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Discussions / General Discussions / Re: Steam Questions
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on: 2013-03-31 16:00:06
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Steam is not exclusive, but remember all the benefits you (and your users!) are getting through steam. I would say sell it at the same price, since their cut isn't absolutely huge (or so I've heard).
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Games Center / WIP games, tools & toy projects / Re: State of Landscape
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on: 2013-02-28 04:09:50
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It would really be amazing to make this a survival game with more of an adventure goal in mind than settling down in one place. If you were to do this, structures would need to be temporary and staipying in one place too long should have consequences of some kind. I'd love to see this become that, and if not, you can always use the same engine for other games!
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Games Center / WIP games, tools & toy projects / Re: Guardian II
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on: 2013-02-28 03:59:09
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Well, for any kind of pixel art... PyxelEdit(I personally use this) GraphicsGale(the free edition is quite powerful, surprisingly) SpriteSomething(iOS, also use this a lot) Aseprite
These are some really handy ones, and all of them support transparent animations.
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Discussions / Miscellaneous Topics / Re: The Next Game Boss
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on: 2013-02-21 13:38:09
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Also, Eli, death boulder bones' 'genericness' can be tacled by avoiding or subverting typical clichés, such as an apathetic protagonist, common temple monsters (spiders, beetles, mummies, etc.), and an evil spciety bent on world domination though the arcane artifact at the end. simply by having a game in that style and avoiding or lampshading many common elements can add humor and uniqueness to your game to make it stand out.
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23
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Game Development / Newbie & Debugging Questions / LibGDX and tiled maps (.tmx)
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on: 2013-02-14 03:52:20
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Hey everyone, I was wondering about using tiledmaps with libgdx, and looking on the wiki, it explained I needed the TiledMapPacker.jar to package them. My question is, Where can I find it? A google search yielded no results and I can't find it amongst the other files for the lib. Alternately, does anyone know how I could package the maps myself to achieve this effect?
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Game Development / Game Play & Game Design / Re: Pixel art?
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on: 2013-02-13 01:37:07
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As an added note to anyone viewing who has an iOS device, I use SpriteSomething, and it does exactly what I need. I still recommend using tiled for maps over the tilemap editor, however.
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28
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Game Development / Game Mechanics / Re: Easy lightning (and chunk system)
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on: 2013-02-11 18:41:00
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For lighting, the light should be determined by relation to an above-ground air block, and if it is not adjacent to one, add 50 to the alpha for the shadow-map. Also, why 13 px? Seems kind of random, and making a power of 2 (8,16,32,etc.) makes it easier for the computer to understand and will cause less issues in the future. As for the chunks, I'm not too sure what you're trying to accomplish. Are you tryin to repeat the same level, over and over again, infinitely? I'm not sure how to do that :/ anyway, hope this helps a little bit. Also, nice terraria sprite 
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Games Center / WIP games, tools & toy projects / Re: Warp Zone (Working Title)
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on: 2013-02-11 00:24:30
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With pixel art, you never know :/ although that would add quite a but of humor XD
Penis jokes aside, this looks great. If this was possible, maybe later levels introduce a 4th dimension? I do see quite a few good levels comingnout of having multiple areas you an switch to as a puzzle game, like miegakure. Definitely need to try this out whe I get access to a real computer.
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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