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r1ckparker

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  1. This is an old demo I put together for a Retro Remake competition, never did anything else with it.
  2. The game is overhead perspective, the trees look a little odd in static screen shots because they are actually 3d and move on a different plane.   Yes it is similar to Zuma but with unlockable characters, spells to cast and a deeper story.
  3. Hi everyone, even though I haven't been blogging it, I have almost completed my latest game, Charge! You play as a sorcerer on a tower who must defeat incoming enemies by throwing spells at them. The full game will have 20+ levels, story mode, 3 difficulty levels, extra weapons and spells. You can download the 1 level demo from Gamejolt.
  4. A departure from my usual ramblings, I'm going to share with you some of my favorite games which will never receive a sequel. Some games roll on and on, and have been with us since the dawn of gaming. And then you have the modern yearly updates which just roll on and on - Call of Duty, Need for Speed, Fifa. And of course, there are millions of obscure games which can only be considered a one-off. The following games, to my mind, could have easily become huge franchises, with more innovative features in each sequel. Kingdoms of Amalur A fantastic and under appreciated RPG, Kingdoms of Amalur was developed by Big Huge games, developed with help from fantasy writer R A Salvatore and Todd McFarlane. Big Huge was closed by their parent company just after Kingdoms was released. Ico/Shadow of the Colossus Team Ico produced the original Playstation 2 games and it seems they like to develop only original games. The Last Guardian has been in development for many years, and it may even see a release one day, so it looks like Ico 2 or Shadow 2 will be the last thing the company wants to concentrate on. Second Sight Second Sight featured innovative gameplay, you can use psychic powers to unravel a very interesting story. Developer Free Radical was also responsible for the Time Splitters series of games, and was wound down after the dreadful Haze. Honorary mention - Psi-Ops Blur Blur was a fantastic game which managed to combine the shiny cars of Need for Speed with the multiplayer and power ups of Mario Kart. Activision closed the developer, Bizarre Creations, after they produced a poorly selling Bond game, Blood Stone. Honorary mention - Split/Second LA Noire Games really struggle with facial animation, the subtleties of human movement mean it is really difficult to render a realistically moving face. Team Bondi wanted to remedy this and developed what they called MotionScan, which allowed them to render actors faces realistically in game. Throw in a huge open world, an incredible story and challenging puzzles and you have a huge and involving game. Unfortunately Team Bondi was badly run, with employees complaining of poor working conditions. Rockstar closed the studio in 2011.
  5. ???!!!
  6. Subtract one from the other, if the result is positive it's one way, if it's negative it's the other? That's just a guess by the way, I may be wrong...
  7. As well as starting a new project, I am quite keen to keep supporting my existing games, to that end, I have updated Deepfall Dungeon with some new features - Improved graphics More monsters New game mode - Game Plus Various improvements and bug fixes I have also produced a new video which shows off the game a bit better You can download my game, for free, from my web site - http://deepfall.moonfruit.com/
  8. Don't know if you guys have seen this, I found a really good guide to programming a platform game http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/comment-page-1/#comment-394
  9. If you have a completely open sandbox game, griefing shouldn't be a problem, your players should always have access to a solution which should solve the problem. For example, if there is a guy blocking a doorway and nobody can get through, do your players have to tools to move him? To kill him? Teleport him somewhere else? If not then you may need some kind of moderation where he can be reported and a 'power player' who may have the power to do something about it. Eve Online is a good example, there is very low moderation and this actively encourages piracy and villainy (you can see some of their exploits on YouTube) however the Corporations in the game can always take steps to deal with them, if they get too big. So the problem never gets out of hand. I agree with Inferiarum, your players should be well rewarded for playing together and completing goals. If the reward for killing 500 monsters is a teleport scroll, you have just solved the griefing problem, no? Lets say a greifer gets hold of a teleport scroll, he blasts you away to another continent - then what? He has only trolled one person out of however-many completed the 500 monster kill quest. However, cheating, by using glitches, scripts, aimbots etc is something entirely different and is much harder to deal with.
  10. So now my game is complete, I'm ready to start another project. I've had a few ideas about game structure and what I want to do, but I haven't really settled on anything yet. I usually like to prototype my games, before I start them, this gives me an idea of how long the game will take to code, what the controls will be like, and I build it up from there. For example, I wondered if I could do an 'outdoor' game so within a short while, I had a skybox up and running, with a terrain, some trees and a keyboard controlled camera. I also had another idea of a 'bullet hell' style game, where instead of controlling a ship and dodging bullets, you would shoot bullets out and try to kill enemies. You would start off with a small amount of bullets and this would gradually increase until you were shooting hoards of bullets out. I'd also like to have a go at writing a traditional horizontally scrolling shooter at some point. My final thought was to create a 'retro' platform game, an 'homage' to the old ZX Spectrum games, but done in a modern style. To this end, I created a mapper and a scrolling, tiled 2d map and did some quick sprites on top. I find this kind of prototyping really helps the development, it gives you a sense of what graphics and artwork you will need, helps with the control scheme and even highlights flaws in your game design - if something won't work or isn't fun then you can go back to the drawing board to fix it, without wasting a lot of time. How do you guys go about deciding your next project? Am I alone in using this method? I'd love to know, drop some comments in below!
  11. [size=4][font=arial, helvetica, sans-serif]Have you thought about Fractals?[/font][/size] [size=4][font=arial, helvetica, sans-serif]If you have a grid (say 50x50) and 10 land types (eg tree, grass, bush, water) etc[/font][/size] [size=4][font=arial, helvetica, sans-serif]Drop a random 'seed' items at each corner (0,0 50,0 0,50 and 50,50)[/font][/size] [size=4][font=arial, helvetica, sans-serif]This is the starting-point for the iterative subdivision routine, which is in two steps:[/font][/size] [size=4][font=arial, helvetica, sans-serif]The diamond step: Taking a square of four points, generate a random value at the square midpoint, where the two diagonals meet. The midpoint value is calculated by averaging the four corner values, plus a random amount. This gives you diamonds when you have multiple squares arranged in a grid.[/font][/size] [size=4][font=arial, helvetica, sans-serif]The square step: Taking each diamond of four points, generate a random value at the center of the diamond. Calculate the midpoint value by averaging the corner values, plus a random amount generated in the same range as used for the diamond step. This gives you squares again.[/font][/size] [size=4][font=arial, helvetica, sans-serif]This web site explains it[/font][/size] [size=4][font=arial, helvetica, sans-serif]http://www.gameprogrammer.com/fractal.html[/font][/size] [size=4][font=arial, helvetica, sans-serif]Instead of assigning height values, you are assigning terrain types. The types would logically follow on from each other, so 0 might be grass, 1 might be a small bush, 2 a large bush, 3 a tree, 4 a tree in water, 5 a swamp, 6 water etc. Then when you generate your map you would have patches of similar terrain eg a forest surrounded by bushes, a lake surrounded by marsh etc[/font][/size] [font=arial, helvetica, sans-serif]So you would end up with something like this but instead of a height map, a terrain map[/font] [font=arial, helvetica, sans-serif][img]http://www.gameprogrammer.com/fractal/teximage.jpg[/img][/font]
  12. I think his problem is that the world is in 2d so you have to calculate where on screen you should be drawing everything So the players's x would increase when you press 'right', so playerx could be 3000 for example (the player is 3000 units to the right of his starting point) therefore the player would always be drawn at screen co-ordinate 640 but the world would be offset around him - the draw window (what is drawn on screen) would be playerx-640 to playerx+640 so you would look up your level map and draw everything from 3000-640 to 3000+640. [url="http://www.youtube.com/watch?v=TCIMPYM0AQg"]http://www.youtube.com/watch?v=TCIMPYM0AQg[/url]
  13. The old 8-bit games used bitmaps representing a wall from every different view. The image on screen is then pasted together, using these pre-drawn walls, to give a 3d image. Enemies, items etc are scaled depending on how far away they are from the player. More modern games use a 3d engine which just replicates the view, but in real 3d. My own game uses 3d blocks which are placed within a level to make a maze. However movement is restricted to 1 unit 'steps' and the view is restricted to 90 degree views, making it 'feel' like an old-school game, even though there is no reason why you couldn't run around the maze and view it from any angle. [url="http://www.deepfall.moonfruit.com"]http://www.deepfall.moonfruit.com [/url] [img]http://walen.se/sprites/images/sprites/eye_of_the_beholder_ii__ripper_takis_/eob3.png[/img] [img]http://www.rik007.plus.com/2.jpg[/img]
  14. Deepfall Dungeon is a 3D first person fantasy role playing game. You have entered the dreaded Deepfall Dungeon and must find the exit! Along the way, you will fight monsters, find treasure, cast spells and build your character from a nobody to a legend! Will you make it out alive? Features - Hundreds of generated mazes - no two games are ever the same.. Ten different monster types, each requiring their own strategy to defeat. 3d graphics with a retro vibe. Download the demo from Mediafire, below. http://www.deepfall.moonfruit.com http://www.mediafire.com/?63glnkwjqg3156o http://www.indiedb.com/games/deepfall-dungeon
  15. I'm on the verge of releasing my game, I've been playtesting, balancing and bug fixing and it's almost ready. To celebrate I'm showing you guys some concept and unused artwork, I always enjoy this kind of thing from proper devs, so enjoy!