Jump to content

  • Log In with Google      Sign In   
  • Create Account

XXChester

Member Since 14 Sep 2007
Offline Last Active Oct 10 2014 06:28 AM

Topics I've Started

Snake Rawr Rawr

06 September 2013 - 08:48 PM

Hello everyone, I originally released this game several months ago but unfortunately cannot edit that post anymore so I had to start a new one. The game is your classic snake game with some of my own twists. You can play single player or two player against a friend.
 
My own spins on the old game;
-Edible nodes are chickens and rare spawn carebears
-Rare burst spawns (multiple nodes spawn at once and can be all rare carebears)
-Portals
-Random walls generate in different shapes and sizes
-Two player
 
The game can be found on my portfolio here.
 
Here is a gameplay video....note that the recorders mouse position is off, the mouse actually lines up with everything ingame(well only the option screen since it is hidden everywhere else);

 

Some screenshots;

fcquis.png

24qmw4z.png

9lhjlt.png

 

The latest changes were to fix a crippling bug.
 
Hope you enjoy it.


Game dev competition this weekend

24 April 2013 - 12:42 PM

Not sure if everyone knows but Ludum Dare 26 is this weekend: http://www.ludumdare.com/compo/ Unfortunately I have prior commitments and cannot participate but to all that are; best of luck and I look forward to playing the entries!


Snake Rawr Rawr

18 March 2013 - 08:02 PM

Hello everyone, I started writing a snake game back in November but due to contract work I released it unfinished (not announced here). Now that things have slowed down etc I decided to go back and finish the game off. 

 

My own spins on the old game;

-Edible nodes are chickens and rare spawn carebears

-Rare burst spawns (multiple nodes spawn at once and can be all rare carebears)

-Portals

-Random walls generate in different shapes and sizes

-Two player

 

If anyone is interested the game and information can be downloaded from my Portfolio (signature has link).

 

Here is a short gameplay video (can also be found on my portfolio);

http://www.youtube.com/embed/4yDXgvQs3Xc

 

 

Hope you enjoy it.


Fear of the many many different types of PC's

05 February 2013 - 02:30 PM

(I wasn't sure if this belonged here or the lounge)

Hello, I am not new to development by any means but I have been thinking more and more seriously about hiring an artist to take my game development to the next level; ie going indie, as art is always what holds me back.

 

That being said the more I think about it the more I realize I have a fear about releasing a game for the PC because of all the different hardware configurations etc. Is this fear something to genuinely be concerned about? I mean have any of you who have published games for the PC really had any major problems related to different hardware configurations? I can only image you have because of the wide range of hardware. 

 

So many questions come to mind when I think about this; 

How did you deal with it?

How do you test for something like that? - surely you can't buy every rig

 

 

Maybe I am just lacking an understanding here, and this problem really isn't that big of an issue. But I do hear concerns along the same lines for Android development because of all of the different hardware configurations and again this is a market I've been thinking about developing for.

 

In my portfolio I have given away games that I have built while learning (all windows only at this time sorry), but I have never heard of any problems from all of the people that have downloaded them, so this makes me think that maybe this is a non-issue...but then again maybe people are just lazy and don't bother to report problems. Again though, everything I have released that ran XNA though I also made sure to use the Reach profile since I wasn't using Shaders etc so I misewell target lower end rigs.

 

So is the answer really, know what your games requirements are and only support hardware that falls into that category? It cannot be that simple.

 

I would love to hear from people, especially some that have released games.

Thanks for your time


Side scroller theory

24 February 2012 - 04:33 PM

Hello all. I have been searching on this for quite some time now and trying things out but I think it is time to finally ask a question. I have a platformer that I built that I am trying to change to a side scroller now. I have the map already layed out with tiles via a program I wrote and the tiles are loading properly.

What I am having trouble understanding and getting a definitive answer is this; In your update loop, when the player moves you have to update all of the tiles positions, monsters, and every item's position by the amount the player moved correct? I know a lot of articles say to use a camera which I am using but it basically just points to the player at all times.

I believe I have the rendering algorithm working properly (rendering tiles around the player only). A lot of the things I have read talk about updating the rendering rectangle of your background texture, so I was going to try this next by rendering to texture my tilemap but before I did that I figured I would ask the above question because I can't see a reason why you would have to convert everything to a texture first.

It shouldn't matter because I am just looking for theory here but I am writing in XNA 4.0.

If someone could point me in the right direction that would be great. Thank you.

PARTNERS