I find it hard to be played with the touchpad of my laptop.
(besides Emacs)
61–70 of 84 posts
I find it hard to be played with the touchpad of my laptop.
(besides Emacs)
Earlier quoted context omitted.
I think all you need is a game loop (that is the difference to web programming). while(isGameRunning){ processInputs(); processMonsters(); updateScreen(); } It really is quite straightforward. Start with something simple like Tetris.
I'm guessing deciding on the game's look&feel, designing and integrating the graphics and tuning the difficulty is the hard part.
So my advice to anyone who wants to make a game is to just start, there's not really any other way to learn.
After beating it, I think it would be more fun if...
1. later versions of each gun is more or less equal in power, but each have different perks. That way if someone loves their shotguns, they can effectively keep using shotguns throughout the whole game rather than being forced to replace them for a gun that will actually give them a fighting chance to win.
2. Bosses.Be it a really fast unit that is annoyingly hard to aim at or the big enormous monster that somehow never seems to die, the game needs some things to curse at... I mean.. make it hard and to build anticipation. Bosses are also great for continuing the story in a possible sequel. ;P
3. An upgrade you can buy that lets you jump. That would be really cool and make the game way more dynamic, especially if you make it so the grenade launchers have a little arc to them where you can sit on a safe spot and shoot ground units down with them.
4. Perhaps skills? Regeneration or added weapon/upgrades slots? The possibilities are really endless.
That's all I've got for now. I may play through again tomorrow and write another reply in here. :)
Fun game, but it's weird that the Level 2 Weapon (the shotgun) has a lower DPS than the level 1 weapon. Why would anyone want to use the shotgun then? :P
You should have some bosses, and some retro zelda dungeons or something though.
Earlier quoted context omitted.
I'm guessing deciding on the game's look&feel, designing and integrating the graphics and tuning the difficulty is the hard part.
Definitely. A good rule to follow is that almost everything that turns out to to be hard is something you never thought of before you started the game. So my advice to anyone who wants to make a game is to just start, there's not really any other way to learn.
I find it hard to be played with the touchpad of my laptop.
What isn't hard with a touchpad? (besides Emacs)
Earlier quoted context omitted.
Yes I do. I am not a game programmer though.
I think all you need is a game loop (that is the difference to web programming). while(isGameRunning){ processInputs(); processMonsters(); updateScreen(); } It really is quite straightforward. Start with something simple like Tetris.
- inputs are usually callback events, so the thing I usually did was accumulate all inputs in the callback events and then processed them in the processInputs() method. Accumulate was something simple like pressedKeys |= pressedKey
- updateScreen() is usually just a call to repaint() or something like that, which makes the Operating System call your applications paint() method. My paint method looks like
paint(Graphics g){
drawBackground(g);
drawCounters(g);
drawMonsters(g);
drawPlayer(g);
}
and so on... Flex does things in a slightly different way, so it really depends on the technology you choose.
Very impressive! Unfortunately, I can't give any higher praise than "a well-executed dungeon-crawler with style." I'm having a blast now, but I get the impression I won't look back after beating it. In many ways, this sci-fi, shooting, dungeon-crawling RPG reminds me of "Virus Hunter," a walk-through example used in the Game Design program of "Cybercamp," which I enrolled in when I was 10. Is there some common inspir…