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Messages - tzachs

#441
We could add an option in general settings to let the user decide.

I currently work a bit with Flash Develop, it uses the assets from the file system and it's definitely a lot more convenient. I think the major reason that it doesn't bother me is because all the assets are located under the project folder (in a separated Assets folder), so the distinction between in-game art and in-progress/backup art is quite clear.
No need for an "Import Sprite" at all, just putting the file in the folder is enough, which makes me question if we even need the sprite manager (thinking long-term here).
#442
  8-0      ;-D
Wow, fantastic!
#443
Quote from: Calin Leafshade on Mon 04/03/2013 11:41:33
That would require checking all the files every build for changes which might be problematic on a large project.

Not necessarily. You can use FileSystemWatcher, register for file changes events, and reload the sprites in the background.
#444
Quote from: Ghost on Tue 05/03/2013 06:04:25
I never found the secret character though- is there really one?

How did you miss it? 8-0
That's the best part of the game!!
#445
Watched for a bit, very interesting, and also nice to see some Paint .Net lovin'..

The game with the train is The Rail by Technocrat, a very nice game.
#446
The game is now free!!
You can get it here!

Also, here's a shiny new trailer for the game's relaunch: Trailer.

Edit: And, also, Kastchey made a wonderful fan art piece:
#447
Could this game have inspired an Oscar nomination8-0
#448
Woohoo!! Thanks to everybody who voted!  ;-D
And congratulations to everybody who made a game this year, be them nominated or not.
#449
General Discussion / Re: Global Game Jam 2013
Wed 30/01/2013 14:16:37
Thanks guys!

Mods, yes, we knew it would shock a lot of people, there's a lot of ignorance going around regarding biology of the heart, that's why we aimed to make it as accurate as possible.

Ghost, I don't think that the DLC (Democratic Leadership Council) would be interested in the game, but thanks for the suggestion, I'll definitely try to talk with them.
#450
General Discussion / Re: Global Game Jam 2013
Mon 28/01/2013 21:45:35
Thanks Eggie!
You already have modding capabilities, it's open source!

100+ levels should be ready by end of the week, random level generation in two weeks.. 
#451
General Discussion / Re: Global Game Jam 2013
Mon 28/01/2013 13:19:04
Thanks Ghost!

The "whee" and the rest of the sfx were made by Noa (not all of them made it through to the game).
We worked for 48 hours on the game (all games in the jam should be made in 48 hours).
We started out as a group of 5, but then Noa left to help another group which was short staffed so we remained 4. Then a programmer bailed and we remained 3, and then a graphic artist decided to go Parkouring (!!!), broke his leg and had to be hospitalized so in the end we were left only 2 people (not counting the music which we got from a musician that worked from home).
#452
General Discussion / Global Game Jam 2013
Sun 27/01/2013 22:16:02
So, did anyone participate in last weekend's Global Game Jam 2013??

Our game can be played here.

It's sort of a mash-up between lemmings and The Incredible Machine, only the lemmings are blood cells and the machine is the human heart (the theme was heartbeat).

The game page on GGJ website is here.

Man, it was a lot of fun, but damn hard. I'm beaten, can barely think now...



#453
I support this!
Here's an errand for you (well, not really, just a suggestion): how about playing Femspray? It's a classic and can use a revival...
#454
I definitely agree with #1, this is definitely not user friendly.

Regarding #2, from looking at your mockup the only issue I see that you are limiting the number of walkable areas to 15, which can pose a problem for ambitious games.. If you come up with a way around that I'm on board (and feel free to code it since you've confessed to have experience in dot net ;) ).

And a bit unrelated, but I believe overlapping walkable areas is a useful feature that should be supported in the future.
#455
Well, tweening for the new audio system was never developed (as far as I know).
As for the old audio, yeah, there are some known issues with the audio tweens.

Unfortunately the audio system in AGS (at least the old one, not sure about the new one) is a bit shaky and buggy...
I've mentioned it back then in this thread, and also reported the issues I've encountered here.

Basically if you play too much with the audio it might not work as expected...
Sorry I can't help you further.   :(


#456
Apes
Baboons
Chimpanzees
Damn Monkeys!
#457
Well, it was a close competition.
But, we have a winner.
If I take the votes from here and add those to the votes from the text messages we have:
2984 votes for Ponch against 2983 votes for Baron.
So, Ponch, you win! Take it away...

P.S. I just saw 3 people wearing monocles today in the street, and all I have to say is: Winter is Coming!
#458
Arrrrm, voting time?

All previous votes are off, we are now at Baron 0, Ponch 0, Ghost 0.

Vote for either:

PLANET OF THE BLTS- By Baron

At last! Inspiration!- By Ponch

A very tough competition, two magnificent funny yet dark versions of the future to come.
Cast your votes now!
#459
Great story, Baron! This could very well be our future in the end, we should all be aware and vigilant.

Ok, so the deadline has officially passed. Ghost & Ponch (or anybody else), do you need an extension? Some more future perhaps?
I'm sure Baron doesn't want to win on default, so I'm gonna give it one more day (if somebody wants more time, please shout out asap). 
#460
Note that while the native dll is the major issue here, the editor also needs some work to be fully mono compatible. I have made some improvements in that regard, but there's still more work to be done.
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