• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

mrhollow

Members
  • Content count

    128
  • Joined

  • Last visited

Community Reputation

136 Neutral

About mrhollow

  • Rank
    Member
  1. That's really great! Congratulations. I can't wait to try it out. Cheers, Aaron
  2. Very professional feel, and unique concept. I didn't experience the framerate drops of the other posters, but I only played for about 10 minutes. It would be nice if the game had some simple feedback about what's happening, i.e. you run into the wall and the screen flashes and you are suddenly in a new spot. Initially I thought it was a bug because the change was so abrupt, but after playing for a bit it seems like it is a reset. Anyway, nicely done. There is now note on TIGSource.com about Snowboard Assassins. Cheers, Aaron
  3. I tried it in Windows 2000 and in Linux under emulation in Wine. Both crashed at the same point, though in Wine it returned an error related to a file which it was looking for on a Z: drive (Which I don't have) so I'm kind of assuming it's looking for a file that doesn't exist on my system, but does on yours. I'll try to get you the exact filename next time that I have a moment... Have you tried the game on a clean system since packaging it?
  4. The game crashes when I choose a character after clicking play. The error indicates an invalid page fault and nothing more useful looking. Perhaps a file is missing? Cheers, Aaron
  5. It was a pain, but when I finally learned to use autotools, it was tremendous. My program was suddenly a _real_ linux utility with a standard install: ./configure make make install I suppose it depends what you are distributing. If it's a utility you would like to have show up in distros, autotools are going to be the best way to get wide adoption. If you are working on games, something else is probably in order. My only experience with scons was that it got stuck compiling something (Presumably a loop) and almost took the system down with it before I manually killed it...
  6. We are a relatively new (Though growing quickly) web site focused on reporting the latest news and events in the independent gaming community. We get our news from posts here on gamedev, indiegamer.com and other indie gaming sites, and are trying to help promote the scene. We appreciate your input and suggestions for improvement. Check out the site at: TIGSource.com We also have a contest running which ends today (So get your entries in) that has some really great prizes, like two games (Starscape and Alien Hominid), tee shirts and a number of other prizes. I would enter in a heartbeat if I didn't work for the site. The illustrious pannel of judges includes the likes of John Romero (Yes, that John Romero), Jane Pinckard (The editor and publisher of Game Girl Advance, and Assistant Editor at GamePro Magazine), Derek Yu (From Black Eye Software, and the editor-in-chief of TIGSource), and Nick Tipping (From Moonpod Software.) Cheers, Aaron
  7. I cut my teeth on Slackware, and use Gentoo heavily... I recently tried Ubuntu, and have to say it's probably one of the best so far for desktop distribution. To address the comments about speed, they actually still apply. I noticed a sizable decrease in performance (In the form of laggy mouse clicks, and desktop switching) switching to Ubuntu, though it's not enough to prevent me from running Doom3... Vida linux on the other hand, takes a long time to install (About an hour and a half on an Athlon 1800 XP), but requires almost no input while it's installing, and when you are done, you have a fully functional Gentoo install that's very pretty to boot.
  8. I almost missed this... As for animation, I have to say (Based upon playing the earlier version) that more animation would be nice, but the story and playability are more important. If you feel you can get the game to a finished state with more animation, more power to you, if you feel you can't however, the game will still be very good and no less worthwhile. my two cents. I'll let you know once I've had a chance to play the new version. Cheers, Aaron
  9. I really think your lack of response is due to the fact that you placed this post in the wrong forum... Your story idea sounds good. It sounds like a plot for an SNES game... I like the idea that there is an order that causes the planets to decay, though it seems strange that the creator of the planets would send minions to discover the problem and then let them attack the people on the planet... Perhaps because of the people's interference the creator sends minions to destroy the people? But even then, if he/she can create an entire solar system, why bother sending minions? It sounds good overall, and I'm sure you could use it to good effect the way it is, those are just my thoughts. I will be interested to see what becomes of the project. Cheers, Aaron
  10. Quote:Original post by tentoid Alright. Here's a new post after a while.. I finally had time and motivation to continue working on my game. I think I've done about 50% of the second town in the game. That sums up being probably about 5-15% of the finished game. I've been doing a bit more complicated quests (scripting wise) but they're quite short. Well, atleast there's some progress. :) I just noticed that I had invented a name for the land of the game while writing up some dialogue trees half-asleep.. [wink] Ancamnia. Now I could easily derive a name for the game from that. Perhaps "Tales of Ancamnia" or something other equally clichéd. How does the name sound to you? I think it reminds a bit too much of Arcanum etc. Comments and suggestion are welcome! Nah, it doesn't sound like Arcanum to me... I couldn't come up with a name until I was almost done, and I changed the working title three or four times. Finally I decided that it needed to be easy to read and say, and it had to be unique so that I could find it with google searches ;P May be silly criteria, but that's what I decided... Anyway, can't wait to see the updates, I check this thread regularly hoping you've posted something new. Cheers, Aaron
  11. Quote:Original post by clrscr So I'm trying to install Slackware on an older computer, yet it crashes while formateing the swap disk, the error I get is (0)Kernel panic: Aiee, killing interrupr handler! In interrupt handler - not syncing Any ideas? Tell us about the older computer, what type of processor, how did you create the swap partition, how much ram, and what version of slackware you are installing. If possible, please also post the output of: fdisk -l Cheers, Aaron
  12. Excellent game. I've played it before, but this release seems much more stable and playable. It's really great to see good games for Linux/Unix, keep it up!
  13. Quote: They reek of 70's style thinking. This is 2004. That reeks of windows style thinking... GUI system (i.e. modification of the functionality of your computer) interfaces are just consoles with little boxes that limit where you may enter text. The idea that a "User" should have the ability to randomly screw his computer because the operating system should be "User friendly" is ill-considered. Novices can easily perform complex procedures on the command line. Any literate (Not computer, just 6th grade reading level) person can follow a list of instructions and reproduce them on a command line. Try writing the same procedure out for a GUI.... "Where is the menu bar?", "Which X?", "Minimize, what's that?".... User friendly is also why windows thinks it knows better than you, even when you know that you just removed the Nvidia video card and put in an ATI card, windows still tries to save you from yourself, which in turn causes more frustration for advanced users, and completely stumps the novice. Since the novice users won't be able to figure it out for themselves anyway, why not give advanced users the tools they need to quickly fix the problems that arise? GUI's are getting closer to being a viable sole interface, but until computers can reasonably handle speech recognition, text based interaction with your computer is here to stay. There is a time and place for a GUI. To make simple tasks easy. For important tasks, one must have a concise set of instructions, and what instructions could be easier to follow than, "repeat after me."
  14. It seems really cool, but the time limits are so short that I can't enjoy it. I guess you could say I'm not a twitch gamer. :) Perhaps you could continue to play even though the time has run out, but no score can be gained? Really cool, unique graphics and interesting game play. Nice work.
  15. Quote:Original post by tentoid The game is still far from finished :) I'm planning to add a relatively big city where the player will be taken later on the game. I figured so but wanted to be sure... :) Quote: I'm not quite sure about the forrest south of the first town. It's a bit pointless except for the mushrooms (which can be collected and then given to the shaman in exchange for potions). The only interesting thing is that it's randomly generated. The random generation is cool, but it seems incongruous with the style of the other two maps. Maybe if it were how you travel from city to city -- though I personally don't care for that style of travel... I prefer walking through the environment directly... Quote: Hmm, that's strange indeed! I don't even have any sounds in the game! Seems like distributing binaries in Linux isn't a good idea. I will try to release the next version with the source and a proper makefile. Thanks for the feedback! I really appreciate it. I enjoyed playing it to give feedback, and will be happy to try compiling it when you have a new version ready. Quote: A lot of people has said that the game reminds of Exile! I think I will have to play it someday. And as for the doors, I'm thinking of adding some sort of prompt when hitting a door, such as "Do you want to open this door?". I like being able to control opening (and closing) of doors, especially in the dungeons where you hear people behind doors and such, I think it would be annoying to be prompted each time I got near a door whether or not I want to open it... I would however like to have the exit, open and close dialogs all combined. Like perhaps when you are on an exit and you hit "enter" you exit (With no question) when you are anywhere else and you hit enter, you get prompted which direction you would like to open a door, and if the direction you indicate is an open door, it gets closed. Of course, just my opinion. Quote: Oh and one more thing. Does anyone have good suggestion for the name? I'll try to register the project to sourceforge when I have a proper name (and perhaps the source cleaned up a bit). Hmmm.... I dunno. I'm not good with names... :)