madster's Recent Forum Activity

  • People complained that Farenheit was too linear, but then again that's the very definition of story driven.

    There were a few (2 or 3) adventure games that had AI that let NPCs go about their own business on their own time. They were impressive, but also very hard and slow to play, as you had to wait on NPCs because they were busy like getting groceries or whatever O_o

    sounded good on paper, not so good when played, I guess.

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  • Unless you have as many chips as there are neurons in the human brain, which is around 10 - 100 billion. Got that many cores on your Athlon?

    *Counts fingers slowly...*

    *beaming* Yes!!

  • fixed framerate with frameskip, doesn't slow down nor speed up, at least not if the slowdown is caused by rendering. Calculates logic for each passed game tick, sometimes more than one in a row (cause that's what frameskip is).

    Notice the choppyness. Do some interpolation to get rid of it. Your graphics will always be between 1 and 0 logic ticks ahead of your game logic.

  • We should have a katamari challenge

    Btw lol at getting stuck between two platforms >_<

  • Any thoughts on widescreen?

    :s

    Also, wouldn't setting positions like that break all behaviors?

    btw the more I delve into Construct I find it more flexible

  • uh you could calculate the mean center (ponderating by volume) of everything and then displace the physics ball's center halfways from the true ball's center and make the ellipse deform accordingly.

    Also, let the objects pick up other objects but ONLY if they're within a set distance of the physics ball (to avoid center to shift excessively to one side). That's what the 3D Katamari did. Also, allow long shaped objects to affect movement, like lamp posts, because they'll probably stick out. Have them in a family or something.

    I want to play this btw

  • I live in the third world and everyone has 1024x768 here now

    XD

    I'd say it's safe to go with it. On the other hand, most boxes here can't handle a 1024x768 directx window smoothly even if it's doing very simple stuff, due to CRAPPY INTEL VIDEO CARDS (ahem).

  • yeh this was a quick hack job, development went kinda like this:

    -I wonder if I could have a physics-enabled proxy for the mouse pointer.

    -Yep, I can (lags a bit though). Let's toss more spheres at it, see how it holds up.

    -This is kind of fun. Needs score and some rules.

    -Needs to be shinier.

    That's where it's at now. Colors are entirely random and unaccounted for and emphasis was more on packing spheres (you know, getting the most in the minimum space possible).

    Engaging

    I considered just tossing a set amount and letting you push them around until you were satisfied then click to get a height measure. Would that be more interesting? within a time limit?

    I'll think about colors, I had that suggestion while I was making it but it doesn't really fit well with the packing theme.

    Bugs

    The "ENDLESS BALL SHOWER" happens when you click on window edges. No idea why, as a repeating timer is set on mousedown once and it's destroyed on mouseup.

    Nudging is done with physics but I'm not setting the object's velocity, only forcing a new position. Perhaps that's why it's dodgy?

    You guys rock

    Thanks for the feedback! this is more of a toy than a game right now but maybe it could be a weird game. I love weird games.

  • This is a game about sphere packing (unfinished).

    How to play:

    click and hold to drop spheres, push them with the mouse pointer.

    score counts how many spheres are resting. Game ends when a sphere comes to rest on the red end-game zone above.

    Pack them tight!

    Thanks:

    linkman2004 for Two-stage hue shader

    Bubble graphic by Newt (colorized by me)

    Deadeye for general help.

    Future:

    -background

    -sound

    -maybe a different scoring scheme?

    http://www.udec.cl/~jfuente_alba/spg.exe

  • I'd like to point out that notebooks with multitouch touchpads are shipping as we speak

  • the reason was probably to avoid seams

    (no, wasn't me)

  • I had to look up what the story meant to really understand it, made a lot of sense after that.

    And what's it about? I didn't get it :s

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madster

Member since 17 Feb, 2009

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