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David Gowers

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(no subject) [Nov. 6th, 2009|11:13 pm]

rinku
[Tags|]



- centered the upgrade gui shown yesterday (i think)
- made rooms you've friended everyone in pink, leaving rooms where there are creatures yet to friend peach

note the alpha repo is friended in this screenshot, this should not happen normally

today was another poor day for productivity, i blame the cold. i need to move my computer to somewhere other than a huge drafty window that can't be totally closed even in winter
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(no subject) [Nov. 6th, 2009|10:45 pm]

rinku
[Tags|]

http://blogs.wefrag.com/lion2/2009/11/07/test-demo-immortal-defense/

french review of ID

google translate has this funny translation:

"In addition to advance the story at every level, besides the demo ends when one learns that the fucker who was our mentor in pathspace sold our planet to the enemy to save the loaves was his. Behind the story, we just find some moral value of family, the notion of God and stuff like that."
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How can i make this? [Nov. 6th, 2009|07:10 pm]

gimp_users

[smokeandnoise]
Clickith )
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Can GIMP make this? [Nov. 6th, 2009|09:04 pm]

gimp_users

[suanz]
[I am | anxious]


Hi! Can GIMP make this?
If not GIMP, how about PaintShop Pro XP?
Anyone able to guide me or point me to the correct tutorial, if any?
Any form of advice or assistance is much appreciated.
Thanks in advance

See here )
X-posted at [info]gimp_tutorial
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(no subject) [Nov. 6th, 2009|02:57 am]

rinku
[Tags|]

today i played jet set willy online with evajolli, mrpodunkian (maker of 'the underside'), nyarla, and two other people i forgot the names of (quenten may have been one of them). it's based on an old zx spectrum game.

mrpodunkian cited it as the best 'exploration game'. it's pretty good, but i think it lacks a lot of things normal for exploration games: it doesn't have items which expand your abilities (but then again, neither did seiklus or small worlds), and it has lives, and you start at the beginning when you lose them all.

it also has an online mode, and online multiplayer exploration games (the goal was to explore more of the map than the other players) are rare; if i were able to i'd make SD multiplayer, but it'd make no sense story-wise and it'd be hard to code anyway

anyway the game is pretty great: http://jsw.ovine.net/
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(today in twitter) [Nov. 6th, 2009|12:08 am]

rinku

  • 16:25 i just reviewed au sable on tigsource: tigsource.com/ -- also includes a playthrough by @ortoslon

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(no subject) [Nov. 5th, 2009|11:37 pm]

rinku
[Tags|]



- all i did today was work on the above (the upgrade menu system), although it was a complex enough thing that a day or two of work on it is required. it works correctly so far, with only some polish issues remaining.
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(today in twitter) [Nov. 5th, 2009|12:12 am]

rinku

  • 04:30 tale of tales compiled playlists on youtube and vimeo of all igf contestants: bit.ly/43imOl

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(no subject) [Nov. 4th, 2009|11:48 pm]

rinku
[Tags|]

- read and replied to more playtesting reports (replying to a super-long starmaker one took like half an hour, there was so much she found)
- watched ortoslon playing SD (he took a video of his first play experience), and wasn't as experimental as i thought he'd be! he used the fade on the flower to get past it rather than the line, tried to use the weapon on the bushes and couldn't, skipped the alpharepo in the first alpharepo room, got a pegai stuck to him and couldn't get it off, haha
- fixed a gap (several, actually) in a room that starmaker found which let the player go to an unauthorized area.
- fixed that sababoo wouldn't increase its friending meter when it was flying over the player's head
- added the name of the map to the map display
- made it so the map isn't displayed during the camp menu, level edit mode, text script running, or exiting text
- made it so names are initialized from an array of creature names rather than per-creature using a select case structure (functionally this does nothing in the game, it's just an internal tweak that makes it easier to code the following)
- made it so that sounds, when used, display the name of the creature whose sound it is
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tune progress [Nov. 4th, 2009|09:19 pm]

arque
[Tags|]

pretty much done; all I need to do now is learn how to synthesize the drums on the ds-10. I'm just going to try to replicate the sounds in that Justice cover since that sound seems most suitable for my current song. Maybe that will take a week to learn.

This guy also can get good drum sounds:





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(no subject) [Nov. 4th, 2009|02:51 am]

rinku
[Tags|]

just spent someone's amazon gift certificate on a bunch of things (will use an equivalent amount from my own savings for SD-development purposes)

list of stuff )
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(no subject) [Nov. 3rd, 2009|11:19 pm]

rinku
[Tags|]

- fixed a bug related to two creatures dying
- reduced the volume of the sound fiorfly makes when friended, as it is too loud/annoying
- made it so the shield doesn't work on certain creatures (the ones that are friended by close proximity to the player)
- read and replied to some more playtesting posts in the forum / through email

sorry for doing so little lately daily, but it's kind of a rest from the rush to the igf deadline; should get back up to speed tomorrow
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(no subject) [Nov. 3rd, 2009|01:06 pm]

rinku
[Tags|]



uploaded a glum buster playthrough by ortoslon for him due to the 10min limit. watch, it's a great free game by cosmind; better, play it first, then watch: http://glumbuster.com
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(no subject) [Nov. 3rd, 2009|03:18 am]

rinku
[Tags|, ]

i found a fairly "inexpensive" macbook for sale on apple's site:

http://store.apple.com/us/product/FC240LL/A?mco=MTA4MzIxNjk

the idea is that by buying a mac i'd be able to port my game maker games to it (after game maker mac is done) as well as test them on it to make sure they run well and all that, and eventually if sales of immortal defense and saturated dreamers on mac exceed the price of the mac it'd be a net positive; so far sales of ID have only been on windows so far and have only made like $15,000 over two and a half years or something, but if mac sales are even a tenth of windows sales it'd more than pay for itself

two downsides are:

* macs are terribly expensive, that's the cheapest modern mac i could find and it's still $750 (!), i've never paid more than $600 for a computer before

* who knows if game maker mac will ever be out of beta? it seems like it's taking forever; probably best to wait until it actually is

anyway just posting this mainly to bookmark the link for when it's out of beta
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(no subject) [Nov. 2nd, 2009|11:42 pm]

rinku
[Tags|]

- put SD into playtesting, wrote playtesting email
- approved SD users on the forum, started SD playtested threads
- read and replied to the playtesting comments that have been written there so far
- talked with wynand about various things related to the game, and his suggestions for map obstacles
- tried to find a bug mentioned by them regarding text speed after the phoenix battle but couldn't recreate that bug
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reworking tilesets [Nov. 2nd, 2009|07:56 pm]

fyrewulff
That new layer system was a bit confusing at first, but I think I have it figured out and am steadily working on converting these tilesets into the future(tm)





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(no subject) [Nov. 1st, 2009|10:58 pm]

rinku
[Tags|]

- fixed a bug where the naga could sometimes push you through walls
- fixed a bug where the emberflies wouldn't light up after being friended
- fixed a bug in naga collision detection; this took an inordinate amount of time (about an hour or two) D:
- talked to wynand about the version i sent him for last minute advice
- changed sound effect for friending
- wrote the first-encounter script for the harpy
- made an action for the harpy and a way to friend it
- added harlock's title screen *on top* of the current one, so that it scrolls up through the current one and then reaches the new one; seems to work well, also increased the speed of scrolling up
- changed firing rate for catoblepas
- made a way to friend waterstrider, although it's not the way i want to have it later
- did two simple optimizations for fading messages and for ghostlines (fps was a bit low for those things)
- blocked off a room that wasn't really finish-able in time (second phoenix encounter)
- turned off the camp mode dialogue system since there's nothing you can do with it yet anyway, and may as well not have a half-finished thing in it
- tested way to friend the harpy
- wrote a readme file for the igf judges (under lj cut), which will also be sent to the playtesters like tomorrow

i also learned from wynand today that he gets 15fps in areas where i get the max of 60fps (!), he probably has like an intel integrated graphics on a laptop or something, which is why below the recommended requirements

Read more... )
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(today in twitter) [Nov. 1st, 2009|12:02 am]

rinku
  • 05:24 in soviet russia, halloween costumes wear YOU!
  • 05:26 trivia: jason rohrer's son thinks the danmaku point's head is a actually a rice bowl
  • 18:59 new logo for my game which looks like a hippie album cover: rinku.livejournal.com/1678251.html
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(no subject) [Oct. 31st, 2009|11:24 pm]

rinku
[Tags|]

- made a way to friend rakari
- made the greenchime sound effect play after venus joins, with music going silent while it's playing and then fading back in
- made a way to friend the rakari egg (sort of)
- made a temporary way to friend the larva (will need to change later as the world expands)
- added a 'baitfails' tag so that not every creature is attracted to the bait
- added a similar tag so the bait repels certain creatures rather than attracts them
- made solarium friendable, made way to get past it without finding the particular sound that will friend it
- the way to friend the nurikabe seems to have broken, so i fixed it
- changed creature life initiation formula to give more life to certain creatures (argus, muse, glutton)
- adjusted the way damaging creatures by touching them is calculated for very healthy creatures
- adjusted the speed of the glutton and how it eats and tested friending it
- made a way to friend siren, tested friending it
- wrote second alpharepo script
- uploaded precautionary IGF version just in case i'm misunderstanding the deadline (paranoia of disqualification so i want to have at least something in there in case my computer doesn't work tomorrow due to a blackout or something); will upload real IGF version tomorrow right before the deadline
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Glowy/Blurred Text? [Oct. 31st, 2009|03:33 pm]

gimp_users

[jennettefan14]

Hi,
  I was wondering how I might achive text like this in GIMP:
 (icon by thebishopfiles)
Thanks! :)
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