charsace
Member
(05-03-2012, 03:48 AM)

charsace's Avatar
#2801

Originally Posted by mourad louali: View Post
You are using XNA, right ? I haven't use it in a long time, but I think you can pass "SpriteEffects.FlipHorizontally" as one of the parameters of the SpriteBatch.Draw() function.

But that wouldn't be enough, you still need to modify your sprites' position, anchor point and rotation values every time you flip your sprites.

position =new Vector2 (-position.x, position.y); //edit: it depends on how you manage each bone's position
anchorPoint = new Vector2 (1 - anchorPoint.x,anchorPoint.y);
rotation = - rotation;

PS: I'm bad at C#/XNA
Thanks for the post. You were close. With Your post and an XNA book I found the answer.

And here's what I got done:
http://www.youtube.com/watch?v=HHfeo...ature=youtu.be
BigWeather
Member
(05-03-2012, 06:32 AM)
#2802

Wow, some really nice efforts here. Puts much of my work (a Seven Cities of Gold-like) to shame.
Pietepiet
Member
(05-03-2012, 10:16 AM)

Pietepiet's Avatar
#2803

So me and Jan Willem (one half of Vlambeer) decided yesterday that we had to make something for our buddies at Ronimo, to celebrate the release of Awesomenauts.

We had five hours before the releaseparty started, so in that time we made a little Smash Bros clone featuring four of the six Awesomenauts.

http://www.youtube.com/watch?v=WQHX6LhcTeg

All of this was from scratch. We didn't reuse any old assets or anything.
usea
Member
(05-03-2012, 06:10 PM)

usea's Avatar
#2804

Originally Posted by Pietepiet: View Post
So me and Jan Willem (one half of Vlambeer) decided yesterday that we had to make something for our buddies at Ronimo, to celebrate the release of Awesomenauts.

We had five hours before the releaseparty started, so in that time we made a little Smash Bros clone featuring four of the six Awesomenauts.

http://www.youtube.com/watch?v=WQHX6LhcTeg

All of this was from scratch. We didn't reuse any old assets or anything.
So awesome.
Dascu
(05-03-2012, 06:13 PM)

Dascu's Avatar
#2805

Originally Posted by Pietepiet: View Post
So me and Jan Willem (one half of Vlambeer) decided yesterday that we had to make something for our buddies at Ronimo, to celebrate the release of Awesomenauts.

We had five hours before the releaseparty started, so in that time we made a little Smash Bros clone featuring four of the six Awesomenauts.

http://www.youtube.com/watch?v=WQHX6LhcTeg

All of this was from scratch. We didn't reuse any old assets or anything.
Game looks crazy good for being made in such a small time span.
teeny
Member
(05-03-2012, 06:18 PM)

teeny's Avatar
#2806

Originally Posted by Pietepiet: View Post
So me and Jan Willem (one half of Vlambeer) decided yesterday that we had to make something for our buddies at Ronimo, to celebrate the release of Awesomenauts.

We had five hours before the releaseparty started, so in that time we made a little Smash Bros clone featuring four of the six Awesomenauts.

http://www.youtube.com/watch?v=WQHX6LhcTeg

All of this was from scratch. We didn't reuse any old assets or anything.
I lurk in this thread because I aspire to create something, someday (but have no time and limited knowledge), but I just wanted to say that if you fleshed this out, but kept the same style I would buy the crap out of it.

Extremely well made, given the time constraints.
qq more
Member
(05-03-2012, 06:41 PM)

qq more's Avatar
#2807

Originally Posted by Pietepiet: View Post
So me and Jan Willem (one half of Vlambeer) decided yesterday that we had to make something for our buddies at Ronimo, to celebrate the release of Awesomenauts.

We had five hours before the releaseparty started, so in that time we made a little Smash Bros clone featuring four of the six Awesomenauts.

http://www.youtube.com/watch?v=WQHX6LhcTeg

All of this was from scratch. We didn't reuse any old assets or anything.
I suddenly want to make a Smash Bros clone too...

Looks cool! And holy shit, 5 HOURS?!
Pietepiet
Member
(05-03-2012, 06:43 PM)

Pietepiet's Avatar
#2808

Haha, thanks guys!

Me and JW have had a lot of rapid game making practice together the past two years, so we're extremely well tuned to eachother's development process, which is why we can pull this kind of stuff.
Blizzard
Member
(05-03-2012, 07:26 PM)

Blizzard's Avatar
#2809

Originally Posted by Pietepiet: View Post
So me and Jan Willem (one half of Vlambeer) decided yesterday that we had to make something for our buddies at Ronimo, to celebrate the release of Awesomenauts.

We had five hours before the releaseparty started, so in that time we made a little Smash Bros clone featuring four of the six Awesomenauts.

http://www.youtube.com/watch?v=WQHX6LhcTeg

All of this was from scratch. We didn't reuse any old assets or anything.
D: Can you release this (for free if necessary so the community can play/update it)? I want to play it!

By the way, you got mentioned on Notch's Twitter.

Originally Posted by Notch:
Fwiw, I don't even call Mojang inde any more. Vlambeer is indie. Polytron is indie. Stephen, Ed, Terry, Derek, Tommy and Chris are indie.
Crub
Member
(05-03-2012, 10:21 PM)

Crub's Avatar
#2810

Originally Posted by beril: View Post
Also, I feel a bit silly for asking this, but would anyone be interested in making a thread for it? Pimping your games in the iOS and Android threads seem to be perfectly acceptable but making a new thread for it is probably not ok, so I'm not sure how to spread the word about the PC version; I don't think this thread gets a whole lot of hits from outside dev-gaf. I guess having someone else do it is a bit dirty, though I've seen similar things done before.
Originally Posted by wondermega: View Post
umm yeah, you definitely don't wanna do that :/
I wasn't aware this wasn't allowed.

The game have been on my rader ever since I first read about it. Had I not coincidentally looked at your Twitter today I would not have known about the release and sooner or later possibly forgotten about it all together.


Now I'm off to buy the game on GamersGate. Will have some impressions later.
Blizzard
Member
(05-03-2012, 10:36 PM)

Blizzard's Avatar
#2811

Originally Posted by Crub: View Post
I wasn't aware this wasn't allowed.
If any mods read the thread, I am curious as to what the guidelines are. If I am creating an indie game and want to make a thread so people in say, a beta test can provide feedback, and I can answer questions to interested people, is that frowned upon as long as I clearly specify that I am the developer and not a viral marketer? Or is the proper route to just mention it in the indie thread(s) and direct people to a different (e.g. beta-test-specific) forum?
Crazymoogle
Member
(05-03-2012, 10:40 PM)

Crazymoogle's Avatar
#2812

Originally Posted by Blizzard: View Post
If any mods read the thread, I am curious as to what the guidelines are. If I am creating an indie game and want to make a thread so people in say, a beta test can provide feedback, and I can answer questions to interested people, is that frowned upon as long as I clearly specify that I am the developer and not a viral marketer? Or is the proper route to just mention it in the indie thread(s) and direct people to a different (e.g. beta-test-specific) forum?
AFAIK it's under (F) No Spam in the TOS. From what I've seen it's okay if another gaffer wants to make a thread or OT for your game but you cannot so as to avoid looking like you're just advertising on the forum. (If someone else posts, they're basically staking some portion of their posting rep that the game is something worth talking about.) Otherwise, you gotta post about your stuff in other threads (like this one) in a non-give-me-moneyz sort of way.
usea
Member
(05-03-2012, 11:14 PM)

usea's Avatar
#2813

I don't see why there would be a problem with informing people of your game, eliciting feedback, or trying to get beta testers. Anything with more substance than "hey look! buy my game!"
Zoramon089
(05-04-2012, 01:10 AM)

Zoramon089's Avatar
#2814

Don't know if this is the best place to ask but I assume some of you know Objective C and have experience with iPhone development. I'm having some trouble with accessing a pointer in a class I made. Soo...

So I have some classes, I'll only show the relevant parts for simplicity.

Code:
// SharedData.h

@interface SharedData: NSObject
{
     NSString *tempString;
     mapRoute *userRoute;
}

@property(nonatomic, retain) mapRoute *userRoute
@end
The .m file just has a synthesize for userRoute;

Code:
// mapRoute.h

@interface mapRoute
{
     NSString *myString;
}

@property(nonatomic, retain) NSString *myString
@end
Again the .m file just contains the necessary synthesize

So my main problem is not knowing how to access myString from an external file that has a SharedData object. I can easily access everything in SharedData...

Code:
SharedData *share = [self SharedData] // A method that returns the SharedData object

share.tempString=@"Testing"; // Works

share.userRoute.myString=@"Testing"; // Doesn't work
Is there a specific way I'm supposed to be calling myString? Is there something else I need to do to initialize userRoute? All the .m file has are synthesizes for it's various properties
bumpkin
Member
(05-04-2012, 01:44 AM)

bumpkin's Avatar
#2815

Originally Posted by Zoramon089: View Post
Is there a specific way I'm supposed to be calling myString? Is there something else I need to do to initialize userRoute? All the .m file has are synthesizes for it's various properties
I'm not 100% sure that I follow what it is you're doing in the snippets you posted, but the primary reason to do the synthesize for your data members (class variables) is to make the compiler automatically generate your getters and setters. In other words, it creates functions you can use for either...

Code:
// Will set the value of myString in your instance
[share setMyString:@"foo bar"];

// Will get the value of myString in your instance
NSString *gotMyString = [NSString stringWithFormat:@"myString is set to: %@", [share getMyString]];
Hope this helps!
Last edited by bumpkin; 05-04-2012 at 01:47 AM.
mourad louali
Junior Member
(05-04-2012, 01:51 AM)
#2816

Originally Posted by Zoramon089: View Post

Is there a specific way I'm supposed to be calling myString? Is there something else I need to do to initialize userRoute? All the .m file has are synthesizes for it's various properties
I think your problem is userRoute is nil, otherwise it should be working

do this :
share.userRoute = [[MapRoute alloc] init];
share.userRoute.myString=@"Testing";

but you should do it by overriding the init method of ShareData :

Code:
-(id)init
 {
    if (self = [super init])
    {
           self.userRoute = [[mapRoute alloc] init];
    }
    return self;
 }
Last edited by mourad louali; 05-04-2012 at 01:53 AM.
Zoramon089
(05-04-2012, 02:03 AM)

Zoramon089's Avatar
#2817

Originally Posted by mourad louali: View Post
I think your problem is userRoute is nil, otherwise it should be working

do this :
share.userRoute = [[MapRoute alloc] init];
share.userRoute.myString=@"Testing";

but you should do it by overriding the init method of ShareData :

Code:
-(id)init
 {
    if (self = [super init])
    {
           self.userRoute = [[mapRoute alloc] init];
    }
    return self;
 }

THIS WAS IT! Thanks a bunch. I was basically stuck on this problem for hours trying to figure it out. Now, I'm going to see if some of you could answer another question.

I have a TabController where 1 tab let's you put in an address and it fetches the google directions info. It has a "Find" button that switches the view to the second tab. The other is a map that displays the route over a map. Is there a method that is called everytime the tab's current view is changed?

Basically my problem is that after finding the first route, if I enter another one even if it switches to the Map view, the map isn't updated because the route loading stuff is in the viewDidLoad method of the Map view. Is there a method that's called any time a view becomes the primary one in a tab that I can overwrite?
mourad louali
Junior Member
(05-04-2012, 03:11 AM)
#2818

Originally Posted by Zoramon089: View Post
Basically my problem is that after finding the first route, if I enter another one even if it switches to the Map view, the map isn't updated because the route loading stuff is in the viewDidLoad method of the Map view. Is there a method that's called any time a view becomes the primary one in a tab that I can overwrite?
You can override this method in your application delegate file BUT I'm not sure if it is called when you change view programmatically :
- (void)tabBarController:(UITabBarController *)tabBarController didSelectViewController:(UIViewController *)viewController;

Make sure that your application delegate :
- conforms to the TabBarControllerDelegate
- is your tabBarController's delegate

OR

there are two methods you could override in your custom view controller
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
}

and

- (void)viewWillAppear:(BOOL)animated
{
[super viewDidAppear:animated];
}

As a side note, if you are changing views in your UITabBarController programmatically, why aren't using a UINavigationController instead?
Tashi
Member
(05-04-2012, 03:38 AM)

Tashi's Avatar
#2819

Ok so for the next part of the prototype I'm building I want to work on projectiles.

Here are the things I want to accomplish.

1. Shooting while running and jumping
2. Have a max of 3 "bullets" on screen at once
3. Have a max distance for each "bullet"
4. Have a charge shot (hold fire button for a certain amount of time and the shot is different)
5. Be able to shoot in both left and right directions

I think that covers everything.

Shooting while running and jumping shouldn't be that hard I would imagine. Where I have the different states (Am I running? Am I in mid-air) I'll just add the controller input code. (gamePadState.Buttons.B = blah blah blah)

For a max of 3 bullets, I could also have a variable that counts how many shots on are on screen. Each time the fire button is hit, it check what the variable is at. If that variable is below 3, then a bullet comes out. If not, nothing happens. Seems easy enough. When a bullet disappears, the counter variable goes down by 1.

I'm not sure how I would go about implementing a max distance. I can't use a timer because if it hits an object or enemy on screen it needs to stop. However, if the player is shooting at something out of the guns range, it needs to stop short forcing the player to move closer. I guess I could just measure distance traveled from the position it was shot. So let's say on the X coordinate the player is at 450. Max firing distance can be set to 500. When the bullet is fired it takes the players position (450) and adds it to the max distance (500) and when the bullet's X coordinate is 950, the bullet dies and disappears. Would that the best way to go about it?

Charge shot doesn't seem like it would be too difficult to implement. I could start a timer each time the fire button is pressed. If the button is released under .3 seconds or something, it fires a normal shot. But if it is held longer, the shot begins to charge (starting up a new animation and bullet sprite) and I can go even longer if I choose to. Seems simple enough.

This might not be too hard either. I could use SpriteEffects.FlipHorizontally to change the sprites direction. Depending on which side it's flipped to, I will just set the bullets to go in the negative or positive X coordinate direction.

And finally, I would imagine that an abstract class called Projectile should be created with common methods and variables for each type of projectile.(Player, charge shot, enemy)

I'm just thinking out loud here, I'm wondering if my thought process is sound. Thanks.
Blizzard
Member
(05-04-2012, 07:57 AM)

Blizzard's Avatar
#2820

I finished the generic Minesweeper clone for practice.

http://dl.dropbox.com/u/55797038/min...ice/index.html

It took just under 4 hours total to make from scratch using Flixel, FlashDevelop, and Paint.net, looking at other (non-Minesweeper) code and the internet for examples and to learn how to do things. I feel that 4 hours is unfortunately way too long for Minesweeper. There's no sound either. If you're bored/want a challenge, how fast can you make Minesweeper using your engine/library of choice?

Also I suspect my code is super inefficient even for Minesweeper. =P
Kalnos
Member
(05-04-2012, 08:12 AM)
#2821

Uhm... so..

Code:
1.  Generate board with specific number of bombs.
2.  Click Square
3.   a.  If mine -> gameover
     b.  If non-mine, reveal the number of adjacent mines.
       (a)  If number of adjacent mines is zero, reveal all adjacent tiles
4.  Repeat from 2 until player wins/loses.
Fin?

I don't think the time taken is too important... did you do it iteratively or recursively? ;o
Last edited by Kalnos; 05-04-2012 at 08:14 AM.
Blizzard
Member
(05-04-2012, 08:26 AM)

Blizzard's Avatar
#2822

Originally Posted by Kalnos: View Post
Uhm... so..

Code:
1.  Generate board with specific number of bombs.
2.  Click Square
3.   a.  If mine -> gameover
     b.  If non-mine, reveal the number of adjacent mines.
       (a)  If number of adjacent mines is zero, reveal all adjacent tiles
4.  Repeat from 2 until player wins/loses.
Fin?

I don't think the time taken is too important... did you do it iteratively or recursively? ;o
I hope you already started timing yourself. :P Hurry, implement it!
Kalnos
Member
(05-04-2012, 08:43 AM)
#2823

Originally Posted by Blizzard: View Post
I hope you already started timing yourself. :P Hurry, implement it!
I kinda want to but I'm sure it will take me a few hours and it's already near 4 a.m. Starting tomorrow would be cheating at this point, sucks I saw it tonight. :p
bernardobri
Member
(05-04-2012, 09:25 AM)

bernardobri's Avatar
#2824

Originally Posted by Pietepiet: View Post
So me and Jan Willem (one half of Vlambeer) decided yesterday that we had to make something for our buddies at Ronimo, to celebrate the release of Awesomenauts.

We had five hours before the releaseparty started, so in that time we made a little Smash Bros clone featuring four of the six Awesomenauts.

http://www.youtube.com/watch?v=WQHX6LhcTeg

All of this was from scratch. We didn't reuse any old assets or anything.
Quite impressive, as others have said. Congrats!
mourad louali
Junior Member
(05-04-2012, 12:36 PM)
#2825

@Tashi0106
This tutorial might be helpful : http://www.raywenderlich.com/6888/ho...shooter-part-2
It's for iOS and cocos2d, but it could be worth reading
Last edited by mourad louali; 05-04-2012 at 12:40 PM.
Blizzard
Member
(05-04-2012, 06:13 PM)

Blizzard's Avatar
#2826

Originally Posted by Kalnos: View Post
I kinda want to but I'm sure it will take me a few hours and it's already near 4 a.m. Starting tomorrow would be cheating at this point, sucks I saw it tonight. :p
Do it today anyway! You didn't do much besides write out pseudocode. =P I'm kind of curious how long it takes other people to do that in whatever environment they prefer.
charsace
Member
(05-04-2012, 08:44 PM)

charsace's Avatar
#2827

Anyone have any recommendations for online source control?
Blizzard
Member
(05-04-2012, 08:55 PM)

Blizzard's Avatar
#2828

Originally Posted by charsace: View Post
Anyone have any recommendations for online source control?
Google Code and/or github seem to be pretty standard. I'm not sure what your options are if you want to do a private/closed-source project, however.
Somnid
Corporate Ballwasher
Ignore everything I say
(05-04-2012, 08:57 PM)

Somnid's Avatar
#2829

Originally Posted by charsace: View Post
Anyone have any recommendations for online source control?
GitHub. Git is complicated but once you get used to it there's not a lot better.


Originally Posted by Blizzard: View Post
Google Code and/or github seem to be pretty standard. I'm not sure what your options are if you want to do a private/closed-source project, however.
Sync your git repo to a dropbox/Gdrive/Skydrive folder or something.
Last edited by Somnid; 05-04-2012 at 09:00 PM.
Krelian
Member
(05-04-2012, 09:53 PM)

Krelian's Avatar
#2830

Originally Posted by charsace: View Post
Anyone have any recommendations for online source control?
Try bitbucket.org. You can make private and public repositories using git or Mercurial/hg.
wondermega
Junior Member
(05-04-2012, 10:09 PM)

wondermega's Avatar
#2831

Originally Posted by usea: View Post
I don't see why there would be a problem with informing people of your game, eliciting feedback, or trying to get beta testers. Anything with more substance than "hey look! buy my game!"
just don't do it. if you can get someone else to do it (as mentioned above) then that's another story, but if it is your own game then you are asking for trouble, they are pretty harsh about enforcing those rules
charsace
Member
(05-04-2012, 10:47 PM)

charsace's Avatar
#2832

Originally Posted by Somnid: View Post
GitHub. Git is complicated but once you get used to it there's not a lot better.




Sync your git repo to a dropbox/Gdrive/Skydrive folder or something.
Originally Posted by Krelian: View Post
Try bitbucket.org. You can make private and public repositories using git or Mercurial/hg.
I set up a repository with github, a free one. Don't like that its public though. Is bitbucket good?

Almost finish creating the skeletal animation. I animate it by joints and each joint can have a varying amount of Translation timestamps. Now to look into winforms to make an editor.
usea
Member
(05-04-2012, 10:52 PM)

usea's Avatar
#2833

Originally Posted by wondermega: View Post
just don't do it. if you can get someone else to do it (as mentioned above) then that's another story, but if it is your own game then you are asking for trouble, they are pretty harsh about enforcing those rules
Having somebody else do it is the same as just doing it yourself. It's totally disingenuous.
tangmaster96
Member
(05-04-2012, 10:56 PM)

tangmaster96's Avatar
#2834

Feep made sequence
beril
Member
(05-05-2012, 12:03 AM)

beril's Avatar
#2835

Originally Posted by usea: View Post
Having somebody else do it is the same as just doing it yourself. It's totally disingenuous.
Well if someone else does it, even if it's someone you know IRL, they're still doing it without hope of financial gain.

The rules are obviously there for a reason but it's still a bit annoying not being able to spread the word about the game on the place where I spend the most time on the internet
Feep
Second-hand Citizen
(05-05-2012, 12:11 AM)

Feep's Avatar
#2836

Originally Posted by tangmaster96: View Post
Feep made sequence
I did.
Tashi
Member
(05-05-2012, 05:25 AM)

Tashi's Avatar
#2837

Originally Posted by mourad louali: View Post
@Tashi0106
This tutorial might be helpful : http://www.raywenderlich.com/6888/ho...shooter-part-2
It's for iOS and cocos2d, but it could be worth reading
Thanks, I'll check it out.
asa
Member
(05-05-2012, 09:21 PM)

asa's Avatar
#2838



New stuff:
Combo/event visualizer.
Fruit types changed to banana, red apple and avocado(colors differentiate more now: red, yellow, green).
You can now see the enemy type right ways, add lot more strategy to the game, also makes ccccombos easier to make.
Minus score for failed enemies and stray bullets.

Things to do:
special items,
growind difficulty level,
menus,
highscore table.
new gameover terms.
and loads of other stuff too
phew!
I'm trying to get all the planned features implemented by next week, we shall see...

newest video: http://www.youtube.com/watch?v=1UBgwoVbrms
Last edited by asa; 05-05-2012 at 09:24 PM.
Nemo
Will Eat Your Children
(05-05-2012, 09:31 PM)

Nemo's Avatar
#2839

Originally Posted by asa: View Post


New stuff:
Combo/event visualizer.
Fruit types changed to banana, red apple and avocado(colors differentiate more now: red, yellow, green).
You can now see the enemy type right ways, add lot more strategy to the game, also makes ccccombos easier to make.
Minus score for failed enemies and stray bullets.

Things to do:
special items,
growind difficulty level,
menus,
highscore table.
new gameover terms.
and loads of other stuff too
phew!
I'm trying to get all the planned features implemented by next week, we shall see...

newest video: http://www.youtube.com/watch?v=1UBgwoVbrms
Man, I love the progression of this!! Is there a way to make the controls and movement faster, or will that get too quick of a mess?

edit, that name is sweet as well
Last edited by Nemo; 05-05-2012 at 09:35 PM.
Zoramon089
(05-05-2012, 11:01 PM)

Zoramon089's Avatar
#2840

N/m I fixed the errors somehow...
Last edited by Zoramon089; 05-05-2012 at 11:15 PM.
fin
Member
(05-06-2012, 09:07 AM)

fin's Avatar
#2841

Originally Posted by Blizzard: View Post
I finished the generic Minesweeper clone for practice.

http://dl.dropbox.com/u/55797038/min...ice/index.html

It took just under 4 hours total to make from scratch using Flixel, FlashDevelop, and Paint.net, looking at other (non-Minesweeper) code and the internet for examples and to learn how to do things. I feel that 4 hours is unfortunately way too long for Minesweeper. There's no sound either. If you're bored/want a challenge, how fast can you make Minesweeper using your engine/library of choice?
Challenge accepted!

This probably took me about 6 hours or so. Had to learn how to play minesweeper. But I added a lot of features.

Difficulties
Sounds
Cheat
Right-Click prevents a cell from being clicked
Added some little animations

But yea made with Unity, written in UnityScript. Picked up a font from DaFonts, found some old school sounds, read up on how MineSweeper works. Took me a while to figure out that you should only check for more bombs it the number of adjacent bombs is zero. I would click on a tile and it would reveal the entire grid. But eventually figured it out.

http://dl.dropbox.com/u/77761952/Min...WebPlayer.html



The two things I left out that kind of bug me were:
First Click can never be a bomb *Fixed*
Retry current stage

I actually might try and port this to android and see how it plays on my tablet. Then maybe put it up for free on Android. It's a nice break from my hover bike game!

ENJOY!
Last edited by fin; 05-06-2012 at 10:13 PM. Reason: Fixed first click can't be a bomb
charsace
Member
(05-06-2012, 03:14 PM)

charsace's Avatar
#2842

I want to look into java and was wondering which framework is similar to XNA.
The Friendly Monster
Member
(05-06-2012, 03:49 PM)

The Friendly Monster's Avatar
#2843

Originally Posted by charsace: View Post
I want to look into java and was wondering which framework is similar to XNA.
LibGDX.
Blizzard
Member
(05-06-2012, 04:07 PM)

Blizzard's Avatar
#2844

Originally Posted by fin: View Post
Challenge accepted!

This probably took me about 6 hours or so. Had to learn how to play minesweeper. But I added a lot of features.

Difficulties
Sounds
Cheat
Right-Click prevents a cell from being clicked
Added some little animations

But yea made with Unity, written in UnityScript. Picked up a font from DaFonts, found some old school sounds, read up on how MineSweeper works. Took me a while to figure out that you should only check for more bombs it the number of adjacent bombs is zero. I would click on a tile and it would reveal the entire grid. But eventually figured it out.

http://dl.dropbox.com/u/77761952/Min...WebPlayer.html

The two things I left out that kind of bug me were:
First Click can never be a bomb
Retry current stage

I actually might try and port this to android and see how it plays on my tablet. Then maybe put it up for free on Android. It's a nice break from my hover bike game!

ENJOY!
Good work -- web player doesn't work right off the bat for me, but that might just be something on my system. I made a Unity "mimesweeper" game that was a semi-minesweeper game with different rules, but apparently that didn't work anymore either the last time I tried to access it on dropbox. I assumed something had just expired and didn't explore it further.

Originally Posted by charsace: View Post
I want to look into java and was wondering which framework is similar to XNA.
Take a look at Slick2D (http://slick.cokeandcode.com/).
-COOLIO-
The Everyman
(05-06-2012, 04:28 PM)

-COOLIO-'s Avatar
#2845

for mobile development, and assuming my games resolution scales perfectly (flash), would i more or less have all my bases covered with:

a 16:9 phone version,

a 16:9 tablet version,

and a 4:3 tablet version?
The Friendly Monster
Member
(05-06-2012, 05:31 PM)

The Friendly Monster's Avatar
#2846

Originally Posted by -COOLIO-: View Post
for mobile development, and assuming my games resolution scales perfectly (flash), would i more or less have all my bases covered with:

a 16:9 phone version,

a 16:9 tablet version,

and a 4:3 tablet version?
Why not just make one version that can scale to any res/density?
fin
Member
(05-06-2012, 07:46 PM)

fin's Avatar
#2847

Originally Posted by Blizzard: View Post
Good work -- web player doesn't work right off the bat for me, but that might just be something on my system. I made a Unity "mimesweeper" game that was a semi-minesweeper game with different rules, but apparently that didn't work anymore either the last time I tried to access it on dropbox. I assumed something had just expired and didn't explore it further.
Did it end up working for you? I'm not sure how DropBox works. Does my computer need to be on? The webplayer file sizes are total of ~440kb from a 23mb project folder. Not sure how Unity compresses everything.

I'm going to try and port it to android and ios today I think.
Kalnos
Member
(05-06-2012, 07:48 PM)
#2848

Originally Posted by fin: View Post
Did it end up working for you? I'm not sure how DropBox works. Does my computer need to be on? The webplayer file sizes are total of ~440kb from a 23mb project folder. Not sure how Unity compresses everything.

I'm going to try and port it to android and ios today I think.
It worked for me last night and still does. I'm glad you did it because I was going to use Unity to do it. I had planned way too much of it out before starting so I kinda felt i was cheating.
-COOLIO-
The Everyman
(05-06-2012, 11:11 PM)

-COOLIO-'s Avatar
#2849

Originally Posted by The Friendly Monster: View Post
Why not just make one version that can scale to any res/density?
im gunna rework the UI on tabs i think
The Friendly Monster
Member
(05-06-2012, 11:35 PM)

The Friendly Monster's Avatar
#2850

Originally Posted by -COOLIO-: View Post
im gunna rework the UI on tabs i think
Fair enough, but on Android the distinction isn't clear. Devices come in basically any size. I think those three would cover most devices pretty well assuming you'd use black bars.