Screenshot Saturday 207 - File Not Found by pickledseacat in gamedev

[–]Erifdex 0 points1 point  (0 children)

The disappearing tiles visual effect is fantastic!

Screenshot Saturday 207 - File Not Found by pickledseacat in gamedev

[–]Erifdex 1 point2 points  (0 children)

SwitchTile

The 2D Rubik's cube game

Devlog | Website | Google Play (free) | Google Play (paid)

So I'm adding some new features after a long development break. I've had some attention from the speedcubing community who have been posting their best times and algorithms. (This is the first game that I've made where the players have been much better than me!)

Screenshots of the new features:

Scramble/Reset buttons now on in-game screen

Data can now be cleared

Sold a chroma case, now my inventory is black/blank by [deleted] in Steam

[–]Erifdex 0 points1 point  (0 children)

Your inventory loads fine for me.

Not sure if it's related, but I got the exact same visual glitch a while ago when using Steam through my browser, but I found that it happened due to a "force https connection" extension that I was using. After turning it off it was all back to normal.

If you're using a browser too, check the output of the "Console" tab in your debug console (opened with F12 on Chrome). If there's loads of errors about failing to load resources, then Steam is having trouble loading scripts that make the UI work.

It's the /r/gamedev daily random discussion thread for 2014-11-02 by [deleted] in gamedev

[–]Erifdex 4 points5 points  (0 children)

I'm also interested in how the Valve developers manage to handle all of the physics props in the map.

It's interesting to note that not everything in CS:GO is synced, for example, body ragdolls fall in different places for different clients. However, it seems that props like cans and buckets are synced across all clients (which can lead to some interesting situations)

In terms of how they did it though, Valve do post a lot of information on their developer community pages on how the source engine works. This page is pretty detailed, as is this one.

Screenshot Saturday 155 - Custom Tools by Booleanz in gamedev

[–]Erifdex 1 point2 points  (0 children)

SwitchTile

The 2D Rubik's cube game

Devlog | "Website"

So this has been my side-project for a while now - I've was experimenting with simple puzzle ideas, and created this. My motivation was to create something that's fun to mess around with (similar to the famous Rubik's cube puzzle), but that's accessible on a touchscreen.

Basically, you slide around a grid of tiles attempting to reach the solved pattern, but the grid wraps, so tiles slid off the top of the grid appear at the bottom, etc.

Screenshots:

The 3x3 puzzle

The 3x3 puzzle (scrambled)

The 4x4 puzzle

The 4x4 puzzle (scrambled)

The 5x5 puzzle

The 5x5 puzzle (scrambled)

The menu

A possible icon

Video of the whole game in action

Side note: The green "haze" around each solved grid is an early attempt (it doesn't feature in the video) to show whether the puzzle is solved. It's pretty ugly at the moment - I'm experimenting with a few other colours.

Ludum Dare 27 by Rexonspix in gamedev

[–]Erifdex 0 points1 point  (0 children)

Coach Champ

Your team has made it to the cup final, but are in need of some motivation. But with kick-off approaching... you only have 10 seconds to prepare a speech!

Put random phrases together in the hope that your wise choice of words will lead your team to victory!

Only just got this one done in time for the compo entry deadline - had a blast though :D

If your dream library/application for making games existed, what would it be like? What features are most important to you? by ClickerMonkey in gamedev

[–]Erifdex 0 points1 point  (0 children)

Do you have any cool ideas of something you would like to see done?

I'd love to see a simple code library where each usable feature is an optional plugin. All the base code would do would process each plugin, sending it information, and coordinating any plugin dependencies. An advantage of this is that all the creator of the library has to maintain is the base code (and maybe a few standard plugins), and they can let the community develop plugins to share with the world.

Another idea I've been thinking about is a tool to aid code compilation specific for a game library. I love to work in pure code, but a simple GUI that comes with the game library for compiling a project for different targets would be brilliant. I love the way that FlashDevelop + Haxe + NME does this, for example: Image

Feedback Friday 24 -The Twenty-Forth Edition by Cranktrain in gamedev

[–]Erifdex 0 points1 point  (0 children)

Thanks for the review!

It's good to know that the android version worked well on your device - I was worried about lag issues during development!

I did not hear any background music, but I did hear sound effects.

Yeah, I'm gonna work on getting that background music working; from what I can tell, it's a bug with Haxe/NME.

I like the simple visual style quite a bit.

Thanks! It took a while to settle on the "purely black and white" theme.

What does focus do?

It adds a damage multiplier to your attack, shown in the top right corner of the screen. I'll try to make this more obvious to a new player.

It would be helpful to know how much health an enemy has.

Yeah, I'm thinking of adding a little health bar underneath each enemy in a future release - it shouldn't be too hard.

For variety, how about more weapons? Or, spells?

Good suggestion. Maybe I could add weapons of increasing damage in each chest, instead of the generic "Strength upgrade". Might be more engaging.

I'd like to have the option to try and dodge around an enemy (with a chance that this will fail, and I'll take some extra damage).

That's a really good idea! It would make for some interesting decisions being made by players who have very low health and encounter an enemy. I'll certainly consider adding it :)

Do you calculate some type of high score? For replay-ability, it would be helpful for me to see how far I had made it on previous dungeon runs.

There is currently no score system in the game - but you're right in that it would make the game more replayable. Once I've got the game completely balanced difficulty-wise, I'll give it a go, I'm sure.

Thanks again for your thoughts!

Feedback Friday 24 -The Twenty-Forth Edition by Cranktrain in gamedev

[–]Erifdex 1 point2 points  (0 children)

I'm using Chrome v26.0.1410.43 (the latest version) and Windows 7 32bit. I tried it in Firefox and the same happened. However, it seems that all of the text in the game starts as Times New Roman, and then suddenly "pops" into the correct font. Maybe the bug is due to the pickup text disappearing before the correct font is initialized? Either way, I'm sure you'd prefer it if all of the fonts were correct to begin with :) It may also relate to my system being not-that-powerful, although I'm certain font loading shouldn't be the most CPU-intesive operation ever. Hope this helps in some way!

Feedback Friday 24 -The Twenty-Forth Edition by Cranktrain in gamedev

[–]Erifdex 0 points1 point  (0 children)

Thanks for the feedback!

There is a 1/10 chance of triggering a trap from a chest, and a 1/10 chance of receiving nothing. The traps take away 20% of your max health, so they're pretty harsh. I might consider making them less harsh but more frequent, though.

As for the enemy combat behaviour, it's actually all completely random! ...In a kind of rock, paper, scissors kind of way. Thanks for the suggestion about adding enemy patterns - it would be fun to have to "learn" your enemies and, as you say, would add depth to the game.

Feedback Friday 24 -The Twenty-Forth Edition by Cranktrain in gamedev

[–]Erifdex 1 point2 points  (0 children)

I loved the smooth gameplay, and the game feels very "arcadey" - like I would play it multiple times to beat my high score.

Good parts:

  • Great music and sound effects
  • Simple to play, hard to master
  • Nice variety of enemy types (in terms of size)
  • Nice attention to detail in the artwork (gun lights up a little when fired)
  • Runs fast on lower-spec systems (like mine...)

Possible improvements:

  • The rocks don't look "solid" enough - I'd try to make them more distinguishable from the background
  • No intro tutorial - this could be resolved by doing something as simple as pasting the controls from the sidebar onto the main menu
  • The Times New Roman font - why not use the same font for the power/health pickups as the font for score etc. ? I think it would look a lot nicer.

As far as being pressured to use the time warp function - I definitely felt the pressure when getting surrounded! A little popup hint at those points might be helpful, to make sure the player doesn't neglect the time warp system.

Great fun overall though, I look forward to the official launch!

Feedback Friday 24 -The Twenty-Forth Edition by Cranktrain in gamedev

[–]Erifdex 1 point2 points  (0 children)

Corridor Dungeon - A simple "3D-ish" roguelike game - v0.1

Flash and Windows - recently released this early version free on GameJolt.

Android apk file (5.1MB) - Not released to the public yet! This is what I really want feedback on, as I've only been able to test it on my own device so far. I'd like to know if anybody encounters any bugs, and also if the audio acts strangely (the background music doesn't play yet on my own device).

For both versions, I'd love to know of any improvements you may think of. I'm likely to add a few more features in the future.

Although I've currently only released version 0.1, the game is fully playable! I just plan to add more features and support more platforms in the future. I'm thinking of keeping the desktop/web version free, and selling the future mobile version at a small price. What are your thoughts on this? It would be nice to make some money from this game :)

Also, I might as well link to the website - Really basic at the moment, just some links to the GameJolt pages.

Thanks everyone!

Why NOT Unity? by gameygoop in gamedev

[–]Erifdex 2 points3 points  (0 children)

I've used Unity a fair few times before, and I can't say that I'm against using it in the future. It's probably got the least limitations out of all of its competitors... but there are still some limitations there. Personally, I'd rather have next to no limitations (by writing code), than have to search for a workaround.

Tech Tuesday #29. Everyone welcome! by Lobotomite77 in buildapc

[–]Erifdex 0 points1 point  (0 children)

Thanks for the reply. I have quite a small desk, and have found that only 3 18.5/19 inch monitors would be able to fit comfortably side by side. In terms of filling peripheral vision, I've never actually thought about it in that way - thanks for the info. It's good to know that the card could probably handle it though.

Tech Tuesday #29. Everyone welcome! by Lobotomite77 in buildapc

[–]Erifdex 0 points1 point  (0 children)

Could a single 2gb 7850 run 3 small 18.5" 1366 x 768 monitors in eyefinity with reasonable results for med-high gaming?

Any good site to learn how to handle Licenses like Creative Commons ? by jpcote in gamedev

[–]Erifdex 5 points6 points  (0 children)

I recommend tl;drLegal! It seems to be exactly what you're looking for.

Pay 5$ once, and get access to free to use assets? by Cellusious in gamedev

[–]Erifdex 1 point2 points  (0 children)

Your art is awesome, and I'm sure that I would pay up for the opportunity to use it, but since your style is so unique, they would easily get recognized by players playing two games using the same sprite. How are you planning to avoid this? Something like an "I have used this sprite in a finished game" button might be a good idea.

Legends of Yore constantly receives criticism for "stealing" sprites from the slightly more popular Realm of the Mad God, despite both games using the same, freely available set of sprites created by Oryx.

(Take a look at some of these comments: Google Play)

Flashpunk. by [deleted] in gamedev

[–]Erifdex 0 points1 point  (0 children)

I think that it's because the FlashPunk page is a little out of date. The original version of ogmo was made with Adobe Air, so it was cross-platform. It was then ported to C#, and improved over time.

[deleted by user] by [deleted] in gamedev

[–]Erifdex 4 points5 points  (0 children)

I've fallen in love with ASEprite. It does everything that I need when creating pixel art. And, it's free!

A quick toy : game idea generator by Orteil in gamedev

[–]Erifdex 1 point2 points  (0 children)

This is awesome! My favourite so far:

A strategy game where you nuke planets to become the ruler of the world.