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返信[69]
親投稿
Zee Storybookten9
I'm so sorry, I had to go to dinner and had no time to tell you.
0そうだね
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返信[8]
親投稿
Zee Storybookten9
What if... I combined the two. The game is like Home, but you can also do what you would do in Shoot, where you can purchase guns and compete in competitions or participate in the sub-plot? HUH, HUH? GOOD, GOOD?
3そうだね
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返信[17]
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Zee Storybookten9
My stance on Title Screens is that you should make the game first. If it's worth it, then make the title screen. I've cancelled many (personal) projects because I made the title screen then thought, 'no, I don't want to make an engine' and left it.
3そうだね
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Zee Storybookten9
What should my next side-project be? Home, the game about doing what you want (kind of like Animal Crossing) or Shoot (name not final), a game that I've done a bit of work on, about top-down shooting? Ask questions, and vote in the comments! If I get no replies, I'll default to Home.
4そうだね
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返信[67]
親投稿
Zee Storybookten9
That would probably work Glad your back
0そうだね
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返信[3]
親投稿
Zee Storybookten9
I should've used color coordination. The one saying 'no' was me.
0そうだね
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Zee Storybookten9
Ha, I made a simple chat program and talked to myself. Simpler than I thought it would be to make. Feel free to look at a snippet of our conversation.
7そうだね
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返信[3]
親投稿
Zee Storybookten9
Well that's a more specific question that I can (somewhat) answer. So, if E is the enemy's number and P is yours, you can do something like IF MASS[E]<MASS[P] THEN RUN AWAY! INSERT TRIG THAT I DIDN'T WANT TO TYPE ELSE GO TOWARDS! STILL INSERT TRIG ENDIF Though I would recommend having buffers to avoid things being too precise.
2そうだね
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返信[1]
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Zee Storybookten9
"quick questions: how do I make enemy ai?" There is no simple way to make an AI and no 2 games (should) have (exactly) the same AI. The code that you will use will need to be specially designed for the game. Thus, it is not a very good question to ask, and certainly not a quick one. Think of what you want your enemy to do and program that. These are waters that you must swim alone, my friend.
1そうだね
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返信[11]
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Zee Storybookten9
Tip #5: asking questions. You should ask questions, it is what can make you good at programming, but don't ask questions directly to someone if they don't intentionally mean for you to do it. What I mean is that if somebody makes a post about a program that they're making, don't ask a question directly to them in their comments. Again, if circumstances allow, go for it, but it seems very nooby.
0そうだね
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返信[8]
親投稿
Zee Storybookten9
If it can be released in just a couple of days, it probably doesn't contain enough content to be worthwhile, unless you've been pounding in a ton of time in those days or are extremely successful in your programming. Basically, make sure that games and updates contain enough content to avoid poor impressions, and make sure that they are actually playable and not full of bugs.
2そうだね
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返信[7]
親投稿
Zee Storybookten9
My fourth tip (and last tip of today, as far as my time goes) is to make sure that you release games that actually contain a decent amount of content. Sure you can say "it's alpha" or "indev" and play it off, but if you release extremely unfinished games even with updates, people won't want to play it because of first impressions. Also, make updates that can't be released in just a manner of days.
2そうだね
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返信[4]
親投稿
Zee Storybookten9
Well, main point is a bigger point is "It's like Terraria" rather than "Minecraft (not 3D)"
0そうだね
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返信[1]
親投稿
Zee Storybookten9
Second, don't announce projects that you can't commit to. Sure, every now and then you downright SHOULD cancel a project, but don't announce a project and cancel it the same day. Under the right circumstances, sure, but it should be one of the rarest things. Number three, really short, don't ask people to make Minecraft, don't decide to have your first or second project be Minecraft. Seriously.
2そうだね
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トピック
Zee Storybookten9

Miiverse + SB

Some people on the SB community come across as inexperienced, so post in the comments some of your tips and I'll say some of mine on how to not seem nooby! First, don't always ask everyone "key?", especially if they obviously haven't completed the project. If they announce the completion but don't share the key or forget to, then possibly ask in a more complete way.
9そうだね
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返信[1]
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Zee Storybookten9
If it's 2D, a more resembling game is Terraria... Or do people like to pretend that Terraria doesn't exist?
0そうだね
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Zee Storybookten9
Stockpro Version 1.1 is now released! This update includes fixes, achievements, slight tweaks, menu conformity, bankruptcy, and saving/loading! If you didn't try it the first time, why not now?
4そうだね
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返信[2]
親投稿
Zee Storybookten9
Well I defined a function to parse a 1D array as though it were 2D, but I called it wrong. After fixing it (actually just removing it), it worked.
0そうだね
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Zee Storybookten9
Only true masters will earn this trophy! It's actually pretty hard to get. Some other achievements will be about smart stock management (such as selling stocks before a company goes bankrupt) and quick money gaining.
2そうだね
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返信[1]
親投稿
Zee Storybookten9
Well what I like to do is have a "gravity" variable to calculate upwards force. So when you hit "a" gravity is set to 5 or so. Then every frame you go up 5, but each frame that you're not on the ground, gravity goes down .2 or so down into the negatives. It requires ground detection, and idk the best way to do that.
0そうだね
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