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Messages - fred

#21
I lived in Berlin for a year, but it's been a while (2003-04) so I'm not sure any of the places I can recommend are still the way they were back then. I know I've had some fun nights in Ausland and Weinerei. Pergamon Museum and the other museums on the Museum Insel were fascinating, and Hamburger Bahnhof had a great collection of modern art. There are so many exhibitions, festivals and events going on in Berlin at all times, with both new and established names, so the best advice I can give is really to buy a copy of Zitty when you get there and read about the events of the week.
#22
Critics' Lounge / Re: Spaceship c&c
Mon 12/07/2010 13:21:06
Glad you liked it! I used Flash Professional CS4 for this, the programming language is ActionScript 3.0. A lot of people use Adobe Flex SDK for their flash projects, since it's a free, but I've gotten used to Flash pro and didn't want to change development environments in mid-stream.

However, if I were to develop a similar game from scratch today, I would consider using one of the open source ActionScript game engines out there, such as Flixel using FlashDevelop or Eclipse for development environments, or maybe just one of the open source physics libraries, such as Box2D. The shop and advertisement features in the game have been implemented using the various Mochimedia APIs.

You can also try googling for flash based adventure game engines, I'm not updated on the options there, but there's something called ALPACA which seems well-documented, though still primitive compared to ags.

EDIT: Fixed links.

#23
I've also been absent for a while, but welcome back, vict0r. Good to see you're studying - you should do a game with all the art drawn in charcoal, that would be so cool :)
#24
Critics' Lounge / Re: Spaceship c&c
Fri 09/07/2010 22:25:38
Heh, you're welcome, and thanks for trying the game! The sprite is used on the start screen and on the thumbnail distributed to the game portals.
#25
I emailed the domain owner about this a few days ago and he solved the problem, restoring the images and folder permission, so everything should be working fine now. I'll confirm with him shortly if no new issues are reported here. :)
#26
Critics' Lounge / Re: Spaceship c&c
Fri 09/07/2010 14:19:39
Okay, I emailed the domain owner explaining the situation and he restored the folders - so now all the images should be showing again! :)

#27
Critics' Lounge / Re: Spaceship c&c
Sat 03/07/2010 19:58:15
Sorry about reviving this age-old thread, but with some delays I recently finished and launched the game that uses the final sprite, so thought it appropriate to post a link to it:

Play Space Madness

...or better yet, play it on NG and give it a proper rating:

Space Madness on NewGrounds.com

Thanks for the help back then!  :)

EDIT: Btw, am I the only one getting an 'Authentication Required' window from 2dadventure.com every times I check this thread? It's probably because Andail's linked picture is in a private folder on his server or something :)
#28
I made it work in AS3 like this, slightly optimized in places:

Code: ags

stop();

var tileW:uint = 32;
var tileH:uint = 32;
var tileSet001:String = "mcTileSet001";
var tileMap001:Array = [
	[  0,   0,   0,   0,   0,   0,   0,   0,   0,  0],
	[  0, 101, 101, 101, 101, 101, 101, 101, 101,  0],
   	[  0, 101, 101, 101, 101, 101, 101, 101, 101,  0],
	[  0, 101, 101,   0, 101, 101, 101, 101, 101,  0],
	[  0, 101, 101, 101, 101, 101, 101, 101, 101,  0],
	[  0, 101, 101, 101, 101, 101, 101, 101, 101,  0],
	[  0, 101, 101, 101, 101, 101,   0, 101, 101,  0],
	[  0, 101, 101, 101, 101, 101, 101, 101, 101,  0],
	[  0, 101, 101, 101, 101, 101, 101, 101, 101,  0],
	[  0,   0,   0,   0,   0,   0,   0,   0,   0,  0]
	];

function buildMap(map:Array, tileSet:String){
	var emptyField:mcEmptyField = new mcEmptyField();
	this.addChild(emptyField);
	var mapWidth:uint = map[0].length;
	var mapHeight:uint = map.length;
	for (var i:uint = 0; i < mapHeight; ++i){
		for (var j:uint = 0; j < mapWidth; ++j){			
			var ClassReference:Class = getDefinitionByName(tileSet) as Class;
      		        var t = new ClassReference(); 
			if (tileMap001[i][j] == 0){
				t.walkable = false;
				t.defaultFrame = 1;
			} else {
				t.walkable = true;
				t.defaultFrame = 10;
			}
			t.x = j * tileW; 
			t.y = i * tileH;
			t.uniqueID = (i*tileH)+j;
                        t.uniqueIDString = "tile_" + i + "_" + j;
			trace (t.uniqueIDString);//debug trace
			t.gotoAndStop(t.defaultFrame);
			emptyField.addChild(t);
		}
	}
};

buildMap(tileMap001, tileSet001);



#29
Happy New Year and Decade people!
May it bring more games and more good times!
#30
Critics' Lounge / Re: Spaceship c&c
Mon 07/09/2009 09:40:55
Thanks for the paintover and the good ideas :) Here's the latest, possibly final version.

               

* Added metallic highlights and shadow
* 2 frame engine flicker animation
* Rounded the tip of middle fin

I decided to keep black outline, since sprite will go on dark background anyway.
#31
Critics' Lounge / Re: Spaceship c&c
Fri 04/09/2009 17:21:35
Here's an edit:

* Engine blast looks less like flame and more like glow.
* Engine glow now lights the hull and fins.
* Main light source has been moved a bit to the right.
* Pointy thing added :)

       
#32
Critics' Lounge / Re: Spaceship c&c
Fri 04/09/2009 10:57:33
Well, that's exactly the kind of shading I need help with, blending light from two sources. I guess perhaps giving each inner fin a grayish-yellow reflection streak would do the trick, I'll try a bit later today when I've reworked the engine blast itself.
#33
Critics' Lounge / Re: Spaceship c&c
Thu 03/09/2009 14:00:44
Very good observation :)
#34
Critics' Lounge / Re: Spaceship c&c
Thu 03/09/2009 12:23:00
Here's an update:



@Technocrat - You're right - the third fin was supposed to be hidden behind the rocket engine, but the fin spacing was wrong. I added an extra fin in this update.

@anian  - thanks for the reference pics, and ideas for animation. I'll try streamlining the engine blast to make it look less like traditional fire.
#35
Critics' Lounge / Spaceship c&c
Wed 02/09/2009 22:28:46
I'm drawing a spaceship that'll be part of my next game.  Here's what I got so far:



I'm looking for feedback on shape and shading. It would also be cool to animate the fire, but it seems difficult, so any kind of ideas and advice will be appreciated.

#36
Sounds strange with so few patents in such a wide field. And there should be some difference between the different ideas. Tell us what you're working on Nikolas. Surely you can say more than 'adaptive elements in music' without revealing too much :)

About the movement against software patents, it argues that in US where software patents are allowed, innovation is becoming difficult for small software developers because they can (and in many cases do) get sued by the corporations whenever they come up with something that unintentionally breaks an existing patent. Microsoft, IBM, and other big players have so many patents that it's impossible for small company to know them all. Personally I think great algorithms should be public knowledge like great mathematical proofs, and that copyrights would suffice for software products.
#37
You definitely have some great skills, but the wallpaper seems a bit empty to me, and he emptiness seems to have been camouflaged by some messy textures. Personally I don't like hunting for motive in overlain paint splatter. Maybe you could tone parts of the background more uniformly, so the motives are easier to distinguish?

The Halo themed stuff looks great! Perhaps the font is a bit hard to read in the last one, but otherwise great.
#38
Yep, what cat said. Also, the lamp post needs shading to show it's a sphere, it looks like a flat yellow sign at first. Another thing is that the water from the drain pipe is so blue it looks like solid blue paint.
#39
Quote from: CROS on Sat 09/05/2009 20:32:04
Hey there,

Nice game you got there. I was impressed. Pretty funny to get a flash game from the AGS forum.

The reason there's margins is because the chatroom will eventually be popped in the right side of the flash game. This way people can chat while playing. It does go based off of the aspect ratio of the game, but if we let users set the site, we'd have a hard time designing around it.

As for more details about the revenue sharing, we'll be releasing more information on the rates and payment options and what not when the closed beta launches. You should expect more information hopefully within a few weeks.

To give you an example for now, though, I Wanna Be The Guy, which gets a fair amount of visitors since it's a popular game, would probably be getting around $5-10 a month. These revenues WILL go up the more people use the site. Since it's fairly small right now, we can't haggle for great prices. The more it grows, the better prices we will be able to negotiate with ad networks.

Glad you signed up. If you've got any other games, be sure to stick them up.

By the way, this isn't the only way we plan to give back to the developers. Just a place to start. Be sure to check back often, or sign up for the newsletter.



@CROS Ok, thanks for the explanations, I'm looking forward to the beta. I'll upload some more games soon.

@Dualnames I think it's a fair deal - GameJolt provide the portal, including file hosting and growing user base, while developers provide the actual game content for the site.


#40
I think the revenue sharing is a very good initiative, in fact I signed up and uploaded one of my games. The site looks very good too, although I wish I could specify width and height of my uploaded SWF (600x450 in this case, to avoid margins.)

Maybe you can reveal more details about the revenue sharing - payment options and expected earnings? Does gamejolt have many visitors yet, etc?

Abstracta on GameJolt.com
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