Sauer2 {l Wrote}:==Idea Number 1==
A tile-based topdown arcade game with a graphical look maybe similar to bomberman or pokemon etc.
You playing a drunken guy (so movement is exaggerated and hard to handle) who is in the highest top of a tower (maybe even a modern office building) full of zombies and it is your job to escape.
Your only way out is the stairway, which for some reason isn't one, but several parts. The point is, for each level you have to cross the map to get to the next part of the stairs. The less time you need, the more points there are.
Sauer2 {l Wrote}:==Idea Number 2==
A simple falling game. You play an living egg (i know it's pretty crazy) that is just simple falling down a level (with some kind of speedline?). You can only move on the X-Axis in the middle of the Y-Axis. It's your job to collect coins, gems, whatever and watch that you don't get hit by spikes, stones, birds etc. Maybe it would be cool to make the graphics in aztec or thinker style.
Sauer2 {l Wrote}:Some kind of concept *cough* art.
I know there is stuff missing like birds, background arts, etc. Anyway, if someone makes good art, i feel kind of forced to try to make the code.
Sauer2 {l Wrote}:Yeah, that's a good idea. I think, I will try to create a green background (or an orange one, but that would maybe cause infreakments with the coins) to better fit with the players color.
Sauer2 {l Wrote}:The question is now: Should it have a gradient or should it have a constant color for vertical parallax scrolling?
Sauer2 {l Wrote}:BTW: I think, using Love isn't an option this time (as nice as it is) , because:
Sauer2 {l Wrote}:-I wanna learn C
qubodup {l Wrote}:Sauer2 {l Wrote}:Yeah, that's a good idea. I think, I will try to create a green background (or an orange one, but that would maybe cause infreakments with the coins) to better fit with the players color.
I think the best/safest thing would be to give the coins/everything another border that is black or gray or white. or the negative color of what is behind it .
qubodup {l Wrote}:What I think is important is moving background. so suppose you would use my bg as posted above, the planets and clouds would have to slooowly move around.
qubodup {l Wrote}:Sauer2 {l Wrote}:The question is now: Should it have a gradient or should it have a constant color for vertical parallax scrolling?
SOLID!
But that's just like my opinion, man. ;D. Gradients don't always have to look bad. If you have gradient ideas, please up them and I'll comment on them/tweak them if I have ideas...
qubodup {l Wrote}:Sauer2 {l Wrote}:BTW: I think, using Love isn't an option this time (as nice as it is) , because:
oh don't worry, I'm not too fond of love as the api any more, until it reaches 1.0 while I'm very fond of the minds behind it and the community in front of it
qubodup {l Wrote}:Sauer2 {l Wrote}:-I wanna learn C
That's good I think hardly anybody appreciates you programming in freebasic ^^
qubodup {l Wrote}:PS: cmake is a nice build configuration system - http://www.cmake.org/cmake/help/cmake_tutorial.html
qubodup {l Wrote}:PPS: I really like how in slime volley, the eyes of the players always look at the ball. I think in your game, the player char should always look at the nearest coin maybe? or if you use mouse to control it (like in the giraffe game, which I linked, which you hopefully were able to play).
Sauer2 {l Wrote}:About moving, you mean something similar to the Secret Maryo Chronicles intro? Or do you mean both horizontal and vertical?
Sauer2 {l Wrote}:Well, my idea was to make a green to green white gradient, but i think a) the colors are oldschool and don't fit in an "inkscaped" game and b), I would have to make the clouds as seperate objects and that would suck for me and maybe some weaker handhelds performance, because more pixel must be drawn. So let's scratch this, or shouldn't we?
The clear advantage is, that you can make clouds move with different speed this way.
Sauer2 {l Wrote}:Freepascal, actually, GREAT DIFFERENCE!!!111einself Also, because, after only 1/5 year of Java beginning in school OOP feels like overkill for small problems. It's similar to C++, I won't use it, if I don't use it for a job.
Sauer2 {l Wrote}:Well, things like headers and build systems have kept me away from gcc, etc. Is it really worth the trouble for, let's say altogether 10 files?
Not that I don't like the concept of not having any scipt language dependency for that...
Sauer2 {l Wrote}:Also i think, mouse control is much easier playing Breakout.
qubodup {l Wrote}:I remember how you like really hard games... man.. lives... no checkpoints... instant-death... *sight* I see what's coming. =D
leinir {l Wrote}:On the topic of game engine, and i don't want to just jump in here and say "Wooh, we're made of awesome and win!!111eleventy", so i'll just point out that the as-yet unreleased Gluon might be an option for what you're after... Since we are aiming to have the possibility of running the games on various smart phones, as well as desktops... And are resolution independent... Dunno if that's of interest to you, just thought i'd point out the option
Sauer2 {l Wrote}:Well qubodup, since merging clouds work (only one layer for performance reasons), how should the birds fly?
qubodup {l Wrote}:roger!
Sauer2 {l Wrote}:BTW: Is it your computer lagging in the video? That's bad, maybe I should use hardware acceleration in SDLSetVideomode. But that's strange, it's only filling a big surface + blitting 32 surfaces...
qubodup {l Wrote}:Are you sure it's lagging? Could it be just YouTube lagging? Or because of screen capturing? Can you tell me what seconds at you see lag occur, or do you mean the frames per second being low in general?
qubodup {l Wrote}:The birds don't look good at all.. the animation timing is good though I think.
I suppose I'll try to make a bird in style of something like http://falling-mood.tumblr.com/tagged/bird unless you think it'd be too much attention-drawing to have a full-shaped bird.
Sauer2 {l Wrote}:It will raaiiiise the game difficulty.
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