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TANSTAAFL

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About TANSTAAFL

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    Moderator - Isometric Land

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  1. I loved your book!
  2. TANSTAAFL

    Music To My Ears

    Today, I successfully incorporated the JetLag sound effects into the iPhone version. I have also completed the main menu, how to play, and about screen. Which means I'm just a little bit of testing away from done with it. And then it's off to the app store! It is a wonderful thing to hear the jetlag song coming out of headphones on an ipodtouch.
  3. TANSTAAFL

    Guess Chess

    For a second time and a second handheld platform(former platform was Cybiko, for those interested), I'm once again stealing a game idea from John Hattan. The original game is called Black Box Chess, where the goal is to guess what chess pieces go where on a chess board, with the ability to get hints from selecting empty square and seeing how many of the pieces on the board "threaten" that square. Also, if you are a iconbuffeter or a person who has ever gone to molotov.nu, you will recognize the icons I have taken from those sources (the chessboards came from molotov.nu). Screen Shot At: http://playdeezgames.wordpress.com/2008/08/23/guess-chess/
  4. TANSTAAFL

    iPhone JetLag

    After toying with it for a while, I changed iPhone JetLag to use a 40x30 grid, which makes each of the cells 8x16 pixels. I prefer to have the game on a 40x(something) grid, so my choices are: 1. the 8x16 half wide cells that I am currently using 2. rotate the screen sideways, to make 40x26 cells, but all of the 12x12. 3. use 8x16 tiles, but make all of the objects double width, kind of half using a suggestion made for my last entry. For art, I figure I can make the solid blocks myself, and steal some powerup items from iconbuffet, if I decide to go with them. Or I can just take the original ascii character bitmap from JetLag1999, and just use that. Dunno yet. We are at a crossroads for JetLag as we know it.
  5. TANSTAAFL

    iPhone JetLag

    We are at a crossroads for JetLag as we know it.
  6. After toying with it for a while, I changed iPhone JetLag to use a 40x30 grid, which makes each of the cells 8x16 pixels. I prefer to have the game on a 40x(something) grid, so my choices are: 1. the 8x16 half wide cells that I am currently using 2. rotate the screen sideways, to make 40x26 cells, but all of the 12x12. 3. use 8x16 tiles, but make all of the objects double width, kind of half using a suggestion made for my last entry. For art, I figure I can make the solid blocks myself, and steal some powerup items from iconbuffet, if I decide to go with them. Or I can just take the original ascii character bitmap from JetLag1999, and just use that. Dunno yet. We are at a crossroads for JetLag as we know it.
  7. After toying with it for a while, I changed iPhone JetLag to use a 40x30 grid, which makes each of the cells 8x16 pixels. I prefer to have the game on a 40x(something) grid, so my choices are: 1. the 8x16 half wide cells that I am currently using 2. rotate the screen sideways, to make 40x26 cells, but all of the 12x12. 3. use 8x16 tiles, but make all of the objects double width, kind of half using a suggestion made for my last entry. For art, I figure I can make the solid blocks myself, and steal some powerup items from iconbuffet, if I decide to go with them. Or I can just take the original ascii character bitmap from JetLag1999, and just use that. Dunno yet. We are at a crossroads for JetLag as we know it.
  8. So, I'm working on finishing an iPhone version to put in the apple app store for the iphone and ipod touch. The biggest issue I see here is that the game does not have art. It consists entirely of brightly colored blocks. The iPhone app community likes polished and slick applications, and I'm going to give them jetlag. So, I've got a choice: serve up jetlag with a blurb about how jetlag is simple and fun and people should look beyond the crude graphics, or serve up jetlag with a basic list of why jetlag is a crude game, and sort of point out why a person might not want to play it. i'll also put similar content in my instructions screen(s). I'm going with option B - the self-effacing game. So, I need a list of stuff to put in, so I'm asking for help. The graphics will be rather similar to http://www.playdeez.com/JSJetLag.html, so any statement made about the online version could be made about the iphone version. One main difference is that the web version is 40x30 cells, wheras iphone will be 20x30. Here we go: This game is called JetLag. You to play. You are the red dot. You have a tail of yellow dots. You are falling down a tunnel with blue walls. Don't touch the blue walls, or the game is over. You can only move diagonally left and down or right and down, never straight down. The tunnel is filled with white dots. Don't touch the white dots, or the game is over. You gain one point for each white dot you successfully pass without touching it. Your score is in the upper right. Your high score is in the upper left. There are no extra lives. You to change directions. There is no pausing your game. JetLag cannot be won. The best you can hope for is to last longer before losing.
  9. So, I'm mostly through a prototype JetLag for the iPhone. I posted a screenshot on my blog: http://playdeezgames.wordpress.com/2008/08/17/it-was-as-we-all-know-inevitable/ This is also technically my first OpenGL application. However, I mostly just ripped the content out of a different demo, and put JetLag in, mainly because there is still something about the Objective-C memory management that I just don "get" yet, but I will.
  10. I am in need of playtesters to help balance and complete my new game HamQuest. Details can be found at: https://www.gamedev.net/community/forums/topic.asp?topic_id=504447
  11. For a stand alone version of Connect!, I could have gone with a number of different solutions. One, I could just distribute a zip file with the html and js files in it. This did not appeal to me, as it wasn't really any better than just having it on the web. Two, I could make an Adobe Air application. While I still may do this at some point, I don't want to go through learning where all of the little tweaks have to be done to make it work. Also, I don't want to force players to install Adobe Air. More...
  12. New Updated Version Implemented: -Graphical themes. Implemented But Needs Improvement: -Declunkify the UI. -Winner celebration (ditch Cheerleader) -extra for "perfect" game -Navigator (remove revert button, change confirm dialog, tooltips) Still Not Implemented: -Timed play, starting only after the first move is made. -Move counter, counting total number of moves made -The ability to choose a random seed/game number, so that the same board may be generated again. -Improved graphics. -Help file, including tips and tricks for solving a puzzle. -Tutorial Options: -Color code chains(y/n) -Allow isolated chains to be created(y/n) -Allow loopback chains to be created(y/n) -Title Screen. Cancelled: -A "Give Up"/"Solve" button. -The ability to "lock" connections that the player "knows" are correct. -A tool that allows one chain of connected nodes to disconnect all nodes within it(Hammer Tool).
  13. TANSTAAFL

    Refactor #2

    Well, I added a lot of stuff, and Connect! got messy again. Also, I think I'm evolving in the way I do my JSHTML projects, so my style is changing, which means I need to go through and make stuff consistent again. I've pretty much touched every script file in the project making a handful of functions into an object instead. One of the things I really like about javascript is the easy way I can go from: more
  14. TANSTAAFL

    Stuff

    So, due to completely random circumstances, I found this: http://chivalry.deirdrakiai.com/ Which means not only is there a new item on the blogroll, it also means I found this: http://dead-code.org/home/ In my brief investigations, it is an engine that may suit my nefarious needs. (Ok, my needs are hardly nefarious, but they are still needs). The scripting language is suitably javascript-esque, the price is right (free), and the applications are stand alone. Sure, the engine is designed for point-n-click adventures, but, like most things, it can be abused to make puzzle games or really anything else I feel like. I'll investigate it further before too long (JetLag, anyone?) and then I'll have a new platform (like I needed more). Anyway, enjoy killing the Queen, or whatever you have Phlegmwad do.
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