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Messages - LincolnB

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1
Whoops, this kinda died. I'm jumping around like crazy these ideas. My apologies, but I wouldn't expect to see a finished project from me any time soon. :P

2
What's the game going to be about? It looks like some sort of puzzle/adventure mix (which can be really awesome).

Yeah, that's pretty much what I'm thinking. I can't reveal a lot of details, partly because I haven't give that a whole lot of thought, but partly because the ideas I do have, I want to be good and well thought out before I present them. So more details to come, maybe in a week or so.

I don't really see a connection between the name and tiles, so what is it that i'm missing? Apart from that, nice. Are those blocks gradiented rects? Or are they images?

It has to do with the main character. That's pretty much all I can tell you. The tiles are gradiented rects, but they're saved in an image - my tiling engine extracts tiles from a like 400x400 png spritesheet. Basically, I got a big spritesheet of gradiented rounded rectangles, and screwed around with a TON of bucket fill settings in the GIMP.

3
I just started a new computer game project. I'm writing it in Processing, which is basically Java with an extra layer to get you up and running quickly, and a few tools (color picker, font creator, blah blah blah) and a compiler thing for porting to pretty much any OS, which is nice.

Anyways, I have simple game mechanics set up - a character who can move around and jump - and right now I'm working on tilemap design. This whole thing is basically an exercise in visual design for me, something that's not really my strength. I spent a couple hours the other day setting up a tile editor and like twenty different tiles.

Here's a picture showcasing the tiles I have so far.



As you can see they're all basically glassy, somewhat generic, rounded rectangles. I may or may not get rid of some of them later but I'm being careful to avoid abusing my rounded rectangle privileges.

The working tile is Something With Text, definitely subject to change in the relatively near future, depending on how soon I can think of a better name (or someone suggests a better name to me).

4
Art / Re: Megaman Sprites
« on: November 04, 2012, 11:15:29 pm »
Very nice, as usual.

5
Blast Labs / Re: Blastlabs [Axe]
« on: October 26, 2012, 09:00:45 pm »
Hey, if we want to talk about Mega Man, let's make a new thread. This thread is about Blastlabs.

6
Blast Labs / Re: Blastlabs [Axe]
« on: October 23, 2012, 10:23:47 pm »
Hm, like what I saw in Portal X. Me gusta.

7
Blast Labs / Re: Blastlabs [Axe]
« on: October 21, 2012, 10:36:05 pm »
Runer's helped me optimize the particle engine to perfection, and I've also gotten dynamic tilemapping working!

Dynamic tile mapping? Tell me more.

8
Minecraft Discussion / Re: The Passing
« on: October 14, 2012, 10:50:00 pm »
Dude, that looks sweet. :)

9
Maximum Security / Re: DT's unnamed puzzle platformer
« on: September 20, 2012, 08:20:03 pm »
What do you mean it doesn't look nice? I think it looks great.

10
Blast Labs / Re: Blastlabs [Axe]
« on: September 18, 2012, 11:42:11 pm »
hahahaha the ceme screenie totally looks like urine.

11
Blast Labs / Re: Blastlabs [Axe]
« on: September 16, 2012, 10:30:38 pm »
It's got a nice look and feel. Can't wait to see some game elements.

12
Maximum Security / Re: DT's unnamed puzzle platformer
« on: September 16, 2012, 10:29:38 pm »
Basically, each tile in the tilemap has two bytes. The first byte is the actual tile (block, crate, space, etc.). The second byte is the amount of water in that tile. When water "flows," I look for an empty tile on the row below it and add water to it. (Something like that.)

To make things simpler, all tiles are monochrome, so they get drawn to the main buffer and the back-buffer is all for water. I keep the main buffer static for speed (it gets drawn once at the beginning and only parts that need to be changed get changed), but since water tends to move around a lot, I redraw the back-buffer every frame.

Very clever. Is there any kind of buoyancy involved?

13
Maximum Security / Re: DT's unnamed puzzle platformer
« on: September 13, 2012, 09:43:37 pm »
very impressive - how are you dealing with water particles? don't tell me you're doing that much cellular automata at 6mhz :)

14
Blast Labs / Re: Blastlabs [Axe]
« on: September 10, 2012, 08:05:31 pm »
Any AI planned, or will all the hazards be static?

15
Other / Re: Chromebooks - who needs 'em?
« on: September 09, 2012, 11:06:40 pm »
It's got kind of a business angle too - Google Apps caters to large businesses, and they can get bulk deals on specialty computers for your business. Think of it as a glorified iPad with a keyboard. And no touchscreen.

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