or that sense that I had beaten it's challenging nature, which for me platformers must have. This was lost because of its randomly generated platform Levels. I could say this was a design flaw but I think it's more my expectation on what a platformer is
I want to say this about random levels. I generally love them, love the concept, but then again I mostly play rpgs and action rpgs, or even platformers with some rpg elements, so the idea appeals to me, a lot.
There are cases where random levels don't work though, for instance, when you keep going down and down, never find a bottom, never unlock any achievements. Just having the game keep track of how far you went down in terms of levels could make it intresting.
The other problem I have with random levels, is there are only so many ways you can move the same graphics around before I get sick of it. So things can be "random" but still get repetative after a while, how long that will take depends mostly on how much variety there is to begin with.
Actually, I wish free software games with free cultural assets would be more inovative in that regard. I mean, for instance, like the idea of taking an educational game and making it a horror game, or like when the maze was made 3d and you get chased by different monsters on each level.
GIMP mostly, because that is what I learned computer art on anyway. I have never even used photoshop. I was supposed to be an electrical engineer, but I never passed the math. Once I played around with GIMP, I couldn't really stop myself from making art with it since it was such an upgrade from ms paint.
urgh, I see what you mean. Just remember everything is made up of boxes, first draw and shade a box so it looks good, then you can make your couch out of a stack of boxes, shade them over so it looks good, soft and not hard.
I've been using rosegarden. It can be a pain to set up, but once you get it playing sounds, it is not so bad. I also use timidity to convert thosse midi files I export from rosegarden into .ogg files. As far as I know rosegarden only works on linux (when you get it to work that is) but linux is free (as in beer and freedom).
As far as theroy is concerned, I had like two years worth of piano lessons when I was much younger (one year as a preschooler and another in junior high) I also have played around alot with it on my own, listening to differnt kinds of music, taking apart midi's from some of my favorite games and muting parts of them, to see how its all put together. The key ot music is find a melody you like and just repeat it over and over again except differently.
I have to say I like minor boss-r ver diff.ogg the best. The first one sounded kinda incomplete and I just didn't like the other ones as much. They are all pretty good though, none of them are awful.
As someone who "barrowed" code for my project, but intends to replace most of the artwork, I can understand the feeling. After you look at a picture for a while, you get sick of it. Then again, the project I barrowed code from did not have artwork of particularly good quality to begin with, that and the fact we choose to use a different perspective (45 degree isometric instead of the orginal slanted top down perspective) and its obvious why I had less incentive to directly reuse artwork.
Although I would welcome more artists on the project willing to draw in the proper style, I'm not sitting around on every message board trying to recruit them. After alli, it still is much easer to have a project with place holder art rather than placeholder code.
I always thought making levels based on bathrooms with overflowing toliets of poop would be an intresting design. Some of the stalls would not have doors and toliets, sinks, showers, and baths could be placed randomly all over in a tile like maze way. Then it would look like a nightmare.
I can't ever get 20 plus dependencies and dependency dependencies to work. Did you see Battle for Wesnoth? I used to play that game until the developers ruined it with dependency hunt.
If you are going to have any dependencies, you should just include them in the source code with the regular c files so you don't need to have them installed in your distribution or get them from somewhere else. It just isn't reliable when the library developers are always updating and breaking things.
Well, anyway, I am having fun developing dependency hunt free wograld. www.wograld.org .
I want to say this about random levels. I generally love them, love the concept, but then again I mostly play rpgs and action rpgs, or even platformers with some rpg elements, so the idea appeals to me, a lot.
There are cases where random levels don't work though, for instance, when you keep going down and down, never find a bottom, never unlock any achievements. Just having the game keep track of how far you went down in terms of levels could make it intresting.
The other problem I have with random levels, is there are only so many ways you can move the same graphics around before I get sick of it. So things can be "random" but still get repetative after a while, how long that will take depends mostly on how much variety there is to begin with.
Actually, I wish free software games with free cultural assets would be more inovative in that regard. I mean, for instance, like the idea of taking an educational game and making it a horror game, or like when the maze was made 3d and you get chased by different monsters on each level.
Alright, yes, it is fixxed now.
The site seems a little slow for some reason, but that is a seperate issue (and that was going on before the fix so is probably not related) .
GIMP mostly, because that is what I learned computer art on anyway. I have never even used photoshop. I was supposed to be an electrical engineer, but I never passed the math. Once I played around with GIMP, I couldn't really stop myself from making art with it since it was such an upgrade from ms paint.
If people would prefer that I just scale up and not do any editing aftwards for future sprites I can do that. It would actually be less work for me.
urgh, I see what you mean. Just remember everything is made up of boxes, first draw and shade a box so it looks good, then you can make your couch out of a stack of boxes, shade them over so it looks good, soft and not hard.
I've been using rosegarden. It can be a pain to set up, but once you get it playing sounds, it is not so bad. I also use timidity to convert thosse midi files I export from rosegarden into .ogg files. As far as I know rosegarden only works on linux (when you get it to work that is) but linux is free (as in beer and freedom).
As far as theroy is concerned, I had like two years worth of piano lessons when I was much younger (one year as a preschooler and another in junior high) I also have played around alot with it on my own, listening to differnt kinds of music, taking apart midi's from some of my favorite games and muting parts of them, to see how its all put together. The key ot music is find a melody you like and just repeat it over and over again except differently.
I have to say I like minor boss-r ver diff.ogg the best. The first one sounded kinda incomplete and I just didn't like the other ones as much. They are all pretty good though, none of them are awful.
As someone who "barrowed" code for my project, but intends to replace most of the artwork, I can understand the feeling. After you look at a picture for a while, you get sick of it. Then again, the project I barrowed code from did not have artwork of particularly good quality to begin with, that and the fact we choose to use a different perspective (45 degree isometric instead of the orginal slanted top down perspective) and its obvious why I had less incentive to directly reuse artwork.
Although I would welcome more artists on the project willing to draw in the proper style, I'm not sitting around on every message board trying to recruit them. After alli, it still is much easer to have a project with place holder art rather than placeholder code.
I always thought making levels based on bathrooms with overflowing toliets of poop would be an intresting design. Some of the stalls would not have doors and toliets, sinks, showers, and baths could be placed randomly all over in a tile like maze way. Then it would look like a nightmare.
I can't ever get 20 plus dependencies and dependency dependencies to work. Did you see Battle for Wesnoth? I used to play that game until the developers ruined it with dependency hunt.
If you are going to have any dependencies, you should just include them in the source code with the regular c files so you don't need to have them installed in your distribution or get them from somewhere else. It just isn't reliable when the library developers are always updating and breaking things.
Well, anyway, I am having fun developing dependency hunt free wograld. www.wograld.org .
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