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Messages - Mamoruanime

Pages: 1 ... 3 4 [5] 6 7 ... 289
81
Updates / Re: ZFGC Game Jam '14 - NOW OPEN
« on: August 02, 2014, 08:46:33 pm »
Hey guise.
Hey.

GAME ON.

82
Updates / Re: ZFGC Game Jam '14 - NOW OPEN
« on: August 01, 2014, 10:32:00 am »
Off to a good start ;) Hope you guys like butt Goron problems because mine is gonna be FULL of em.

83
Updates / Re: ZFGC Game Jam '14
« on: July 31, 2014, 03:06:05 pm »
Is the theme butts? Please tell me the theme is butts!

84
Feedback / Re: Z.Elda being replaced with Mario?
« on: July 29, 2014, 02:52:11 pm »
Hehehehehehehhhhhhehehehhehhheehheehehehheeeehhehehehee

*teehee*

strange happenins' ;)

85
Other Projects / Re: [Released] FlyBug for iOS
« on: July 29, 2014, 11:54:52 am »
On iPad you have to select "iPhone only" when in the App Store :)

The game's actually getting a pretty intense overhaul. There are a lot of things that didn't feel right with it. Here within the next couple of weeks there will be quite a few differences-

  • Game will be out on the Amazon Fire
  • In-game menus
  • Difficulty changed to be more accessible
  • 3 difficulty modes, plus some secret modes (eg FlappyBug mode)
  • No more vertical falling. FlyBug stays fixed in the center and only has to move left/right


and then the update beyond that will be changing the visual style to drawn vectors.

86
Updates / Re: ZFGC Game Jam '14
« on: July 29, 2014, 05:44:21 am »
Yeah why not. I mean I probably don't have time for it at all but whatevs XD

87
Other Projects / [Released] FlyBug for iOS
« on: July 05, 2014, 07:58:53 am »
Bit of shameless advertising for this'n, but Colbydude and myself made a game for iOS recently, and I realized it hadn't been posted here yet!

FlyBug is a tap-heavy game where you navigate our turtle-painted-like-a-ladybug hero through the thick of the forest avoiding thorns and collecting berries. The game is hyper difficult by design, so managing your taps is key! Each tap not only moves you in the direction you're tapping, but also increases your vertical speed.

https://itunes.apple.com/us/app/flybug/id882576944?ls=1&mt=8



Also I am most active on Twitter and such now'days, so if you wanna stay up to date on these crazy projects, feel free to give me a follow- https://twitter.com/Mamoruanime

We also greatly appreciate any exposure on this, as well as the other projects on http://voidteam.net/games/, so if you enjoy them, please share them :D

88
Entertainment / Critical Hint!
« on: November 17, 2013, 09:37:49 am »
Shwat?!
Jordan (djvenom), my buddy Tyler and myself created a little YouTube series based around completely true, unfabricated and hidden video game tricks and hints called Critical Hint!

Why!?
The wonderful composer Aivi Tran typo'd "Critical Hit" and I thought it was a good idea to make a game hint show *shrugs* I dunno.

Why are you posting it here!!??
Shut up. ZFGC is where I started this whole game !@#$% so it's only fair.

Anyway! We make videos weekly for it. You should check it out or something.

<a href="http://www.youtube.com/watch?v=Vjc8q1v4oCo" target="_blank">http://www.youtube.com/watch?v=Vjc8q1v4oCo</a>

...If you enjoy it, please for the love of god share it like H1N1.

89
Discussion / Re: Selling Game Maker games on Steam... wait, WHAT?
« on: February 22, 2012, 06:13:02 pm »
>:( Fish, stop implying you're a person >:(

(<3)

90
Discussion / Re: Selling Game Maker games on Steam... wait, WHAT?
« on: February 22, 2012, 05:04:36 am »
I'm reasonably positive nobody's dogged GM because of the slew of low quality games... That's not the reason professional grade programmers dislike GM at all.

91
Discussion / Re: Selling Game Maker games on Steam... wait, WHAT?
« on: February 21, 2012, 07:54:24 pm »
I think it's best not to boast about programming ability when you really don't understand what you're getting into or talking about... No offense.

It'd be like me boasting knowledge of C++ just because I tinkered with some code. I know !@#$% about C++, and I definitely wouldn't get cocky and say I do just because I've "played around in it a bit"

What Infini said is the bare-bones truth; GM teaches bad practices. It took years to "deprogram" myself from the !@#$% GM imposes on coding practices.

92
Other Projects / Re: [Demo] Zombie Grinder
« on: August 25, 2011, 03:47:18 am »
^^ This.

Anyone coming to Minecon should check out the booth. First registered booth at Minecon as well.

93
Other Projects / Mangore the Magnificent
« on: August 23, 2011, 06:13:41 am »
Mangore the Magnificent

Copyright 2011 by FOUNTAIN

Come one, come all! Witness MANGORE, the MAGNIFICENT! A Death-defying stunt!
Secured by iron locks and put in a watery container! Failure means a CERTAIN DROWNING DEATH!
You are Mangore, escape artist by trade. Tonight you shall perform your most daring trick yet. Chained and submerged in freezing water, you must attempt to break free before you run out of air. The clock is ticking, the chains are getting heavier, the crowd is restless... Will you be able to escape?

How to play:
Use the keyboard buttons to escape.
Credits:
Art: junkboy
Code: Mammy
SFX & Music: surasshu

94
Discussion / Re: So... OOT2D?
« on: August 13, 2011, 09:55:47 am »
I see Daniel on facebook a lot... Fixin computers and givin computer fixin advice

95
Discussion / Re: Going to Blitzmax from Game Maker?
« on: August 13, 2011, 09:01:07 am »
Blitzmax does seem like the way to go however the community is horrible and severely inactive.. some posts still date to last year!  At least for blitzmax,  I was also looking at Play Basic and Dark Basic Pro as well.
While DBP is a bit buggier than Bmax at least it's community is active and ready to answer questions while you have to pay first than register to be a member at the blitz community which I don't think I will not if the forums are that dead.. Blitz3D seems to be the only active portion of that forum.

Edit: Just purchased Blitzmax.

You probably should have gotten Monkey; which is "Blitzmax 2". The community is much more active, and a lot of people have already migrated over. That's not to say it's really superior though; Blitzmax has a lot more modules at the moment.

96
Entertainment / Re: My Minecraft Home :D
« on: August 12, 2011, 08:19:18 am »
My minecraft home is at MineCon in November ;3

97
Updates / Re: NCFC 2011 - 82 Days Away!
« on: August 02, 2011, 07:14:51 am »
I'm not entering this year-- Not because last year was a joke (and I sincerely hope they worked out those issues), but because there's nothing to present. 3 indie games going out, one due within 6 months for consoles. To everyone entering; best of luck! I sincerely hope you get best in show, Martijn!

98
Recruitment / Re: [PAID] Looking for some to help with character arts
« on: July 03, 2011, 12:59:14 am »
Just letting you know; it's absolutely terrible practice to say "in case I fire him" in any form of paid situation. I should also note; different artist should = different style. It's like using Crispin Glover's likeness in Back to the Future part 2 when Crispin Glover is no longer part of the cast.

99
Coding / Re: Half-tile collisions?
« on: May 02, 2011, 02:30:41 pm »
Well you don't really even need to work with 8x8 tiles... That wasn't exactly what I was getting at. Most any game made has to have some form of definition to it's collisions. You can still do a sort of tile-based collisions for this, you just need to make your tile images 16x16, and place collision entities on an array supporting 8x8 or 4x4 sized collision entities.

Lets say your tile is the 8th index on the tileset, and that particular tile has a small 8x8 spot in the corner that's supposed to be solid, then you'd have it check for whatever collision data is there for the 8th tile index.
Code: [Select]
tile|col
8 -- 10
     00


^So tile 8 has an even smaller set of collision data. You then compare Link's position with the collision data array instead of the tile array.

100
Coding / Re: Half-tile collisions?
« on: April 30, 2011, 01:32:16 am »
The problem is that you're treating tiles as 16x16 entities, when in the GB games they're 8x8 entities pieced together on a "block". "Half-collisions" is going to be very messy and it's going to look very shoddy in your code if you don't work out splitting up your tiles into 4 collision entities.

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