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racsoth

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About racsoth

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  1. Yeah, those dialogs are terribly confusing. Microsoft does some serious harm to independent developers with that kind of things. I'm glad you liked the game
  2. racsoth

    November 2017 GameDev Challenge: Pong!

    Yeah, those dialogs are terribly confusing. Microsoft does some serious harm to independent developers with that kind of things. I'm glad you liked the game
  3. Hi. My game doesn't use a installer (it's a standalone exe), so I don't understand what do you mean.
  4. racsoth

    November 2017 GameDev Challenge: Pong!

    Hi. My game doesn't use a installer (it's a standalone exe), so I don't understand what do you mean.
  5. Nice! I have a comment: the game is too fast in my computer. I don't know if you designed it that way, or if it's running faster in my computer than in yours because the game is framerate-dependent. In case you don't know the term: it means that if the game runs at a higher framerate in my computer because my computer has better hardware, then everything will move faster, too (because, for example, you move the paddle "one unit per frame", so if there are more frames per seconds, it'll move more units per second). I couldn't find a good tutorial or explanation on the topic, sadly. The closest I found was this: https://www.scirra.com/tutorials/67/delta-time-and-framerate-independence. If you actually wanted your game to be blazing fast, then ignore everything I just said!
  6. racsoth

    November 2017 GameDev Challenge: Pong!

    Nice! I have a comment: the game is too fast in my computer. I don't know if you designed it that way, or if it's running faster in my computer than in yours because the game is framerate-dependent. In case you don't know the term: it means that if the game runs at a higher framerate in my computer because my computer has better hardware, then everything will move faster, too (because, for example, you move the paddle "one unit per frame", so if there are more frames per seconds, it'll move more units per second). I couldn't find a good tutorial or explanation on the topic, sadly. The closest I found was this: https://www.scirra.com/tutorials/67/delta-time-and-framerate-independence. If you actually wanted your game to be blazing fast, then ignore everything I just said!
  7. racsoth

    November 2017 GameDev Challenge: Pong!

    Hi again! I think I've finished the game. In the end, I avoided randomizing the ball angles to make the game more predictable (and tactical), but I did implement a new AI (which makes playing alone super-cool now!). If you tried the game but got bored because of the easy AI, feel free to try again! You can get the game in this page, and check out the source code here. I'll let you know when I finish the post-mortem. Regards! Please find the game's post-mortem here: https://racso.itch.io/power-word-pong/devlog/16651/post-mortem
  8. Hi again! I think I've finished the game. In the end, I avoided randomizing the ball angles to make the game more predictable (and tactical), but I did implement a new AI (which makes playing alone super-cool now!). If you tried the game but got bored because of the easy AI, feel free to try again! You can get the game in this page, and check out the source code here. I'll let you know when I finish the post-mortem. Regards! Please find the game's post-mortem here: https://racso.itch.io/power-word-pong/devlog/16651/post-mortem
  9. Hi everybody! I decided to use this challenge as an excuse for learning to use Game Maker (or I wanted to learn Game Maker and decided to do it while participating in this challenge; pick one :P). My project is called "Power Word: Pong". It's available for Windows here: https://racso.itch.io/power-word-pong I still want to improve the AI, as it's still quite dumb, and I want to give some variety to the ball (angle and speed changes), but I'm almost done with the game. Still, as always, feedback is appreciated! I hope you like the twist of the game. You may find the game source in this repository. I'll create a post-mortem after I finish working in the project. Regards! O.
  10. racsoth

    November 2017 GameDev Challenge: Pong!

    Hi everybody! I decided to use this challenge as an excuse for learning to use Game Maker (or I wanted to learn Game Maker and decided to do it while participating in this challenge; pick one :P). My project is called "Power Word: Pong". It's available for Windows here: https://racso.itch.io/power-word-pong I still want to improve the AI, as it's still quite dumb, and I want to give some variety to the ball (angle and speed changes), but I'm almost done with the game. Still, as always, feedback is appreciated! I hope you like the twist of the game. You may find the game source in this repository. I'll create a post-mortem after I finish working in the project. Regards! O.
  11. racsoth

    WoA V - Afterparty/Judging thread

    That's too bad, a you did a great job as both an organizer and a judge, but I understand the burden of being the organizer of an event and dealing with all the details. Good thing I participated this year Thanks a lot to everybody! This was a quite enjoyable experience; I'm looking forward to participate again next year!
  12. racsoth

    WoA V - Afterparty/Judging thread

    I've finally written my post-mortem. It's the first time I do one https://racso.itch.io/castilla-1528/devlog/7605/jam-post-mortem @dmatter In short, I was saying that the fact that some containers were hidden behind other in the The End scenario seemed to me like a nice easter egg (and was perfect for that ending screen!), but should not be used as part of the main flow of the game (i.e. in other levels) because it could be confusing and mess with the player dynamics (as now the player would need to test every possibility for possible hidden containers).
  13. racsoth

    WoA V - Afterparty/Judging thread

    I've uploaded a WebGL version of my game to Itch. It's NOT the same version I submited to the jam, as it now has some improvements and modifications, but it's still quite similar. If someone who doesn't have Windows wants to give it a try there, please go ahead. As always, feedback is more than welcome. https://racso.itch.io/castilla-1528
  14. racsoth

    WoA V - Afterparty/Judging thread

    No problem. You got me there: I didn't do the tutorial. I had trouble testing several Unreal games, so I needed to focus on gameplay before they crashed. I checked it out and yes: it clearly says how to enter the doors In general, your game seems fine. I think it can be improved in several ways with more content, but that obviously requires more than a week of work. In the case of the damage: I would control damage so the player isn't killed that fast, but I would compensate for that by giving more HP to the turret, so the player would need to attack it tactically. About the themes: I don't really know how would I approach it. Maybe it's a thing of aesthetics: the environment doesn't look like a castle to me. That's possibly because it's an "alien castle", but still, it doesn't bring the word "castle" to my mind. Regards!
  15. racsoth

    WoA V - Afterparty/Judging thread

    I'm having trouble testing some games made in Unreal, such as Domino Castle. The game works for some minutes and then I'm getting the error I attach. I found this thread with some workarounds: https://answers.unrealengine.com/questions/545292/unreal-engine-is-exiting-due-to-d3d-device-being-l-3.html I've tried the first with no success. Some people say that unchecking "Real-Time Thumbnails" in UE made the engine more stable...
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