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Member Since 30 Jul 2012
Offline Last Active Jul 16 2015 07:34 AM

Posts I've Made

In Topic: Mahjong based tile perspective

30 March 2013 - 08:09 AM

What OandO said should be just the thing you need.  If you render them from right to left, then the "edge" of the tile to the right will be under the tile to the left.  This holds true for all 2d graphics -- watch the order in which you render things.


You may have to make your own counting function, but just have the renderer find the tiles with the highest Y and render those first.

In Topic: Text Based Game Layout

12 March 2013 - 06:43 AM

Have you tried the game Zork?  It will take a DOS emulator (i use DOSbox), but it's a really excellent game.  Try it out and tell us what you think.

In Topic: Absorbing power from slain enemies

08 February 2013 - 11:16 PM

You could almost do stat loss on death and give the killer 10% that the dead player lost, but it might be a balance issue if someone kills multiple people and just becomes way overpowered. There could be a cap on it or something.


One way to fix this is the killer gets a 10% bonus to damage/hp/whatever for a minute or two, and the killed player gets a -10% bonus.  The killed player then has to stay back a bit, and work with other players to either cancel it out, or just has to wait off the same minute or two timer.  I think as long as it isn't a 1v1 game, this mechanic could work to great potential.  Really puts into question "killstealing", ie: stealing bonus/levels from your best character.

(Dota 2 has a good example of this -- you always want to give kills to the "carry", or best player on the team -- this way, he's a lot higher level than your team, but is also higher than the other team and can lay waste to them in team-fights)

In Topic: Criticism on Dialogue

20 January 2013 - 03:39 PM

Very good as a first draft, and excellent game concept.


Overall, the dialogue is somewhat hard to follow exactly, but I have a fair sense of what is going on.


This is my only complaint - multiple times through reading it, I had to flip back up to the intro paragraph where you named/described people.  If you plan to characterize these people better earlier in the game, then this problem is irrelevant.  If this is the beginning, or if you haven't defined your characters early on, it was a bit tough to follow what's going on throughout the scene.

In Topic: Making a multi-character game

15 January 2013 - 07:32 PM

If you haven't played Kingdom Hearts: Chain of Memories, I would highly advise it.  It's an excellent game as is, but also shows a possibility of how to split a game between a number of characters without hindering gameplay.