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About Smoothballer

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    Hey guys, just released our trailer for the Dream Build Play contest. Watch it here. Let me know what you think.
  2. If you had to make a 2d multiplayer top-down shooter (up to 8 players online) and run it on PC, Mac, and Xbox 360 (using XNA Creators Club), what would you do? Ideally, of course, you would want to code once and run it on all three platforms. TGB claims it can do this: Quote:CodeOnce in TorqueScript, then run your game on PC, OSX, or even XBox360 (with separate license)... At first I assumed this meant you could take your TGB game and quickly port it over to TXB, but then I read this post that says you would have to build that port "from the ground up." So I'm confused. And you also have to factor in that TGB doesn't come with real-time networking. Apparently it can be implemented, but I can't find any games that prove this. So, are there any other "code once" options out there? If not, what would you use and which versions would you code first?
  3. Our website is now done, and you can find details about our first game, which is going to put us on the map. Check us out: [Fixed your topic; in the future, stick to legitimate, regular advertising. -- jpetrie] [Edited by - jpetrie on February 12, 2008 10:56:48 AM]
  4. need some simple help

    Don't listen to all these naysayers. It doesn't cost thousands of dollars to make a game. In fact, you can make a game for almost nothing. Go read the "Indie Game Development Survival Guide." If all your online features aren't too complex, and especially if you have an impressive board game prototype, then I'm sure you could find a programmer who would work in exchange for potential profit sharing.
  5. I have 5 Questions when I become a Game Designer

    How irregular...
  6. Classes vs Characters...

    Ah. I see. Makes more sense when described like that.
  7. Classes vs Characters...

    Quote:Original post by Telastyn Quote:Original post by Smoothballer But it doesn't look like there can be different characters among these "classes" in TF2. Can there? It looks like if you play as the heavy guy, then you're gonna play as the same heavy guy that everybody else is playing as. How is one heavy guy different from the next heavy guy? I mean, if they're the very same, they're just characters right? It's not like it matters, it just sorta bothers me... The fact that the heavy weapons guys all have the same model is due to lazy/efficient artists, not some plot requirement. If I play a heavy weapons guy, and I kickass and someone else is also a heavy weapons guy and they suck isn't that difference enough in the 'character' of the player? Since you can also change classes, it's more accurate to describe me as the character since I'll tend to have the same general skill and playstyle regardless of my loadout. But according to your description, every fighting game would be "class-based". I mean, as far as characters go, TF2 is no different from any fighting game.
  8. Classes vs Characters...

    But it doesn't look like there can be different characters among these "classes" in TF2. Can there? It looks like if you play as the heavy guy, then you're gonna play as the same heavy guy that everybody else is playing as. How is one heavy guy different from the next heavy guy? I mean, if they're the very same, they're just characters right? It's not like it matters, it just sorta bothers me...
  9. Classes vs Characters...

    Ok real quick: I'm reading about Team Fortress 2 on Wikipedia, and it refers to the game as 'class-based' several times. Why? How are they not just characters? Why do they call them classes? What's the difference between classes and characters anyway? I mean, you would never describe a fighting game, like Smash Bros or something, as class-based.
  10. How many units do Indies sell?

    Do not rethink your plan, unless your game clearly isn't as good as those listed above. But those aren't really great examples of indie games that have sold well. There are many, many more that have sold much more then they have. There is plenty of money to be made. You just have to make a good game and market it properly. Easy stuff.
  11. Top-down shooter/fighter....

    Quote:Original post by RayNbow What part of SubSpace's controls is counter-intuitive? Up/down for the forward/backward thrust and left/right for rotation. It's just like Asteroids. I don't like Asteroids controls either. But I just think it's unnecessary in Subspace to make it more difficult then it needs to be to simply move around. Why not just have the standard WASD movement? Why make it harder? To be like Asteroids? Or to be more "realistic"? Or for balance issues?
  12. Top-down shooter/fighter....

    Yea I played that actually. I didn't like the counter-intuitive controls.
  13. Top-down shooter/fighter....

    Well yea it's not geared around melee combat or fighting. It's a team-based shooter at it's core. It's only like a fighter because there's different characters with vastly different abilities, but the majority of them will focus on projectile attacks, while maybe one or two might be limited to only melee, but they'll make up for it in other areas such as speed, health, etc.
  14. Enlightened Today

    I wasn't gonna respond to this, but I saw a couple of things said here that just aren't true. Mainly: Quote:Not because they don't recognize your innate talent, but because it is an innate talent which is relatively common. and Quote:Designer is a very hard role; you need programming, art and good writing skills to become one. I have to be brief with this, so I'm just going to kinda throw out a few points here, not really in an organized matter. But how can you say that innate design talent is common? It is not. You mean just coming up with ideas is common? Well yea everybody can do that. But there are few people who could design a great game. Sure, anybody can come up with an idea, but very few people can come up with a great idea, design a perfect set of rules for it, and playtest it to ensure it's fun, balanced, of quality, etc. Another thing that bothers me is this conception that everybody seemingly has, about how game designers are just the idea guys. Or in the indie scene, where the people who claim to be designers, but don't have any art or programming skills, are not valued. Game design is not just coming up with an initial idea or concept. It's about designing the best set of rules, that's what game design is at it's core. Designing good rules for a game is a rare skill. And coming up with a great, unique idea for a game is rare too. Why are there so many crappy games out? There's so many bad games that just aren't designed well. Especially in the indie market. Why? Because they had bad designers. If they had a GOOD designer, the games would've been better. But I'm tired of the talk about how people without art or programming skills aren't valuable. Some people are just better designers then others, while some are better at art, and some are better at programming. Imagine if there were robots that would make your game for you. Let's say there's programmer robots, art robots, sound robots, etc. These are highly intelligent robots that you're able to communicate with and tell them what to do, and they do it perfectly. Let's say there's a big contest where contestants compete against each other to design a better game. They each get the same set of robots. They just have to tell them what to do. Obviously, some games would be great, while others would be bad. The great games would come from the good designers, while the bad games would come from bad designers, and/or programmers and artists who don't have good design skills.
  15. This is the type of game I want to make. I've been looking everywhere and it's never been done before as far as I know. Here's the concept: At the very core of the game it's a basic multiplayer top-down shooter, such as Zap, Babo Violent 2, etc. You have all your common deathmatch and CTF gametypes, but the 'dressing' of the game is that of a fighter. You choose from many different characters to play as, instead of running around the map searching for weapons/powerups/items, or picking them at the beginning of each round (a la Counterstrike, Babo), the character you choose defines what weapons/powerups/items/abilities/attributes you'll have. So for example maybe one character would be your standard shooter, or one would be a swordsmen, or maybe one has magic powers and can teleport, or heal, or maybe there's a super fast character, or an ice character, or one who has all these gadgets, etc. I could go on and on. It would basically be a mix of Zap/Babo Violent 2, Gauntlet, and Smash Bros. To me, this sounds like a really good idea. Why hasn't this been done before? Or has it? But also, what's with the lack of multiplayer top-down shooters? It seems this is just an indie genre. The only good ones I could find are Babo, Zap, and Bloodmasters (though that's an isometric). There were some other crappy ones I found though. But it looks like the first "real" console multiplayer top-down shooter is going to be Geometry Wars Galaxies, which will supposedly have deathmatch modes. Do I have a point here or am I horribly mistaken?