To commemorate my first game, I've gone ahead and started a website for XBox Live Indie game reviews as well as to provide information about my own games.
To commemorate my first game, I've gone ahead and started a website for XBox Live Indie game reviews as well as to provide information about my own games.
Excellent! I look forward to reviewing your next game.
In other news, all 200 point games have been switched to 80 points. That includes Miner Dig Deep.
And my first game sold over 80 copies in its first full day! Looks like there is a market for text-based games on the 360.
nice!
man i would love so much to work on a small game like this, but i have discovered, repeatedly, that i absolutely, 100% do not have the head for programming in any way whatsoever.
I tried adding a glow effect and turned my dungeon into a rave.
I have some red lines drawn for debugging collision detection, but they got dumped into the glow buffer by mistake (along with my debug text in the upper left). At least the fix should be simple. And now I can add glow to EVERYTHING! Even stuff that doesn't need it! Except for the glowing wang. That needs to go.
so when is someone going to write a moonbase command clone, this game would be fun as hell to play against people online and the can't be all that difficult. http://en.wikipedia.org/wiki/Moonbase_Commander
I’ll tell you what happens in Demon’s Souls when you die. You come back as a ghost with your health capped at half. And when you keep on dying, the alignment of the world turns black and the enemies get harder. That’s right, when you fail in this game, it gets harder. Why? Because fuck you is why.
Yeah, it doesn't look anywhere near ideal, but more to the point, it's at 50% scale because, once it fills the whole screen, it tanks the framerate. That means that the pixel shader component sucks. Gah.
I'm thinking about starting from scratch again and making a much simpler shader. I need to redownload the Secret of Monkey Island remake and take some videos of both the background and overhead view water effects. The overhead effect is almost exactly what I want to emulate.
Thanks, but I didn't reckon on it halving the speed of the game (which makes sense when you think about it - half as many frames are being drawn per second). I'll probably have to put up with the choppyness until I deploy on Xbox.
Thanks, but I didn't reckon on it halving the speed of the game (which makes sense when you think about it - half as many frames are being drawn per second). I'll probably have to put up with the choppyness until I deploy on Xbox.
You ought to look into doing time-independent updates. It's not strictly necessary in every game, but it always works.
I got my water refraction shader up and running. I still need to tweak its settings, like speed, scale, and refractive index, but overall it's doing exactly what I want it to. Oh, and I have to create an ocean texture to refract that won't give viewers diabetes.
I don't think it is better than Groov or Atomhex, but the fact that the three of them together cost 240 is incredible.
Edit: SYNSO has some great features too. A "single button control scheme" for people who have problems with controllers for whatever reason. It's not how I would chose to play it, but it is a nice addition.
I recently finished Shadows Over Volgadan's third boss stage, which marks roughly the halfway point of the game. I am now strongly considering adding a game suspension and continue feature to the "Full Play" mode so you can walk away and take a break if you need to. (Originally I'd thought the game would wind up being a manageable single-sitting game like Gunstar Heroes.) Binary files are a lot easier to work with in C# than I thought they would be!
The Hamsterball prototype has seen some improvement since my last post; the ball now jumps and rides the outside of the curve (rather than just being a point on it). The collision system still has a bug or two in it; sometimes the ball snaps to weird locations, but I could definitely turn the prototype into a full game with minimal effort.
Kupi on
My favorite musical instrument is the air-raid siren.
Water appears to be my personal quagmire. I think I've spent the better part of a month on it. Still, it's coming along nicely. I just have to let it inherit the world's lighting properties and then I'm all set.
'ello.
i made a game, called Mr BeatLoop. it's less a game, more a music toy - very simple, and just easy to use if you want to mess around creating some music ideas.
Stick Unleashed - sticktacular stick battles, with vehicles, spaceships, wall-jump madness, multiple weapons and a built in level editor!! (co-op/vs 1-4 player X360)
Also - I Excruciating Guitar Voyage.
Water appears to be my personal quagmire. I think I've spent the better part of a month on it. Still, it's coming along nicely. I just have to let it inherit the world's lighting properties and then I'm all set.
I can't seem to make the powerups useful and unique. I've got a system where you can merge three types of power ups, but only the spread shot is really useful. The other two are rapid fire and pass-through, with the pass-through making your bullets bigger and wider. Any ideas or comments?
Re: your powerups. I bet you'll get more flexibility if you don't limit yourself to mere "projectiles." How bout switching up your attack types, so that you have projectiles, beam attacks, seeker missiles, etc. So instead of just having powerups change the type of projectile attack, they can also add new weapons.
I can't seem to make the powerups useful and unique. I've got a system where you can merge three types of power ups, but only the spread shot is really useful. The other two are rapid fire and pass-through, with the pass-through making your bullets bigger and wider. Any ideas or comments?
When I was doing Metroid Lightspeed, I had two types of powerups. Both sets altered different properties, so there was an element of customization. For example, one set gave you either 3-way shot (Spazer), higher damage (Plasma), or exploding shots (Missile). The second set affected what happened on contact - the wave beam would pass through enemies while the ice beam would stop them from moving or firing.
Posts
story
http://zeboyd.com/
The first review is already up (Echoes+). I'm going to try to update it several times a week so keep checking back for new stuff.
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
I've added you to my review contacts list so I'll fix you up with a free download token for future releases.
In other news, all 200 point games have been switched to 80 points. That includes Miner Dig Deep.
And my first game sold over 80 copies in its first full day! Looks like there is a market for text-based games on the 360.
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
Any other good games that have just been dropped?
Arkedo Series - 01 JUMP! is an amusing platformer with a mix of modern & retro visuals: http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d8025855031e
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
man i would love so much to work on a small game like this, but i have discovered, repeatedly, that i absolutely, 100% do not have the head for programming in any way whatsoever.
Get Groov people, synesthesia based twin stick shooter, with lots of pretties.
I bought it at the previous point price, and I still thought it was worth it.
There's not much there (only one song, and about 6 different enemies), but it comes together very well.
I had a very similar idea for a game. But I don't have the music skills. Or the game dev skills. Then I saw this and I was all :O
PSN: BuckySuperJew
Spoiler'd GamerCards
I was hoping the def jam fighting games would be more like this, but...yeah, I don't play the def jam fighting games anymore.
I have some red lines drawn for debugging collision detection, but they got dumped into the glow buffer by mistake (along with my debug text in the upper left). At least the fix should be simple. And now I can add glow to EVERYTHING! Even stuff that doesn't need it! Except for the glowing wang. That needs to go.
http://zeboyd.com/?p=34
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
http://en.wikipedia.org/wiki/Moonbase_Commander
Let me tell you about Demon's Souls....
http://www.youtube.com/watch?v=fO4hc0Rs7Fk&feature=player_embedded
Yeah, it doesn't look anywhere near ideal, but more to the point, it's at 50% scale because, once it fills the whole screen, it tanks the framerate. That means that the pixel shader component sucks. Gah.
I'm thinking about starting from scratch again and making a much simpler shader. I need to redownload the Secret of Monkey Island remake and take some videos of both the background and overhead view water effects. The overhead effect is almost exactly what I want to emulate.
In your game's constructor or Initialize(), put
You ought to look into doing time-independent updates. It's not strictly necessary in every game, but it always works.
http://www.youtube.com/watch?v=X2l1BOC9X34
Agreed. I'd say that it's easily the best 80 MS point shooter on the service at the moment.
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
Edit: SYNSO has some great features too. A "single button control scheme" for people who have problems with controllers for whatever reason. It's not how I would chose to play it, but it is a nice addition.
http://www.youtube.com/watch?v=X1LbnHhJbT8
---
I recently finished Shadows Over Volgadan's third boss stage, which marks roughly the halfway point of the game. I am now strongly considering adding a game suspension and continue feature to the "Full Play" mode so you can walk away and take a break if you need to. (Originally I'd thought the game would wind up being a manageable single-sitting game like Gunstar Heroes.) Binary files are a lot easier to work with in C# than I thought they would be!
The Hamsterball prototype has seen some improvement since my last post; the ball now jumps and rides the outside of the curve (rather than just being a point on it). The collision system still has a bug or two in it; sometimes the ball snaps to weird locations, but I could definitely turn the prototype into a full game with minimal effort.
http://www.youtube.com/watch?v=fHRyahaVKfM
i made a game, called Mr BeatLoop. it's less a game, more a music toy - very simple, and just easy to use if you want to mess around creating some music ideas.
here is a youtube video of it being played:
http://www.youtube.com/watch?v=XLURqOwL9Tk
only 240 points! hope somebody enjoys this.
cheeeers
marketplace link
Also - I
Looks great man. (assuming you are a man)
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Here's what I've got on the XNA front.
I can't seem to make the powerups useful and unique. I've got a system where you can merge three types of power ups, but only the spread shot is really useful. The other two are rapid fire and pass-through, with the pass-through making your bullets bigger and wider. Any ideas or comments?
Re: your powerups. I bet you'll get more flexibility if you don't limit yourself to mere "projectiles." How bout switching up your attack types, so that you have projectiles, beam attacks, seeker missiles, etc. So instead of just having powerups change the type of projectile attack, they can also add new weapons.
The Bible is coming to the Xbox 360, courtesy of the Indie Games section
400 MS Points.
That's actually pretty cool.
You're still better off downloading e-Sword, because it actually lets you compare multiple bible editions
I could do a better job than that, but unfortunately I still don't have an actual XNA Creator's Club membership yet..
When I was doing Metroid Lightspeed, I had two types of powerups. Both sets altered different properties, so there was an element of customization. For example, one set gave you either 3-way shot (Spazer), higher damage (Plasma), or exploding shots (Missile). The second set affected what happened on contact - the wave beam would pass through enemies while the ice beam would stop them from moving or firing.
Maybe something like that would work?