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Some recent topics started on our forums |
Hex Heightmap
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After replaying Psychonauts, I wanted to create a hex grid laid over a heightmap similar to Waterloo World.
But, I don't actually have any ideas of what to make with it. |
Posted January 1, 2011 3:15:17 AM
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My game has no 'spark'.
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I've spent the last two weeks prototyping what I thought would be a great idea. The game functions, it can be played, but I wouldn't want to. The design is lacking the spark. It's just not fun. I think there's something fun somewhere in the original... |
Posted August 18, 2010 5:25:18 PM
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Winforms Hotkeys
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I'm implementing hotkeys in a winforms app.
First, I used the ShortcutKeys property of a tool strip menu item. This worked pretty good, and as a bonus all the shortcuts were available with the mouse as well, and were all 'documented' in the menu b... |
Posted August 18, 2010 5:35:26 PM
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Brainstorming for shmup AI
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Okay, so shmup AI is pretty simple. The enemy ships move forward. Sometimes the follow sin waves. Sometimes they shoot bullets. Generally, they don't think. They follow some pattern and that's it.
What I'm trying to do is write an AI to control th... |
Posted August 10, 2010 8:12:58 PM
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Jemgine
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Video of the editor in action -
http://www.youtube.com/watch?v=uYlpyj5u2WI
http://www.youtube.com/watch?v=0ygKstwdDsw
Jemgine is an engine for creating 2d platformer games. It's written in C# with XNA.
Jemgine comes with a rich editor for... |
Posted April 14, 2010 9:24:19 AM
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JileEd Tile Map Editor
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JileEd is a tile map editor written in C++ with SDL. This is the first beta release.
The goal with JileEd is to address shortcomings in the two popular editors Mappy and Fished. JileEd already supports a layer system more advanced than Mappy, and... |
Posted February 8, 2009 7:13:55 PM
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yahoo group
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Did anyone else suddenly start getting a crap load of porn spam from the defunct angelscript yahoo group? Does anyone remember who has admin privledges on that group, so it can be stopped? |
Posted February 26, 2009 4:36:46 PM
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JileEd Tile Map Editor
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http://jemgine.omnisu.com/
JileEd has reached 1.0!
Features :
Unlimited number of layers of any size, anywhere.
Unlimited number of tiles.
Simple but powerful editing tools.
Universal and straight-forward human readable XML file... |
Posted February 15, 2009 2:17:06 PM
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Thread safety
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I'm considering using AngelScript is a multi-threaded environment. Specifically, with the following constraints :
There is a single ScriptEngine shared among N threads.
No script in the same module will be executed by two different threads at the... |
Posted August 24, 2008 1:44:08 PM
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Permadeath in a MMORPG
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How would you handle it?
The cost of death is directly related to the amount of time the player invests in their character. The idea is to make 'losing' as painless as possible, because players don't like to lose. It's generally done in two ways.... |
Posted August 16, 2008 8:47:47 PM
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View All Topics Started By This User
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Some recent replies made on our forums |
Visual Studio 2010: Opinions?
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2010 uses WPF, which uses the graphics card quite a lot. Maybe you should start there, see if you can confirm or rule out that the crashes are related to rendering in WPF. |
Posted December 1, 2010 9:19:34 PM
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The Daily GameDev.net
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Total BS; you should be able to use whatever you want for your emblem. If they didn't want people using offensive things, they shouldn't have implemented a draw-your-own-emblem system. |
Posted November 26, 2010 9:55:41 AM
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Need help with bizarre line of code :o)
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:: is the scope resolution operator. It's usually found following a namespace, such as std:: With nothing before it, it refers to the default namespace.
operator new is an operator. You're just selecting a specific implementation of new, rather t... |
Posted November 14, 2010 1:09:26 PM
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Multiplayer FPS design principles
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Quote:Original post by Stroppy Katamari
Console FPS and competitive - do those really belong to the same sentence? You can argue about console vs pc players all you want, but you can't make a claim that console shooter plays aren't competing against... |
Posted November 13, 2010 12:00:41 PM
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Design/Architecture
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http://www.gliffy.com/ |
Posted October 30, 2010 11:16:22 PM
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How large should my map be?
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Store the size with the map, and you should be fine. Your code should work with any size map. If it doesn't, change it so it does. Then you won't need to throw away old maps while experimenting. |
Posted October 17, 2010 10:30:24 AM
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How large should my map be?
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Make it as big as you can and then experiment until the gameplay feels right. |
Posted October 17, 2010 9:38:00 AM
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2 Programmers working on the same code
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I can give you two pieces of advice. First, don't expect it to go two times faster. It will be faster than doing it yourself, but not twice as fast. Second, with two people, you probably won't have any problems at all. You've only got one o... |
Posted October 9, 2010 5:38:11 PM
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Components for entities - why?
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Quote:Original post by Echkard
But if you encapsulate all types of movement into one single object, all types of weapons in another object, etc, then the easiest method to build your entity is just static inclusion: You're making the false assu... |
Posted September 28, 2010 4:56:58 PM
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Components for entities - why?
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Quote:By that logic, the difference between a laser and a machine gun are just parameters, plus some visual difference. If we're going to parameterize everything, we've eliminated our object hierarchy entirely, and we're back to one static mega-... |
Posted September 28, 2010 8:27:03 AM
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View All Replies Made By This User
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