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Messages - chrisbot6

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211
Creativity / Re: Game Design Megathread
« on: May 27, 2015, 04:50:03 AM »
Sorry for not noticing that map. It looks great :D

Though you're losing a bit by doing it in a torque engine. Something like unity or unreal would easily allow for more detail to be used at the price of learning a new map editor.

I can make gifs now:

(May need to change ShareX settings to stop it being so laggy)

212
Creativity / Re: Game Design Megathread
« on: May 26, 2015, 05:26:08 PM »


I got the button working. Also, there's a little "game" to play.

Everything's optimised now. It's gone from 50 fps to 120 (300 if I turn safety off) - though you wouldn't think so from the fps in this screenshot.

Basically, it's a wrecking ball connected to the mouse. Yay physics. What should I make it into? Ideas?
Make a game where you (vs opponent) have to wreck as much of a building as possible with wrecking balls. Make it turn based, so you decide velocity or something at the start of each turn, then when everyone is ready watch it happen.

Also, how are you guys making these gifs?

213
General Discussion / Re: Expanding Blockland
« on: May 26, 2015, 11:00:07 AM »
short answer: no
That's also the long answer.

214
Creativity / Re: Music Megathread
« on: May 26, 2015, 07:00:31 AM »
I started making stuff a while ago. I mainly make synth music, and don't often use more than one synth to create the different tracks.

https://soundcloud.com/chris-sixsmith

(BEST WORK IMO: Wild Beast & Shadow Dancer)

215
Creativity / Re: Game Design Megathread
« on: May 25, 2015, 11:58:35 AM »
Working on a game engine, casually stealing Torque GUI types and adapting them into components.


(click for larger size)

#swag

216
Creativity / Re: Mess - Genre Blending Browser Game
« on: May 03, 2015, 04:08:29 PM »
p nise work tho chrisy boy!!!
:D

217
Creativity / Re: Mess - Genre Blending Browser Game
« on: May 03, 2015, 04:01:54 PM »
this is pretty neat

the jump sound is fairly obnoxious and unfitting but other than that i don't have many complaints so far
I can't really use that in the final version anyway. I straight up stole it from the old NewSounds mod for Blockland.

218
Creativity / Mess - Genre Blending Browser Game
« on: May 03, 2015, 03:50:54 PM »
I posted this on TigSource a while back and I got some good feedback, but seeing how, as a coder, my beginnings were here (and you guys have valid opinions too, sometimes) I'll let you in on this.

Description
Mess is a (sort of) rpg/platformer/explorer with a (sort of) simple story and some (sort of) cool mechanics. It's about a maintenance worker who wakes up in a weird fairy tale world that is somehow strangely familiar to him.
I've been working on it with two good friends for a little while and have resolved, in order to develop the game while more dynamically allowing for testing, to host the latest update for people to play. Of course, half the time I forget to increment the version number. We've been on 0.8 for a while.

It runs in the Phaser HTML5 game engine, which is pretty good for small scale projects but hasn't exactly been satisfactory for this one (slowness, rendering issues etc).

For the tiles I started with this tileset someone called pgil posted on TS a while ago:

And expanded ridiculously to fit the style I was going for. I think I posted something in the game design megathread about it.

Anyway, I'm looking for any opinions on both how the current version feels and where to go from here. Your posts will (probably) directly influence what I add to the game. With some luck, it will constantly evolve.

Images (few so far)


guess where I ripped the face from:


Progress
- There is a tutorial (introduction) section to do. (skippable)
- There is an initial quest to do.
- There is a battle system and an area with random encounters to play with it.
- There are items to find, one so far with functionality.
- There is (so far) a small game world to explore.

The game currently ends at Yarnberg, as Jeff is absent from his platform in the town hall where you will later find him and therefore the game's second quest does not have any ending.

Bugs/Issues
The game is VERY early in development and might still have problems. Among the ones I know are:
- There is no way to save your game yet.
- Occasionally the game will crash to a black screen when changing area.
- In certain browsers (or on certain computers), the game will lag dramatically when the camera is moving and you might see rendering issues. I can't fix this. It's a Phaser issue. The game seems to be at its best in Chrome, so try that if you get problems.

Play at:
WEB VERSION: http://memorymelt.net/html5/mess/index.html [replace "index" with "debug" for cheats]
STANDALONE: https://www.mediafire.com/?u81mkg07cwe1cuw [Win64 only atm]

(soundtrack - most of it - is on my soundcloud account at https://soundcloud.com/chris-sixsmith)

219
Modification Help / Re: Renderman V.4 project - NEED SCRIPTERS
« on: April 06, 2015, 01:10:54 PM »
Thanks, that will help, we just PMED demian for help, since he helped with the original mod, he might be able to help us with something.
If you want to know how mechanics work, most of my code should be annotated.

221
When I made deathruns I would almost always make one with alternate routes and 3 heavy themed areas.

Like I made this one of a pirate island with the first stage as a pier, the second as a small cave and the third as a network of bridges with 3 keys that needed to be retreived to open a final door. There were secrets hidden all over the map for runners as well, such as new music for the server stereo and treasure chests. There were alternate routes that only one person could take. We even had plans for alternate dimensions players could cut through and power ups for them to pick up. And, of course, every possible path had unique traps. I've still got the file but it's mostly defunct now (shame).

But yeah, that's what I think a deathrun should be. Which is why I'm often disappointed.

222
Creativity / Re: Game Design Megathread
« on: February 15, 2015, 07:22:29 AM »
I need to spend less time on teaser pages

Made the music myself in Reaper with the Oatmeal synth. It was actually kind of by accident (I was trying to make something more lively for a boss battle of some kind) but I think it fits a lot better given the context it plays under in game.

223
export model to .obj, and use converter.
The official converter is pretty okay for simple bricks. Just make sure to go over the blb afterwards, as I know from experience it's by no means perfect.

224
Development / Re: 2014/01/13 - Blockland r1953
« on: January 13, 2015, 02:47:10 PM »
ONE MILLION BRICKS

ONE MILLION

225
General Discussion / Re: Favorite Modder?
« on: January 07, 2015, 11:11:37 AM »
Yeah, the point of this thread is opinions, don't act all high and mighty with "I'll let it slide"
Nah, it's fine. I'll vote for Sylvester, whoever the forget that is.

Honestly, my original post was more sarcastic than anything else. Opinion threads like this are dumb. Nobody's going to be able to get everyone's name in the poll and even if they did the fact that there's so many options means that having even 2 votes puts someone far ahead of almost 50% of the others. Team Sylvester ftw.

Really, there's no "best modder".

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