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Jeff

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Posts posted by Jeff

  1. Discussions like this are liez. Stephan(RIP) would come around and say that C is really the best, but it's much much harder to learn than say lua, which sekaru suggested.

    Here is the comprehensive debate thread: [http://www.touchofdeathforums.com/community/index.php?/topic/51792-the-comprehensive-programming-and-coding-debate-thread/](http://www.touchofdeathforums.com/community/index.php?/topic/51792-the-comprehensive-programming-and-coding-debate-thread/)

    I don't think we should really debate about languages, since it always goes to hell. If you want something quick to learn and coming with little baggage, I'd suggest Python. If you want something a little more game oriented, go with lua. If you want to learn a 'real' programming language, C# and Java are great for beginners. If you want to learn a industry level language, learn C or C++. There are hundreds of other programming languages, each with its own pros and cons. No language is simply 'better' than another, it always depends on the programmer and the purpose.

    > I heard LUA is one of the worst.

    There is no worst. Lua is a lot weaker than others, but it has its purposes and honestly would be a great choice for a new programmer with little free time and a desire to make games.
  2. > Ive already seen this:)
    >
    > What i most like is the grapics (they are better than mc) and the gameplay: its way more action than in mc. ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)

    Why did you compare it to minecraft? It really seems nothing alike. Seems like this would be more fairly compared to diablo.
  3. I'd like descriptions of the classes when you pick them, the name only goes so far.

    Also, make it so space closes the chat after you've pressed it once/they've said everything.

    Edit–

    It's a touch too large for my screen vertically, but I can still see all the important parts.

    Actually, I can't see the accept button when invited to a party

    Edit 2--

    I got to the cave, but the bats kill me too quickly. I have the papyrus codex and a full set of equipment, but as an oracle it's pretty lame to not be able to deal damage and not have any spells to cast. I'd suggest giving a basic spell to the oracle so that he has a chance to protect himself. Also, there were a few bugs (doors not working, hot bar's first slot not updating, and exp label not updating).
  4. > I have decided on _**Homestead**_. It gives a nice "Oregon Trail" feel and reminds me why I wanted a game like mine in the first place.
    >
    > The full name will be _**Homestead: Settle and Survive**_ to avoid legal conflicts with the company.

    Great choice.

    Also, if you didn't know, dominion has nothing to do with dominating. It's a synonym for land. I believe Canada was once called "the dominion of canada".
  5. > Or more to Quebec. It costs me about 165$ per semester. Thats about 155$ USD

    Looks like I'll be freezing in college. It'll be worth it though, when I can afford a massive apartment and still pay less for college.
  6. > TRIBELANDS!!!
    >
    > Tribal lands sounds like something a 5th grader put in a 1 paragraph essay about his mother.
    >
    > But TRIBELANDS on the other hand…. that got some serious
    >
    > PIZZAZ!

    >Comic sans

    On a scale from 1-10, 1 being fun and lighthearted and 10 being dark and serious, where does your game lie? If it's closer to the 10 end, I might suggest something more like 'dominion of the tribes'. If it's closer to 1, tribal lands. Two words, sounds edgier than tribelands. I guess tribelands is more modern and cute, but tribal lands just sounds dope as duck.
  7. > Im not interested in joining, but your logo would look better with the cracks connected. *looks crack up on google then finds the wrong thing*
    >
    > i.e. [http://www.inspectap…rack222DJFs.jpg](http://www.inspectapedia.com/structure/ConcreteFrostCrack222DJFs.jpg) like that.

    Our logo is shit because we don't have designers.

    That said, we did get a better logo in the works.
  8. > I agree and disagree. Remember that a merchants inventory would be permanant stock. If they have some rare fantasy magic weapons, it won't be very much rare or fancy when 5000 players have bought a copy off the merchant. Absolutely will merchants have some interesting and more powerful weapons, but nothing which would otherwise seem questionable for a merchant to be selling to every player. I'm considering either giving merchants a maximum 'purchase' price, so each different merchant will only pay up to a certain price for a players item, or making them only interested in particular items, so players have to sell to the right merchants, or sell to other players.

    Ah yes, I suppose I was thinking about single player games. I hate it when MMOs have 'unique' weapons that a thousand players around the world have.

    In the case of an MMO, I think the best way to deal with merchants having cool shit is that players can sell their cool shit to merchants and then merchants would then resell it. You could even make certain merchants who specifically collect unique weapons/armors.
  9. I think that it's cool when merchants have cool items, at least for display. If you think about it, in an MMORPG there were probably hundreds of adventurers before you, who's to say that they didn't raid a dungeon and sell it to the local merchant? For balancing reasons, you probably wouldn't want to put a level 100 blade of god's wrath in the first store they find, but I find it interesting when a merchant has a few interesting items, especially if there's some history behind them.
  10. Hello eclipse, I come to you in need of your opinions on the following piece of pixel art.

    ![](http://i.imgur.com/AvxXZ.png)

    It consists of 2 grass tiles and a tree tile. Everything is resized from 16x16 to 32x32\. I'm not really going for an ancient old-school style, more like chrono trigger era. I'm not sure where to go on the palette. Right now it's a little unsaturated, but I'm not sure whether or not I want to make it more hue shifted or keep relatively realistic hues.

    Also, I'm more interested in the trees than the grass. I will almost certainly redo the grass tile, but in a similar style.
  11. > UDP would require the entire core mechanic to change though, as nothing is built to account for data loss in Mirage.

    Yup. Anyone who can accomplish that clearly has enough skill.
  12. If the community is going to vote, I would like someone to do a breakdown of the code, for each one or for a few of the more promising ones. Maybe a couple of people could do it so it goes faster or whatever.

    As far as engines go, if anyone rewrites the packet system with UDP packets they have my vote, unless they seriously duck up.
  13. > You queers are too ducking nice to people. If you sugar coat bum candy and say nothings wrong, how the duck do you think people are going to improve?

    Sugarcoating doesn't hurt. Usually, it's more effective. If you say "Looks good, but you would be even better if you did x" then they'll likely think you know something and follow your instruction. If you say something like "You ducking retard how did you even manage to duck that up? You need to do at least x in order to make it decent" then the person could either be hurt and give up, or think that you're just some asshole who says bum candy even when it's not true.
  14. > New demo here, since the previous updates, I've added chasms, and world saving/loading.
    >
    > [http://services.glac…8f1226be1d1.rar](http://services.glaciate.net/file_host/host/5361b6785a64982f735408f1226be1d1.rar)
    >
    > Now, if you see the changelog, you'll find:
    >
    > If you experience a problem that's not there, please, tell me.

    The trees/wood have far more contrast than the ground. The wood doesn't tile nicely. After an MMO roguelike, I expected something more interesting from you. Either way, good luck and all.
  15. > 1- it was way better than "Its a Dead World After All" witch was our first idea

    That doesn't mean it's good. I don't understand how this game is about euthanasia.

    > 2- it just to give you some simple backround story, so that you dont end up in some game you dont know ANYTHING about. I mean who wants that? right?
    >
    > I'd rather be thrown into a game than have some bum candy backstory that implies that dozens of people just happened to go camping in the same forest with one friend. Make a story that fits or don't make one at all.
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