch and a dead *******

  • I'll do one better.

    From now on, any solid wall that a game designer places outside the layout to keep objects in will be known as Stainsor's Wall.

    There, it's official.