PlayMedusa

@PlayMedusa

We are physically attracted to games, like moths to light or cats to red laser dots.

Canary Islands
Geregistreerd in december 2009

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  1. Vastgemaakte Tweet
    21 dec. 2019

    We turn TEN YEARS OLD! Ten years making games and a living out of it! We have released ten games of our own, worked on dozens of projects as freelance game developers, invested tons of hours in crazy ideas and prototypes and being an active part of the local scene. ^-^

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  2. 17 uur geleden

    Do you also play with game programming as some people play with crosswords or sudokus? "I'm bored, I want to do something... let's do some game programming!" No need to have an actual project in mind, just hacking for fun towards a fuzzy goal.

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  3. 17 uur geleden

    Maybe A* is way too much for such a small board O:)

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  4. 17 uur geleden

    Got distances working in the hexagonal board! They allow creating a basic enemy that can navigate towards your character. Enemy rotation is limited to ~90º while player can rotate 360º (just for testing). Next: A* to allow navigation around obstables.

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  5. 24 aug.

    * I'm aware that the map/compass writer classification is also controversial, to say the least.

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  6. 24 aug.

    Which one are you? I guess one can only afford to be a compass game designer when doing this for fun... but I certainly feel like one.

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  7. 24 aug.

    You know they say there are "map writers", who define the whole book before writing, and "compass writers", who have an idea for the story but it unfolds while writing? There are certainly "map game designers". And I'm quite sure there are "compass game designers" too.

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  8. heeft geretweet
    23 aug.

    How it do. An American Werewolf in LA by brings us a 'sequel' to the cult classic in arcade punching form. The Witches Tea Party by lets you enter a world of witchcraft through mystery and exploration.

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  9. 23 aug.

    In the end we got it working, and working nicely. But it would take me some serious mental effort to understand what we did a few months ago.

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  10. 23 aug.

    Best part of the "new" input system is that you can do the same thing in multiple different ways, hacking it all until it works, because according to Unity staff "we don't know what your game may need". Well, an input system that does not require a PhD to be used, for instance.

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  11. 19 aug.

    More experiments with the hexagonal grid in ! If you are using hexagons you probably have characters with orientation. Here's one that can rotate and move forward! It could be a ship or a mech. I'm probably gonna do something turn based with this.

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  12. 16 aug.

    Had some time to kill today and I did this hexagonal grid in . It's quite functional, you can select a tile with the mouse and it shows its five neighbours. I have some ideas for which it could come in handy!

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  13. heeft geretweet

    ¡Ya está aquí! El Kickstarter de «Historia de Aos III. Bitácora de Aeron» ya está disponible. 🔥🔥🔥 ¿A qué esperas? 🔥🔥🔥

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  14. 12 aug.

    I'll stop working on it for some time, though. It's been fun and I tested the turn-based (but real time) game loop I wanted to try! There's plenty of things to add, for sure (level layout, enemies, items, equipment, fx&animations...). But I'll enjoy some summer time instead! :D

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  15. 12 aug.

    It's roughly the character - map - FOV - pathfinding - monsters - combat - items - GUI - saving spine that all roguelikes need, from which a proper game can be built. Josh Ge has a great post about it here: )

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  16. 12 aug.

    Got this far in the Reddit Makes a tutorial, but using pygame and a slightly different arquitecture. There's bats that move randomly, coyotes that chase you, potions (should be bandages...) that heal, dinamite that kills everything in an area, and a gun you can shoot.

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  17. 4 aug.

    It works!! Happy ending!

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  18. 2 aug.

    Well, I did it and it seems the Engine, which contains everything, is being serialized! I still have to test if can be restored, though... I ended up separating all rendering code from game logic, which is something I've read many times in relation to roguelikes.

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  19. heeft geretweet
    2 aug.

    This is the week. If at any point in the last six years you thought "I want to support this", "I want Death Trash to become really good": This is the week where support would matter most. Tell others about it, maybe buy it on 5th, maybe write a review.

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  20. 2 aug.

    Quite an exaustive analysis of Cave Noire, one of the first traditional roguelikes (elegantly distilled) on consoles. It's always touching finding so much love for a game!

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  21. 1 aug.

    Ouch: TypeError: cannot pickle 'pygame.Surface' object Actors, Items and tiles have a pygame surface... I guess I could refactor this so they store just an index instead. Would make sense for tiles, indeed...

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