Jeez now I'm being told we're getting kicked out of the house for that weekend...so happy the jam is longer than a weekend. Maybe Austin and Tom heard my pleas.
Jeez now I'm being told we're getting kicked out of the house for that weekend...so happy the jam is longer than a weekend. Maybe Austin and Tom heard my pleas.
With such a large programmer:artist ratio in the team-finding thread, I may not be able to find people an artist for this...
Ported a couple of my classes over to Java for use in this mod-thing, decided to make a quick speed test to see how long it takes to generate numbers via the modified Blum-Blum-Shub.
100,000 operations at 50 operations per batch (game tick, with speed increased to 17ms)
2013-06-15 17:38:39 [INFO] [STDOUT] PRNG.secure() results: 0.0006099999882280827ms
This isn't counting the amount of time it takes to check remaining byte info and grab the original seed it uses from random.org (fallback to java.security.SecureRandom)
Three cheers for the Flash/Java reg lounge? xD
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
So yeah my only gripe about the game jam is that it's two weeks. I'm guessing Austin got tired of all the assholes who constantly flame him about "making developers make crappy rushed games" and wanted to try to make it longer. Those players who complain really just don't get the point of a game jam.
So then I realized just because it's 2 weeks, you don't have to work for 2 weeks. So then I felt happy.
At 6/16/13 03:45 AM, PSvils wrote: Man, can artists really only think of brawler type games?
While there aren't a lot of submissions, and not all of them are like this, it's a bit disappointing that these are supposed to be screenshots that are inspiring/new...and half of them are just 2 dudes facing each other with health bars on top...
I have a lot of faith in the artists of NG. The good submissions of any contest usually come in towards the end. And I think there will be two kinds of artists/submissions here. Artists who have never been involved in making a game before, but love to draw, and are ecstatic about the idea of having their art come to life in such a way, and artists who are partly game designers that know how games work and will make interesting concepts for fun games. I think there's a place for both in this contest.
Something like this for example, looks very interesting, but also makes me think multiple people may end up making the same game.
I think Austinbreed did this, or got it from somewhere, either way, it's not in the art portal but would be fucking awesome as a game. "The Vultures Drinking Game"
At 6/16/13 05:38 AM, 4urentertainment wrote: So then I realized just because it's 2 weeks, you don't have to work for 2 weeks. So then I felt happy.
So when's this thing start, again?
I've been busy getting sunburned and bleeding all summer and didn't think i'd have the time to fully participate in a jam, but since it's a full two weeks, I might (plus some other unexpected circumstances that've opened up my schedule some)
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 6/16/13 12:22 PM, egg82 wrote: So when's this thing start, again?
At 6/16/13 06:53 PM, PSvils wrote: A question to those who have submitted a game to FGL:
Do you usually stick the highscores and medals in before submitting to FGL, or only after you get a sponsorship?
Danke!
It probably depends whether sponsor whant to have their api
At 6/17/13 12:38 AM, PSvils wrote:At 6/16/13 07:54 PM, nitokov wrote: It probably depends whether sponsor whant to have their apiWell...that's the thing, and you can't know that before submitting to FGL...
you can put placeholder, and sponsors probably dont whant to have NG (or others) api in "their" game
I might've found an artist for the jam :D
also, Shark, what in the world are you even making? xD
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 6/17/13 11:51 AM, Mr-Shark wrote: http://www.newgrounds.com/dump/item/5e0b31ad8c7ce8a59e934067 a82a389d
I like the frog or slug or whatever that shows up after a while of being high.
At 6/17/13 06:55 PM, MSGhero wrote: I like the frog or slug or whatever that shows up after a while of being high.
something tells me that's where all of the loading time went to.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
Which screenshot has everyone picked?
We've formed a team with two artists, a musician and a voice actor, and we're using test-object's screenshot for the jam.
At 6/20/13 07:23 AM, FlyingColours wrote: Which screenshot has everyone picked?
this looked interesting enough to take a stab at a similar concept. Petski and I went back and forth on a bunch of them for a while before landing on two we liked. This one won by an inch.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 6/20/13 07:23 AM, FlyingColours wrote: Which screenshot has everyone picked?
Judging by the current number of votes, we'll probably be going with this:
There is so much room for activities!
Is it just me or everything stops for a frame when camera start moving? its possible that i am looking to much this and my brain is not seeing illusion: http://www.newgrounds.com/dump/item/2614041ec4cea7ae25d492d7 2315f395
At 6/20/13 12:24 PM, nitokov wrote: Is it just me or everything stops for a frame when camera start moving? its possible that i am looking to much this and my brain is not seeing illusion: http://www.newgrounds.com/dump/item/2614041ec4cea7ae25d492d7 2315f395
it's an illusion, I believe.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 6/20/13 12:24 PM, nitokov wrote: Is it just me or everything stops for a frame when camera start moving? its possible that i am looking to much this and my brain is not seeing illusion: http://www.newgrounds.com/dump/item/2614041ec4cea7ae25d492d7 2315f395
Could be an illusion, not sure though, it does seem to wait a frame. Post code?
At 6/20/13 12:32 PM, Rustygames wrote:At 6/20/13 12:24 PM, nitokov wrote: Is it just me or everything stops for a frame when camera start moving? its possible that i am looking to much this and my brain is not seeing illusion: http://www.newgrounds.com/dump/item/2614041ec4cea7ae25d492d7 2315f395Could be an illusion, not sure though, it does seem to wait a frame. Post code?
Player.as
if (Map.lockRight || Map.lockLeft)
{
if (x > 320)
{
Map.lockLeft = false;
}
{
if (!Map.lockRight && !Map.lockLeft)
{
//x = 320;
UpdateColliders();
Map.x -= _incX; // i use static class for some of maps properties, its experimental
}
in MapObject.as
override public function Update():void
{
super.Update();
x = Map.x;
y = Map.y;
if (!Map.lockLeft && !Map.lockRight)
{
x += Map.moveX;
}
if (x >= 0)
{
Map.lockLeft = true;
x = 0;
} else if (x < -_artSource.width + 640)
{
Map.lockRight = true;
x = -_artSource.width + 640;
}
if (y < -_artSource.height + 480)
{
Map.lockDown = true;
y = -_artSource.height + 480;
} else if (y >= 0)
{
Map.lockUp = true;
y = 0;
}
Map.x = x;
Map.y = y;
}
trace(player.x, map.x)
282 0
292 0
302 0
312 0
322 -10 <---
322 -20
322 -30
322 -40
so it seems that in one frame both are moving, piece of cake :D
At 6/20/13 01:40 PM, Rustygames wrote: Post results :)
http://www.newgrounds.com/dump/item/2614041ec4cea7ae25d492d7 2315f395
I use Tiled map editor which gives me json file as output and then code just decode it and draw tiles to bitmap, this map is 80x60 tiles with 32x32 tile size, map building time is 114 ms in debug mode.
This platformer engine is part of my engine i started to develop over past few weeks, its sort of rendering engine which i decided to make to understand oop even better and to make my life easier.
At 6/20/13 02:11 PM, nitokov wrote: This platformer engine is part of my engine i started to develop over past few weeks, its sort of rendering engine which i decided to make to understand oop even better and to make my life easier.
totally understandable, but i'd recommend simply using Flixel (or other frameworks/etc) for stuff you're serious about.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 6/20/13 04:10 PM, PSvils wrote: I'd recommend not doing that, and creating your own.
why's that?
my main reason is because it's a tried-and-tested thing, and unlikely to fail on you when you need it to work.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 6/20/13 04:10 PM, PSvils wrote:At 6/20/13 03:53 PM, egg82 wrote: totally understandable, but i'd recommend simply using Flixel (or other frameworks/etc) for stuff you're serious about.I'd recommend not doing that, and creating your own.
I agree, its best way to learn stuff, and improve your brain and way of thinking
egg82:
:why's that?
:my main reason is because it's a tried-and-tested thing, and unlikely to fail on you when you need it to work.
if i use libraries like flixel or flashpunk it really isn't that fun for me, i like to create my own system even if it may be inferior to others, masochist alert
I ahavn't used flixel so couldn't comment on that; but I don't recommend using your own custom framework. Chances are if it's well made with commonly used design patterns then it's going to look similar to a tried and tested framework anyway, so may as well use one.
I'm not saying use some engine where you drop in behaviors and parameters to make a game (is that what flixel is like?), but just a solid framework from which to build everything yourself. PureMVC and Robot Legs are the most popular I believe, and I would strongly recommend PureMVC out of the two as it has many benefits over robot legs in my opinion (I want bother going into specifics unless someone really wants to know).
Also using a common framework will make you more desirable to companies looking to hire
I didn't know about Flixel until I basically made the core of it -_-
I might use it instead, but meh, my system works fine and I don't have to learn it. Flixel can do a lot more ofc, but I can do my own saving and pathfinding. The replay thing might be neat, but I kinda have an idea to do that as well.
Anyway, is there supposed to be a thread for jam progress, or are we doing that here?
The screenshot declaration thread is also for progress.
At 6/20/13 06:03 PM, MSGhero wrote:
:The replay thing might be neat, but I kinda have an idea to do that as well.
How would you do it?
I was thinking for every object to store x,y and time in array and move it according to that.
At 6/21/13 01:59 AM, nitokov wrote:At 6/20/13 06:03 PM, MSGhero wrote: The replay thing might be neat, but I kinda have an idea to do that as well.How would you do it?
I was thinking for every object to store x,y and time in array and move it according to that.
Normally, you give the game a command, and it reacts to it. So, in theory, I'd store commands and re-enact the game. I saw it in a vid about multiplayer: instead of storing/sending to a server the xy,rotation,etc of everything, send the commands that caused those things and lerp the in-betweens. So like, maybe "holding left for 90 frames, holding nothing for 200 frames, ..." maybe frames or time. You're gonna move a specific amount in those 90 frames holding left, and it will be the exact same as if you stored xys. And then enemies would be sorta the same. Theoretically.
At 6/21/13 02:11 AM, MSGhero wrote:
Normally, you give the game a command, and it reacts to it. So, in theory, I'd store commands and re-enact the game. I saw it in a vid about multiplayer: instead of storing/sending to a server the xy,rotation,etc of everything, send the commands that caused those things and lerp the in-betweens. So like, maybe "holding left for 90 frames, holding nothing for 200 frames, ..." maybe frames or time. You're gonna move a specific amount in those 90 frames holding left, and it will be the exact same as if you stored xys. And then enemies would be sorta the same. Theoretically.
Right, i was reading article, months ago, about first warcraft mutlyplayer, same thing. But it only works as long as there is no randoms, but that shouldn't be too big problem if you find way to store that random values and recreate world with that.
That way would be best for preformance, but i dont think that its too reliable. also worth to take a look at this: http://gamasutra.com/blogs/CameronLeBlanc/20130220/187036/Re creating_the_time_mechanics_of_Braid_Part_1.php