tag:blogger.com,1999:blog-11719805.post7921727184512873500..comments2023-11-03T01:45:11.288-07:00Comments on Lost Garden: SpaceCute: First round of prototypes and new graphicsDaniel Cookhttp://www.blogger.com/profile/10437870541630835660noreply@blogger.comBlogger19125tag:blogger.com,1999:blog-11719805.post-1057484828700897282007-06-12T01:57:00.000-07:002007-06-12T01:57:00.000-07:00Forgot to mention the keys and stuff; Movement: Ar...Forgot to mention the keys and stuff; <BR/><BR/>Movement: Arrow Keys<BR/>Fire Star: Space<BR/>Activate Shield: ControliWinTieshttps://www.blogger.com/profile/05465259758525781631noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-32681651646435399332007-06-11T23:07:00.000-07:002007-06-11T23:07:00.000-07:00I've made a prototype that uses the SpaceCute grap...I've made a prototype that uses the SpaceCute graphics, but it doesn't use the original design... at all.<BR/><BR/><A HREF="http://uncarvedgames.com/files/games/SpaceCute.zip" REL="nofollow">SpaceCute</A><BR/><BR/>Check out and let me know what you think. Total hours spent on it is about 13 so far.iWinTieshttps://www.blogger.com/profile/05465259758525781631noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-33401566500710234842007-04-22T01:13:00.000-07:002007-04-22T01:13:00.000-07:00Ultimately the 'fun' in a turn based game where th...Ultimately the 'fun' in a turn based game where the player has multiple pieces comes from what the pieces can do.<BR/><BR/>One way is to give each piece the player owns different abilities. These could be ways it moves, how much damage it does, etc... Easy to set that up if you're using an configuration file of some sort.<BR/><BR/>Another is to make the positioning of the pieces affect the damage done. For example, getting hit from behind does more damage.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-5548423609589664122007-04-18T23:39:00.000-07:002007-04-18T23:39:00.000-07:00I was thinking about the game mechanic and thought...I was thinking about the game mechanic and thought about some other alternative styles. For instance what if the game was more like dodgeball where you sent little hearts out to opponents players. If an opponent was hit enough times, instead of being destroyed, they switched sides and played for the other team.<BR/><BR/>Or perhaps having an othello style board game where if you surrounded your opponents players they converted. (Perhaps even GO style rules)<BR/><BR/>I'm also curious if the graphics can be used for other games/uses if attribution is used.<BR/><BR/>My captcha is lbsfx -- super heavy weight special effectsAndrewhttps://www.blogger.com/profile/11535023856428709691noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-63289728460007430592007-04-13T00:22:00.000-07:002007-04-13T00:22:00.000-07:00Hello Daniel,I'm following the SpaceCute: Prototyp...Hello Daniel,<BR/><BR/>I'm following the SpaceCute: Prototyping challenge topics with great interest and wondered, if one is allowed to use the graphics also for other applications, of course crediting you. If yes, are there any constrains or is a particular license applied?<BR/><BR/>Cheers,<BR/> MichaelAnonymoushttps://www.blogger.com/profile/07488126278314276322noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-45398015017425687702007-04-12T15:33:00.000-07:002007-04-12T15:33:00.000-07:00I've updated my version of SpaceCute so that it's ...I've updated my version of SpaceCute so that it's now playable via IM.<BR/><BR/>http://www.studiohunty.com/spacecute/<BR/><BR/>have fun!<BR/><BR/>today's captcha word is "etmvylc", a synthetic fabric that slowly digests its wearer.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-84986480214684224712007-04-12T11:58:00.000-07:002007-04-12T11:58:00.000-07:00Danc, your designs are adorable!! Keep it up... --...Danc, your designs are adorable!! Keep it up... <BR/><BR/>--Ray <BR/><BR/>PS> I'm in Utah this week.Raymondhttps://www.blogger.com/profile/07035842500415940617noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-47840943456023089532007-04-11T20:44:00.000-07:002007-04-11T20:44:00.000-07:00Hunty's resource game looks neat, but haven't had ...Hunty's resource game looks neat, but haven't had a chance to try it out with someone yrt. Playing against myself is kind of weird.<BR/><BR/>I can't take credit for the music, just bummed it off of Flashkit. I just got caught up to where I was (mostly), looks like more than two ships works now. We'll see what I can get done by Sunday.EH-Xhttps://www.blogger.com/profile/13582947960828547630noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-60442992975217823942007-04-11T11:17:00.000-07:002007-04-11T11:17:00.000-07:00I "cuted up" my version with graphics inspired by ...I "cuted up" my version with graphics inspired by (and in some cases traced from) your graphics. Check it out again if you haven't seen the new graphics.<BR/><BR/>To quote the Pet Shop Boys, "I've got the brains, you've got the looks, let's make lots of money."<BR/><BR/>...and by "brains" I mean "programming and design skills", and by looks I mean "art and design skills", and by "lots of money" I mean "a version of this for the DS, Wii, or XBLA".<BR/><BR/>This post was brought to you by the captcha word "elpcs", which means "games similar to the PC port of the videogame adaptation of the movie 'El Cid'".Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-26225840783570663032007-04-11T00:10:00.000-07:002007-04-11T00:10:00.000-07:00I added Hunty's lovely design to the list of links...I added Hunty's lovely design to the list of links in the article. If anyone else comes in, I'll post those as well. :-) <BR/><BR/>take care<BR/>Danc.Daniel Cookhttps://www.blogger.com/profile/10437870541630835660noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-32611817224618076482007-04-10T12:41:00.000-07:002007-04-10T12:41:00.000-07:00DanC wrote: Collisions need a little pizazzWhat ab...DanC wrote: <I>Collisions need a little pizazz</I><BR/><BR/>What about making the ships out of flubber, such that collisions are "active", in that it's like a firecracker goes off between the ships whenever they collide? This could make for really interesting chain reactions. Firing into a cluster of enemy ships could result very quickly in a sort of "Dr. Device" way of ensuring that you don't want to cluster your resources too closely.<BR/><BR/>For an example of this in a game, check out <A HREF="http://www.ragdollsoft.com/ragdollmasters/" REL="nofollow">Rag Doll Masters</A>, where they use that concept to spice up a stick-figure fighting game into something that is a lot of fun.<BR/><BR/>On another note, I also like the idea that the shorter you pull, the farther you go. This has the nice effect that putting more power into your shots makes them less accurate, but for more accuracy, you use less power.<BR/><BR/>If you didn't want to use that model, another way of motivating players to choose to use more finesse is to add a fuel factor, such that if they are always flinging around at full tilt, they will quickly run out of juice.Clinthttps://www.blogger.com/profile/05919109761994692487noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-58273392043093022822007-04-09T22:12:00.000-07:002007-04-09T22:12:00.000-07:00PS: Hunty, it looks like your site is down. (10:12...PS: Hunty, it looks like your site is down. (10:12 pm PST 4/9/07)Daniel Cookhttps://www.blogger.com/profile/10437870541630835660noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-27437442627514937032007-04-09T22:07:00.000-07:002007-04-09T22:07:00.000-07:00Hunty, Sweet game! I played a round with my office...Hunty, <BR/><BR/>Sweet game! I played a round with my officemate and it is actually quite well balanced. I love the resource model and the main bases. You should turn this into a full game! Give it a bit o' AI and you've got a hit on your hands. :-) <BR/><BR/>Re Vector Graphics: You can copy and paste into Illustrator much of the time if you use Expression Design. It is worth a shot of you need to get the graphics out in vector format. You can also export PDF. <BR/><BR/>take care<BR/>Danc.Daniel Cookhttps://www.blogger.com/profile/10437870541630835660noreply@blogger.comtag:blogger.com,1999:blog-11719805.post-82009133227602165782007-04-09T21:59:00.000-07:002007-04-09T21:59:00.000-07:00Lots of cool prototypes there, the collision sound...Lots of cool prototypes there, the collision sounds especially help. Harold def wins on the polish count though. I'd also like to see the ships hover up and down like the planet in Mordrak's.<BR/><BR/>Still not too much fun at the moment though since you just whack each other back and forth without many interesting choices.<BR/><BR/>There's either got to be a huge variety of ways to attack the other players (like worms) or the goal needs to be something other than destroying your opponents (collecting stars, etc).<BR/><BR/>It would probably also help to add individual ship turns or cooldowns between movements.<BR/><BR/>Adding in some drift, a turn timer, and completely randomized starting positions (not everyone on one side) would also help to add some tension. Realtime action with cooldowns would also be an interesting thing to try.<BR/><BR/>The gameplay just really reminds me of worms right now, but it has the problem of the player having to close in to attack, a really small playfield, and not enough obstacles between players.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-30154722369235458482007-04-09T19:45:00.000-07:002007-04-09T19:45:00.000-07:00uh, yeah, ignore the part of my comment where I as...uh, yeah, ignore the part of my comment where I ask you to include the vector files you've already included; although if you could turn them into something more common like eps or svg files, that would be awfully kind of you. :)<BR/><BR/>this post was brought to you by the verification word "exomuhzs", which is a gift-giving holiday celebrated by insect-like space aliens.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-19508196882201530922007-04-09T17:57:00.000-07:002007-04-09T17:57:00.000-07:00Hi Jesse,The engine was originally coded straight ...Hi Jesse,<BR/><BR/>The engine was originally coded straight to the metal in C++. Naturally, there is a lot of lossage involved with trying to code game logic and things in C++ (you need a compiler, static typing is for losers, etc)... So I decided to include an extension language interpreter directly into the engine. The first few versions used Lua. Lua is an interesting language (and fast!) but in the end I prefer to write Ruby code.<BR/><BR/>So there is a fair amount of quasi-hairy C++ code to expose the various engine functionality to Ruby. But, now that the hard stuff is done, we can just party all over it in Ruby without having to write any C++. Yay!<BR/><BR/>It definitely could be switched to use OpenGL and be made to run on Max/Linux/etc, but I chose to use DirectX in anticipation of porting it to the Xbox360. (which is underway)<BR/><BR/>Feel free to mail me if you have more questions. My email is all over the LittleCoder site.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-54911435995790700272007-04-09T16:47:00.000-07:002007-04-09T16:47:00.000-07:00Hello! It's Hunter.I was super-busy last week, so ...Hello! It's Hunter.<BR/><BR/>I was super-busy last week, so I didn't finish my prototype until today. It doesn't use your graphics (because I'm crazy and don't like to use bitmaps in Flash; it looks like they were originally vector images, though -- can you share those?) and it doesn't have an AI, but it's lots of fun for two players.<BR/><BR/>I haven't had a chance to look at anyone else's design yet.<BR/><BR/>Anyway, here it is!<BR/><BR/>http://www.studiohunty.com/spacecute/Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-55589413087538692912007-04-09T13:56:00.000-07:002007-04-09T13:56:00.000-07:00I wanna know more about Harold's. Using Ruby with...I wanna know more about Harold's. Using Ruby with DirectX and Audiere seems really neat. How are you doing it? Could it be made cross-platform via OpenGL? Could I get working with Java (my preferred language) somehow? <BR/><BR/>I've spent the better part of today staring at the code, (as well as Little Coder) trying to divine it's lower level workings...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11719805.post-86800952524378162542007-04-09T04:16:00.000-07:002007-04-09T04:16:00.000-07:00I started off with Mordrak's version and received ...I started off with Mordrak's version and received a Direct Audio initialization error when running it, then an 'unexpected error' after that so it wouldn't load.<BR/><BR/>I also tried Harold's prototype which gave a generic runtime error when I attempted to launch a ship.<BR/><BR/>Hopefully I'll have better luck should these prototypes be taken any further...Anonymousnoreply@blogger.com