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Levelgeneration
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World richness
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World Interaction
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Game-Story
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Animation
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Sound
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Total Members Voted: 0

Voting closed: September 17, 2011, 12:37:34 pm


Pages: 1 ... 5 6 [7] 8 9 ... 16

Author Topic: Let's Dev (again): Camera ON! Next up: DEATH by GUI  (Read 20608 times)

Siquo

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Re: Let's Dev (again): We haz a decision. It shall be glorious.
« Reply #90 on: September 14, 2011, 03:17:16 pm »

*After a stiff red-orange-screwdriver*
*And some actual screwdriving* (Not screwing you dirty bastard, installing a childlock on the cookie-cabinet)
http://stackoverflow.com/questions/529085/java-how-to-generic-array-creation

Java was very deliberately made the way it was for a lot of obscure and pedantic reasons. The exception is unsigned integers. These were originally intended to be in the language, but at some point they forgot that and retroactively decided that the reason they were not included was to not confuse developers.
Yeah, found that page but wasn't what I needed. That uint story is brilliant. It seems like they designed the whole language like that.

I bet you miss the .net framework now, buahahahahaha!
Wait, what were you using before, c#? I'm guessing that because working with such an awesome language then going to Java inspires this sort of rage.
No, no I don't.
C++
Go figure.
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Max White

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Re: Let's Dev (again): We haz a decision. It shall be glorious.
« Reply #91 on: September 14, 2011, 03:18:44 pm »

Yea, that is good too.
But your missing out on the party, man!
Indexers!

eerr

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Re: Let's Dev (again): We haz a decision. It shall be glorious.
« Reply #92 on: September 14, 2011, 04:39:29 pm »

http://stackoverflow.com/questions/529085/java-how-to-generic-array-creation

Java was very deliberately made the way it was for a lot of obscure and pedantic reasons. The exception is unsigned integers. These were originally intended to be in the language, but at some point they forgot that and retroactively decided that the reason they were not included was to not confuse developers.
Yeah, found that page but wasn't what I needed. That uint story is brilliant. It seems like they designed the whole language like that.


Lets just ignore the fact they know what they are doing, and call them jerks.

Ok?
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Siquo

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Re: Let's Dev (again): We haz a decision. It shall be glorious.
« Reply #93 on: September 14, 2011, 05:08:56 pm »

Lets just ignore the fact they know what they are doing, and call them jerks.
YES! JERKS! Anyway, more tomorrow. Sleepytime.
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Asgarus

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Re: Let's Dev (again): We haz a decision. It shall be glorious.
« Reply #94 on: September 14, 2011, 05:09:19 pm »

If steampunk were chosen as genre, i would try to make some graphics. I'm not THAT good, but not that bad either i think^^
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DreamThorn

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Re: Let's Dev (again): We haz a decision. It shall be glorious.
« Reply #95 on: September 15, 2011, 01:28:45 am »

One of the reasons why I'm against isometric is that I would have to draw and animate each character 5 times.
Wouldn't twice suffice? Walk bottomleft, Walk topleft, and for the right side we can just mirror that (WHO WOULD NOTICE?)? Or am I saying something very dumb now?

Twice would work (kinda) if we don't allow diagonal movement.

Since Siquo is "just a referee", and I am the only one who has made us some graphics so far, I will continue work on the Astro-Knight sprites, which is based on Supermikhael's story idea (the only one so far), but In Space.

It's just that I lose interest if I'm not actively working on the thing, and these are the closest to a fully formed idea we have so far.  I currently imagine it as a platformer, but if someone can explain how isometric will make it more fun, I will go with that.  Similarly, if we get a good steampunk story idea and the majority prefer it over the astroknight idea, I will consider switching to steampunk.

I have an idea for an NPC you may find in the astroknight story:  A ghost of a robot who was violently killed.  He tells you secrets in exchange for spare parts.  Once you have given him a certain amount of parts, he rebuilds his body and is 'alive' again.  (Maybe he gives you something cool in thanks.  Or maybe you have to fight him as an optional boss to get his gun?)

Asgarus, how about showing some of your work?
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This is what happens when we randomly murder people.

You get attacked by a Yandere triangle monster.

Supermikhail

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Re: Let's Dev (again): We haz a decision. It shall be glorious.
« Reply #96 on: September 15, 2011, 08:32:00 am »

Assuming Astroknight takes place on a single asteroid, I've got a platformer gameplay proposition. I've thought for some time now about a style of mining different from DF's where mining is realistically slow. In this case you either strategically designate the place for mining and it goes on in the background for a long time done by your minions, or it just happens without your influence, as I'm going to propose. In this platformer you get under the ground and your minions start to dig a tunnel in the princess' direction from the left side of the screen to the right. From time to time you need to get out for supplies or the miners hit some undiggable obstacle. That's when platforming begins.

Well, that seems to be like a really simple variation of Mario. Again my best shot at combining digging with platforming. I haven't been able to come up with any other good ideas yet, except for a title idea Somebody Somebody and Raiders of the Lost Moustache. Don't have any story behind it, though.
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Soadreqm

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Re: Let's Dev (again): We haz a decision. It shall be glorious.
« Reply #97 on: September 15, 2011, 03:51:18 pm »

The mining is being carried out by the master computer of the mining colony. Although under siege by the Space Dragon and her lackeys, she still controls most of the equipment on the asteroid, and does her best to help the player advance, reminding him at every occasion that she's not doing it b-because she likes him or anything. The player, in turn, must defeat the Space Dragon's cronies who are guarding critical equipment, as well as repair damaged subsystems, thus expanding the master computer's control over the mining colony.

The player eventually defeats the Space Dragon herself. The protagonist and the AI ride towards the galaxyset on the protagonist's space horse. The mining colony gratuitously explodes. Cue credits.
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Siquo

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Re: Let's Dev (again): We haz a decision. It shall be glorious.
« Reply #98 on: September 15, 2011, 04:03:22 pm »

Ohhi, FINALLY got this whole threading and image display up (as in: a field of Ironhand tiles).

So... Decision time again: Everyone likes either Isometric or topdown, but now there's clamoring for a 2D platformer.
2D means physics and harder collision detection :(
It's easier to draw for the artists, though.

Hmmm...

(Oh, and apparently I had two Java books in my bookcase way back from my collegedays. Might still contain relevant stuff, so I guess I'll read that).

New Rule: Any Significant Design Contribution Is In. Even if that means that astroknight will be fighting steampunk orks riding realistic mideval AI horses.

For this to happen we really do need a perspective decision....... Which I will finally make...

TOMORROW!



First: Some sleep. But it's Probably Going To Be Isometric. With gratuitous explosions. Then I will post some proof-of-concept (so that you know you won't be desiging for a dead project and I'm actually just lying about my programming prowess), and then it's really going to get Fun.  8)
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Max White

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #99 on: September 15, 2011, 04:10:51 pm »

What? OH HELL NO! What artists have you been talking to?
Top down tends to be a lot more simple, and easy to draw. Hell, a run animation from top down looks about as realistic as you can get with only three frames, and one of those frames is used for standing still, AND THE OTHER IS A MIRROR OF THE THIRD! Top down is what I would prefer as an artist.

Biag

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Re: Let's Dev (again): We haz a decision. It shall be glorious.
« Reply #100 on: September 15, 2011, 04:31:52 pm »

2D means physics and harder collision detection :(

The only real difference between top-down "physics" and basic platformer physics is that in a platformer, everybody is always trying to move down. So long as you have decent collision detection you only have to add a "vspeed += 1" in the update methods and you're done.

Also, keep in mind that the platformer view is one of the most versatile. Isometric games are almost always RPGs, and top-down games are almost always RPGs or shoot-'em-ups, but Terraria and Cave Story are exceedingly different and still both platformers.
« Last Edit: September 15, 2011, 04:37:52 pm by Biag »
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burningpet

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #101 on: September 15, 2011, 04:48:39 pm »

A digging side view sort of transport tycoon/settlers/anno game sounded really good to me. but thats maybe just because i am sucker for those kind of games.

if any capable programmer will ever want to develop that kind of thing, he can count on me to deliver the graphics.
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Svampapa

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #102 on: September 15, 2011, 06:26:09 pm »

Sorta how I feel about the "Syndicate in space" you posted in teh mockup thread Burningpet.
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eerr

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #103 on: September 15, 2011, 09:39:27 pm »

So siquo, how much do you like clonk rage?
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eerr

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #104 on: September 15, 2011, 10:23:13 pm »

A digging side view sort of transport tycoon/settlers/anno game sounded really good to me. but thats maybe just because i am sucker for those kind of games.

if any capable programmer will ever want to develop that kind of thing, he can count on me to deliver the graphics.

Well the game is basically gonna get made by anyone who makes the graphics + Siquo.

I'm only making suggestions because we haven't had a specific place to go.

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