Tuism

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Tuism
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  • A question that's probably damn easy but I don't know what to google for :/ I have this code to check if a point is within in the camera view. Sounds good: public static bool InfiniteCameraCanSeePoint (Camera camera, Vector3 point) { Vector…
  • critic;50212" said:[quote="Tuism;50211"]- The player has comparatively little control over how they lock. When you're swirling 10 things it's basically random no matter how good you are. That's the beauty of the Newtonian system, you have control o…
  • critic;50206" said:You are not really in a realistic camp here anyway, you are moving the planet/star at your whim and it has eyes/mouth. The current way of acknowledging that orbits function make it impossible for a player to do 10, 20, 30 stable o…
  • dammit;50208" said:[quote="Tuism;50176"]The Vega kids really should join the main Joburg group ;) Looking forward to another GGJ, our annual everyone-shows-up jam :) Or you could join them :P There will be food and workshops. [/quote] Foooooooooo…
  • japiegreeff;50201" said:Now that I think about it, I think a mechanic like the one in flOw would actually work well with your zooming: https://jayisgames.com/review/flow.php So when you are small, the small planets crash into you but you can gobble…
  • critic;50202" said:You could start zoomed out and zoom in as orbits are stabilized and locked in, this should result in a gradual increasing difficulty. Also you could disable gravity interaction with objects that have achieved stable orbits, you al…
  • @critic thanks for playing and giving feedback! :D The play area feeling small... I think you've brought up a cross-section of two issues here: One is that the smallest planets orbit quite tightly around you at speed, and that's due to physics and …
  • Uploaded a new v3 to the itchio page marked as POST COMPO VERSION, so please grab that :) https://twoplusgames.itch.io/orbits (note that post-compo version is not for LD rating purpose) (I don't think I can link directly to the file cos itchio won't…
  • @evangreenwood so, Interestingly, I've been messing around with a build that removes the collision between planets, and funny enough I still can't get much further than 12. I think the collisions add a bit of early game challenge and late game it be…
  • Looks cool as a technical demo :) The way you have a couple of different "systems of seeing" feels weird, I know it's a demo, but it would be good to tweak it so that the different systems of seeing harmonised more.
  • Triogaimtrix;50183" said:http://play.google.com/store/apps/details?id=com.smxama.Ttheadventureofmarble download this game and be sure to leave feedback If you keep spamming us the off-topic link we're going to have to block you. Please participate i…
  • The Vega kids really should join the main Joburg group ;) Looking forward to another GGJ, our annual everyone-shows-up jam :)
  • @elyaradine so I dug into my particles and realised I had been trying to do it that way, or at least I think I have been - this is my particle system setup: And what I've been doing is simply to tell the particlesystem to play() when it hits. Doe…
  • One thing I really noticed so far is that the life of the game is really limited by TINY PLANETS. Those are attracted to you more (because mass and physics) and therefore really limit your movement. I think I'll make a way for smaller planets to gro…
  • japiegreeff;50168" said:So I ended up really enjoying it - way to make me look bad -_- I agree on adding another mechanic to add some more control - like something to let me push planets away maybe when I am sure I am going to get killed maybe? Or e…
  • @EvanGreenwood thanks so much for your input! :D The shadows were inspired by Spaceplan, thanks Devolver for publishing a cool tiny thing :D Great point about restart time. Will change that up. My own high score is currently 12. It got crazy. Yea…
  • Elyaradine;50159" said:[quote="Tuism;50156"]So what I'm trying to find out is - could I access the velocity at start or velocity over time module of a particle system, so I can instantiate or activate (if pooling), and then pass the velocity data in…
  • Zaphire;50158" said:Hey @Tuism, maybe try making the particle system in a cone shape or something that faces a direction. Then when you spawn a new hit effect let it face the direction of the hit and just adjust the "start speed" with the velocity m…
  • Yeah I get that, I think we're saying the same thing - That's what I tried to say just now, but of course I'm not saying it quite right :P I understand that approach and it feels cumbersome, and also I have to attach a variety of particle emitters …
  • Elyaradine;50151" said:[quote="Tuism;5144"]Now I hear you "yes there's a inherit velocity module on the particle system". Well yes, I looked into that, and I hadn't been able to get it to work. Instantiating a gameobject. Unity docs, in case this is…
  • I won't be available for the whole duration, so I think I'm going to try for the shortest and easiest game jam ever and truly exercise the art of letting go :)
  • How the heck did you come across something on "businessesforsale.com"? Doing Christmas shopping? :)
  • I always prefer jamming with people around if possible :) But like I said I'm unfortunately not going to be able to do this jam, but last time I did actually arrange a venue for people to jam without being around. So anyway hope everyone has a good…
  • So sad that I probably don't have time for this one since I have plans that overlap the date. Sigh! Also completely forgot to arrange a venue...
  • Preferring the double jump is simply because it's EASIER. It's not more interesting, or more thematic. The challenge is to make it both interesting, thematic, and still easy - but open up new paradigms and puzzles due to the different way of jumping…
  • Mandatory request for OSX version :) Does Game Maker not build to Mac unless you're on a Mac?
  • I know there are games like this out there, and people like them, but I don't :) There is some elegance to working out how to frustrate people.
  • Kulu;50059" said:cool concept. looking forward to final graphical effects and look. kinda looks like wipeout Yeah like, the speed of wipeout, but not nearly as technical. Don't think I can get so technical yet, both because of the way the controls a…
  • roguecode;50062" said:Can you explain the reason for doing this in VR? Without playing it myself, I can't really tell what VR adds to it (besides a barrier for entry). A. I wanna make a VR game that really conveys a sense of speed without making peo…
  • Looks pretty. I'd rather see gameplay though.
  • critic;50051" said:Wow, @Tuism, where did you dig that up, I played two of the ones you mentioned to death, Ironman has the best "progression" system ever, it just keeps you hooked replaying the levels and getting upgrades, Micromachines on the othe…
  • The old classics come to mind - Ironman Offroad Challenge: It was amazing the amount of liveliness they squeezed out of so few pixels in the arcade: Micromachines the game was rad: Then there's our very own Paul @Asbestos's game Clutch Fighte…
  • You'll find that most games aren't games that "everyone wants". In fact very, very, very very very few are. Especially in the world of indie games - indies don't go for making games everyone wants. Indies go for the super niche. You don't need a "…
  • Having a good product is only step 1 towards a successful end, that's the default. I've seen many beautiful-looking campaigns fail. It's the marketing and gathering an audience even way before the KS is launched that's the real key :)
  • Have you ever read Stonemeier's kickstarter how-tos? This guy practically wrote the book (actually, literally) on how to do well at kickstarter based on his own experiences, he's run many many successful kickstarters and he has been very vocal and h…
  • Elyaradine;50027" said:Jittering bug aside, that looks pretty cool. :P lulz thanks, it's for daydream, which is financial suicide but..... I WANNA XD francoisvn;50025" said:Mostly guessing here, but you're probably not dealing with angle wrapping co…
  • Feedback Control THE SEQUEL So I adopted the same algorithm to do angles, and weirdly enough it works, BUT only correctly for angles between 0 - 180, over 180 it goes into some weird jitters. You can see it in the gif below - the z is the EulerAngl…
  • I'm not mixed up at all, this thread is about printing boardgames, not printing 100 copies or a production run, I just put that here to keep on our records, like I explained explicitly in the same post. If you're pitching at publishers, no publishe…
  • Omg I'm an idiot. The reason that adjusting those values didn't work was because they're public values and I've been changing the values in script while the inspector values didn't change. False alarm guys! The values do work and I have to hack …
  • This is a very, very, very basic question, but I don't even know what to google :P If I want to make some script/function that I can use in another script by just including it into a script with "using" at the top, how do I do that? Is that a good …
  • Saw this on boardgamegeek, thought it was very relevant and something to be filed away for posterity: https://boardgamegeek.com/thread/1876830/printers-finding-negotiating-and-pricing Hi, We just ran a successful kickstarter for our project and I …
  • Yeah of course :)
  • Uh, any mac builds? :)
  • Okay, I'll just have to take your word for it since I searched the name through the group and saw all his posts and didn't see any mention of it. I was hoping to get case studies.
  • Oh that group, I'm already in it, I went through the (not that many) posts and didn't see anyone else mention say they've printed 100 copies?
  • If I'm not already in, it would be great if there was a link so I can join :) Searching "the boardgame group" didn't give me much to work with :)
  • dammit;49869" said:A few SA board game designers have done this. Who? I'd love to hear about actual case studies, what their input circumstances are before printing 100 copies, and what the outcomes of those printings are?
  • Uh, there's no "them", this is the makegamessa forum, and makegamessa has a meetup in joburg, every second Tuesday of each month, at Microsoft on William Nicol, from 6:30pm. There's a thread about that posted here a week or two before the actual mee…
  • Not meaningless, just really unreliable. We deal with probability here, and we want to maximise everyone's chance of success. I know my friends and family's opinion on my work is almost no indication of what the world's opinion on my work will be, e…