• Advertisement

Kelly G

  • Content count

  • Joined

  • Last visited

Community Reputation

358 Neutral

About Kelly G

  • Rank
    Advanced Member
  1. Video - Wii Have Explosive

    [quote name='Servant of the Lord' timestamp='1316324759' post='4862967'] YouTu.be is a legitimate Google domain. I dislike it, but it's still legitimate. [img]http://public.gamedev.net/public/style_emoticons/default/biggrin.gif[/img] [/quote] Oops. Well I guess I'm just not hip. Carry on, then.
  2. Video - Wii Have Explosive

    Who are [b]youtu.be[/b] ? That domain looks like it's spoofing youtube. This looks suspicious to me.
  3. irrlicht/ogre3d vs unity/shiva

    [Quote] . I thought using openGL or directX would be a target too high for a lone developer [/Quote] I owuld think so too. I think there is some disagreement here because your goal's seem to conflict, depending on how one interprets them. So first, it sounds like you want to get into graphics programming, and have some achievement in that area so that you can show that off, and second you want to make a game. A fully made game engine like Unity and Shiva is good for making a game because all of the graphics programming is essentially finished. You can make game much more quickly because you can focus on just the game logic, but you won't be able to take any credit for the graphics except maybe the art assets. Unity does allow you to write your own shaders, though. If you want to actually do graphics programming, you need to start with the very rudimentary graphics APIs such as Direct 3D/ OpenGL because that is the only way to really control what really goes on during the rendering and craft your own methods. It will also give you insight into how computer graphics rendering generally works. This will be very time-consuming and will make it more difficult to make your own game. So you kind-off have to weigh which is more important.
  4. Help with Sprites

    I'm not a pro or anything, but I'll see what I can come up with
  5. Graphcs Problem

    I'm an amateur artist. I wouldn't mind helping out with some art, if you want. I'm not looking for money- just think it would be neat to maybe build-up a list of projects that I contributed to.
  6. Help with Sprites

    [quote name='Ingot' timestamp='1299815633' post='4784242'] I am involved in a group project at DeVry University and we are creating a platform game. However, all of us are programmers and don't know how to make sprite sheets. We are hoping that someone would be willing to donate some sprites for our game that are not very easy to find on the net. The particular sprites that we need and their views are: Mad scientitst: left walk, right walk, and front idle animation Male monkey: left walk, right walk, front idle, climbing and jumping Female monkey: left walk, right walk, front idle, climbing and jumping Please let me know if you can help or know of a resource that has these particular sheets. Thank you in advance [/quote] What sort of graphics/art style are you thinking? What sort of resolution do they need to be?
  7. Maker3D

    This looks really neat! I'm a hard-core computer programmer, but I have no problem with using tools like this if it does what I want and it saves me time. I'd love to try it out, especially since it has a scripting system. By they way, the website does not say what the limitations of the demo are. Can you elaborate on this?
  8. The Never Ending Developing Story

    [quote name='Zethariel' timestamp='1299497475' post='4782769'] From my point of view (writer and content designer) it is fun to keep changing things, thinking up new stuff or altering the old to make it fresh. I'd like to know the opinion of artists and progammers about such an idea. Would it be monotnous and boring, if not irksome? Or would it be a way to keep the game (and it's design team) healthy and alive for years to come? Of course I'm allowing for said artists and programmers to present their own unique ideas concerning the world that would be refined by writers or made even better with collaborative effort of the whole group. [/quote] What if you blurred the line between player and developer. Make development tools in the form of game mechanics. Then players could go off on their own and explore other player's content.The only problem with that is that you could end up with a wild land of poor or meaningless content.
  9. [quote name='DarklyDreaming' timestamp='1299346566' post='4782124'] Why is the frame numbers relevant to the designer or the GDD? Isn't it easier, and way more useful, to measure time in seconds, milliseconds etc.? The exact number of frames shouldn't be micromanaged anyways. [/quote] Yes. All of the game engines I've seen support scaling animation in terms of time, rather than number of frames. The actual number of frames rendered during that time may depend on the frames-per-second that the renderer can achieve at any given time.
  10. [quote name='krez' timestamp='1298010854' post='4775735'] He could be the master of BS, charismatically persuading NPCs to do all the dirty work, or tricking enemies into letting him live (or turning them against each other while slipping away). This could work along with a Kris Angel type of illusionist; although he has no actual magical abilities, in a world where magic exists some characters might believe a slick talker who can allegedly float or start fires with his mind. That might be quite entertaining actually... I just got a mental image of "Penn & Teller in King Arthur's Court", calling bullsh*t on Merlin and causing a medieval ruckus. [/quote] I like this idea because I hadn't really thought of using conversation as gameplay for these types of scenarios. I think it's a really good idea, especially because that is the preferred method of resolving adversarial conflicts in the real world. [quote name='krez' timestamp='1298010854' post='4775735'] EDIT: Ah sorry maybe you were thinking I should be more specific. Maybe tomorrow [/quote] Not necessarily. Vague ideas are good too. I have seen conversation represented in many games in very abstract forms. Nothing that I'd be satisfied with as a primary game-play mechanic. Perhaps those who are inspired by this post will each come-up with their own implementation ideas, which we may see in the future.
  11. [quote name='Edtharan' timestamp='1298126510' post='4776308'] You have fallen for the same trap as many people do. They state they want non violent games, but then they specify a setting that leads to violence. You specify that the player has to fight monsters, just that they can't fight back. The only way to not have violence is to not make is necessary. As Shakespeare said: "A rose by any other name smells as sweet". Fighting by any other names is still violence. Most people think of violence in games is a result of conflict. It's not. Conflict is in all games violent or not (yes even in games like Tetris or Bejewled). Violence is harming someone. Conflict is where two or more contradictory goals interact. Yes, violence involves conflict, but not all conflict is violence. [/quote] You raise an interesting point here. Perhaps the phrase "non-violence" is not precisely what I meant. What I'm looking for here is simply gameplay alternatives to direct combat. So it doesn't mean that the game setting itself is nonviolent, it simply means that role you play in the game is non-combative. While I mentioned the goal of providing non-violent games for children, I only put that forth as one possible goal that someone might have. I do realize that not all of the gameplay ideas that I suggested would meet this particular goal. Additionally, I believe that many would consider a game to be non-violent even it wasn't completely nonviolent in a philosophical sense. For example, most sports games are considered non-violent, even though they involve adversarial conflict that often results in injuries. One of the examples I mentioned was Lord of the Rings, which is obviously a very violent setting. So I'm not necessarily talking about eliminating all of the violence in a game, although that could be a goal if you want. [quote name='Edtharan' timestamp='1298126510' post='4776308'] However, if you design a game where you have to harm another (even a computer controlled opponent) then this is violence. In your example of using a flash or loud noise to drive them away is violence as is binding them ans some of the other suggestions you provide. [/quote] Hmm. If you do consider these to be _violent_ actions, then we can say, at least, they are less destructive and less offensive. Non-lethal and non-injurious forms of violence are more accepted as means of conflict resolution. [quote name='Edtharan' timestamp='1298126510' post='4776308'] The others are about avoiding violence, but then if this is supposed to be game play, where the player might fail, then their failure will result in violence. In other words, your suggestions are not getting rid of violence but are actually a kind of violence (either through the player failing, or in their actions). What you seem to be trying to avoid is gore (blood, injuries, etc). [/quote] I assume you mean that if the hero were to fail to avoid the enemy, then the enemy would attack the player violently (This is certainly possible, but you could also have the enemy escort the hero back to the beginning of the level). Assuming that the enemies would indeed resort to violence, it would be different than the player being allowed to use violence. If the player is allowed to use violence, it could be seen as advocacy on the part of the games author (although we assume that most don't actually advocate real violence). If only the enemies are allowed to use violence, it could likewise be seen as opposition to violence, so this would be more accepted. I think this is a very important distinction. As for "blood, injuries, etc", I think that is what most of the people who object to violent video games are most concerned with.
  12. [size="2"][font="Arial"]I don't know about you, but I really enjoy games with a fantasy setting. I love a game that transports you to another world, and I like exploring imaginative content. I'm talking about games like: World of Warcraft, the Legend of Zelda series, the Final Fantasy series, the Star Wars franchise, the Elder Scrolls, the list goes on and on. A lot of the fantasy games extensively involve medieval-style combat, but in this thread, I'd like to see if we can come up with some alternative ways of resolving the conflict. I'd like to see if I could do a game with no combat. One could create a fantasy game like Myst where there is little or no adversarial conflict (except with the environment) but let's say that adversarial "monsters" and such villains are part of the fun of the fantasy setting. Therefor I'm thinking about a game that would include such adversaries, but still have some non-violent resolution. What's the point? Well, there could be several. Here are some considerations that may apply: 1. Politics: Angry parents don't want little Timmy playing violent video games. Maybe yours is different. Maybe you offer a viable alternative that is both fun for the player and also suitable for the more sensitive social climate. 2. Gameplay: "I love gruesome violence, but I've already done that in the last game I played. What else is there for me to do?" Maybe you can entice players by coming up with a new spin on the old fantasy game: Offering a whole new experience in a compelling fantasy setting. 3. Narrative: Maybe you want to explore the fantasy setting from a different point of view. Imagine the hobbits in Lord of the Rings: they were not effective in combat and tried to avoid it in all situations (except for a few exceptions such as when Frodo slays Shelob). Rather than playing the muscle-bound armored-up hero, the player can play a humble, meek character and experience the thrill of facing seemingly insurmountable odds with only guile and wit to see the day through. maybe you can think of another? Additionally you could use these methods as an [b]addition[/b] to the regular fantasy melee combat, just to add more options and more flair to the over-all experience. So... Here are some ways I thought of for dispatching monsters without the use of sword and shields: 1. scare the enemy (use a bright flash, load noise, explosion to send the enemy running) 2. distract the enemy (leaving bait or food on the ground will draw the enemies attention away from you, maybe you can start a machine that will make noise that will draw the enemies attention, maybe you can throw your voice.) 3. blind the enemy (bright flash, smoke, no doubt this will only work for a short time, like the pepper in Burger Time) 4. disguise self (disguise yourself as the same enemy and walk freely among them, or disguise yourself as enemy’s enemy to convince the enemy to avoid you.) 5. trap the enemy in place (Maybe you can set a trap to snare your enemy, maybe you can use magic to hold your enemy fast. ) 6. turn enemies against each other (For example, you could arouse the attention of a troll, who will pursue you, but you run into a dragon's cave. Once the troll sees the more-dangerous dragon, he will attack the dragon instead, while you make your escape. ) 7. block the enemy (build a wall to block a passage so that your enemy can't follow you. Cut the rope, which is holding up the portcullis, sending it crashing to the ground.) 8. feed the enemy ( You throw meat at the hungry lion and it is no longer interested in chasing you. In fact it simply takes a nap) 9. make enemy sleep (music, tranquilizer, whatever) 10. avoid the enemy (Maybe the only way to get by your enemy is to outrun your enemy. Maybe your enemy skulks around in a predictable pattern and you can predict when the enemy will be away.) 11. hide from the enemy (If the enemy comes around, you can hide and wait for it to go away again.) [/font][/size]So, for those of you who are interested in the same type of game, please share your own ideas.
  13. Programmer Art: Creating isometric river tiles usi

    The riverbed without the water looks so awesome. I think your river would look really good with just some animated white caps to indicate clear water over the rocks.
  14. Flex

    If you want to make a 2D game fast you might check out the flixel library. It has a lot of the common features you would want in a 2D game and also there are some tutorials about how to set it up in various actionscript development environments.
  15. Sci Fi Greek Mythology

    Quote: But this gave me the idea of Greek Mythology turning out to be from races of aliens visiting Earth, and the Ancient Greeks, were actually another race of humanoids that mated with humans, turning us from the Neanderthals into much more developed humans. Technically, I don't think Neanderthals were human ancestors, but rather a divergent species that branched from a common ancestor and then became extinct.
  • Advertisement