[ Login | Register ]

The Shining Source

Show Posts

Pages: 1 ... 3 4 [5] 6 7 ... 74

61   Re: Introduction to Seani-Music
Oh, I remember these songs... they're very nice! Too bad we can't use them in games due to copyright issues Wink.


62   Re: Project Shining Ajax
I logged in as a guest, but once logged in as a guest I find myself unable to make a "real" account Wink.

Thought it'd be worth to mention here?

63   Re: Bung Ole Ole Never Ending Thread - Vintage Classics Edition -
Happy New Year everyone! I'll give the game a shot too. Let's see what will happen...

As for my Shining side of things, I've had Shining thoughts...does that count? Wink

64   Re: Bung Ole Ole Never Ending Thread - Vintage Classics Edition -
I think it would actually... however, I've yet to see them! I wonder how difficult it is to make apps these days...

65   Re: Bung Ole Ole Never Ending Thread - Vintage Classics Edition -
Most likely you've been around since August 10th 2000 or so? Wink

Btw. I wonder when the first Shining Mobile game is coming on the market...

66   Re: Development on BABS has resumed
Very small message here. Made a tiny update allowing people to save their plot progress, using the F4(save) and F8 (load) keys. The character stats have yet to be added to this primitive save state engine, but I just felt like putting at least *something* in this time Wink.

67   Re: Sneak Peek
Niice! Cheesy
That looks pretty swanky I'd say Smiley.

68   Re: Component based game entities
To be honest, I think that the templates should be far more minimalistic. Effort and man hours are the big limiting factor in non-profit games programming, so every character people have to type less in order to add an item will result in people being more eager to add items and more progress to be made.

I've tried in several places to minimize development effort in BABS by using tiny syntax or by using string substitution commands (e.g. by typing "[hi]" to throw in a fancy way to say hello). Of course people can also go the long way, but the short way speeds up development for them. (of course another one is the grid/brick pattern cheat buttons in the SMEE tile editor Smiley)

Perhaps I should write an article about that topic at some point Wink.

69   Re: A kernel based game engine
As mentioned elsewhere, I like this article! Perhaps we should put it on the Source as well?

70   Re: Shining Online - Screens and updates [Updated August 28th]
...says the man who has been running the only serious Shining fangaming site for over 10 years now...

So you contributed slowly, erratically, and not always with the greatest conviction ever. Add that all up over the years though and it still adds up to a fucking impressive amount, way beyond many many others in the scene.

But perhaps 13.5 years after starting all this crap we should try to go to the next stage and make that game.

And with that game I mean games like OpenTTD which made Transport Tycoon a forgettable thing of the distant past. I truly think we now have the potential to make a game like that.

71   Re: Shining Online - Screens and updates [Updated August 28th]
Perhaps you should rename your game to Shining God? Tongue

72   Re: greatest hint in programming?
So many words of wisdom! Wish I had all those back in the days... Wink

73   Re: Development on BABS has resumed
Just wanted to say that this project still isn't dead Tongue. I've revised some of the map transition engines, so that it is possible to skip to a different map if a certain battle has already been completed previously Smiley.

74   Re: Development on BABS has resumed
Small correction there... a brush size of 10 works even better actually Smiley.

75   Re: Sneak Peek
Perhaps a page that shows open positions in the dev team or even a voluntary donation page?

We could also integrate some of the stuff with Facebook perhaps, e.g. that people can like the project, which then propagates to there?


Pages: 1 ... 3 4 [5] 6 7 ... 74

Powered by SMF 1.1.21 | SMF © 2013, Simple Machines