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	<title>GDR</title>
	<link>http://gamedevelopersrefuge.org//</link>
	<description>Game Developer's Refuge</description>
	<managingEditor>GDR@nuclearplayground.com</managingEditor>
	<webMaster>GDR@nuclearplayground.com</webMaster>
	<lastBuildDate>Mon, 06 Feb 2012 08:49:20 GMT</lastBuildDate>
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	<title>RE: Neverfall 1.0</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31122#31122</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=23&quot; target=&quot;_blank&quot;&gt;sonrisu&lt;/a&gt;&lt;br /&gt;

Posted: Sun Feb 05, 2012 10:18 pm (GMT -8)&lt;br /&gt;
Topic Replies: 12&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Yeah, the gravity is a bit high. I played around with this for a while, and ultimately chose to keep it this way. It's totally ingrained into me while I'm playing that I don't even notice it. Hopefully the more you play the game, the more used to it you'll get.
&lt;br /&gt;

&lt;br /&gt;
Reminds me kind of Castlevania, with that insane quick dropping.
&lt;br /&gt;_________________&lt;br /&gt;&lt;a href=&quot;http://www.loomsoft.net&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;loomsoft&lt;/a&gt; | &lt;a href=&quot;http://www.zepsdreamland.com&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Zep's Dreamland&lt;/a&gt; | &quot;Why don't you go play Super Mario Deus Ex Galaxy Kart&quot; (Ep 9)&lt;/span&gt;&lt;br /&gt;
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	<title>Development Log - Gaunt's Dungeon</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31121#31121</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=90&quot; target=&quot;_blank&quot;&gt;Skywise&lt;/a&gt;&lt;br /&gt;
Subject: Development Log - Gaunt's Dungeon&lt;br /&gt;
Posted: Sun Feb 05, 2012 6:47 pm (GMT -8)&lt;br /&gt;
Topic Replies: 0&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I was looking through some old files, and found a demo for a Gauntlet-style game I had started working on back in 2001 (at least, judging by the timestamps). Despite a ton of obvious gameplay flaws and occasional segmentation faults, I found the thing kinda super fun and ended up killing about an hour playing it. So the natural thought is - resurrect the thing!
&lt;br /&gt;

&lt;br /&gt;
Here are some screenshots from what I'll be calling &quot;the prototype:&quot;
&lt;br /&gt;

&lt;br /&gt;
&lt;img src=&quot;http://www.rowf.net/gaunt/Gaunt2.png&quot; border=&quot;0&quot; /&gt;
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&lt;br /&gt;
&lt;img src=&quot;http://www.rowf.net/gaunt/Gaunt3.png&quot; border=&quot;0&quot; /&gt;
&lt;br /&gt;

&lt;br /&gt;
The eyeball guys in the second picture shoot projectile weapons, which can break down those crumbled walls the same way the player's does. They're also generally dangerous and cool. 
&lt;br /&gt;

&lt;br /&gt;
You can try the demo at &lt;a href=&quot;http://www.rowf.net/gaunt/GauntProto.zip&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;http://www.rowf.net/gaunt/GauntProto.zip&lt;/a&gt; if you'd like, but no guarantees it will run anywhere. It happens to be playable under my wine configuration, so maybe it will still run elsewhere.
&lt;br /&gt;

&lt;br /&gt;
Some aspects of the gameplay that I really like:
&lt;br /&gt;
- The enemies are really stupid, and the collision detection is rudimentary. This opens up some neat ways to kill a ton of enemies at once, whereas the hordes will normally just destroy you.
&lt;br /&gt;
- The &quot;colored keys&quot; system is lifted straight from Doom, except you can collect as many keys as you want. This allows for some interesting map design decisions.
&lt;br /&gt;
- Run-and-shoot is sufficient to kill pretty much any horde of enemies. But if you get caught from both sides, or run out of space to run, it can get intense. 
&lt;br /&gt;
- The collision detection system effectively turns spaces between diagonal walls into murder holes. You can use this, and so can your enemies.
&lt;br /&gt;

&lt;br /&gt;
I also remember having a later version of this where each character had special abilities - priest could heal, wizard could do some kind of splash damage-y thing, thief could pick locks, and fighter just had some kind of lame fire-in-all-directions thing. I don't know if I still have such a version, but I like the idea.
&lt;br /&gt;

&lt;br /&gt;
Anyway, since the game is so simple and easy to extend (new monster is basically just four sprites and some stats, maybe a projectile) I think this would be the perfect little side-project. It could also be a lot of fun with on-line cooperative multiplayer. [/img][/url]
&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Development Log - Kingmaker</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31119#31119</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=218&quot; target=&quot;_blank&quot;&gt;arvidsson&lt;/a&gt;&lt;br /&gt;

Posted: Sun Feb 05, 2012 12:41 pm (GMT -8)&lt;br /&gt;
Topic Replies: 30&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Ok, so the first little milestone is approaching. My goal is to restructure the code so it's nice and clean, so I don't have to think about that when it's time to actually implement the game logic. Next update will contain a release (mac only for a while) where a map is randomly generated, being rendered in a minimalistic fashion but hopefully in an aesthetically pleasing way, with populated provinces that are clickable. I'm hoping to include a fixed zoom-feature too which means the map has to be scrollable also. This might take a while though because life is getting in the way right now. But I have a reachable, set goal which is always a good thing. Until then!
&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Okay, so what are we playing right now?</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31118#31118</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=28&quot; target=&quot;_blank&quot;&gt;Hard Rock&lt;/a&gt;&lt;br /&gt;

Posted: Sun Feb 05, 2012 11:47 am (GMT -8)&lt;br /&gt;
Topic Replies: 208&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&amp;lt;quote&amp;gt;
&lt;br /&gt;
My only concern is that when in 4-player mode there are times when the players are only a few pixels in size, and even with my projector we were frequently getting lost on screen.
&lt;br /&gt;

&lt;br /&gt;
I wonder if Kirby will have a similar issue?
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&amp;lt;/quote&amp;gt;
&lt;br /&gt;
Kirby four player doesn't let you get that small, it sort of always warps you to player 1.
&lt;br /&gt;

&lt;br /&gt;
That's not to say it isn't confusing, everyone kept getting lost (we died lots of times when people forgot who they were in a kerfuffle and fell to their doom) and boss battles were just absolute madness. Lots of fun though.
&lt;br /&gt;_________________&lt;br /&gt;&lt;span style=&quot;font-weight: bold&quot;&gt;Hard Rock&lt;/span&gt;
&lt;br /&gt;
&lt;a href=&quot;http://www.starsdev.com/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;The Stars Dev Company&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Offtopic - Winter 2012</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31117#31117</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=7&quot; target=&quot;_blank&quot;&gt;PoV&lt;/a&gt;&lt;br /&gt;

Posted: Sun Feb 05, 2012 11:24 am (GMT -8)&lt;br /&gt;
Topic Replies: 54&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;img src=&quot;http://www.eatliver.com/img/2009/3849.jpg&quot; border=&quot;0&quot; /&gt;
&lt;br /&gt;_________________&lt;br /&gt;&lt;span style=&quot;font-style: italic&quot;&gt;Mike Kasprzak&lt;/span&gt;
&lt;br /&gt;
&lt;span style=&quot;font-weight: bold&quot;&gt;Sykhronics Entertainment&lt;/span&gt; | &lt;a href=&quot;http://smiles-game.com&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Smiles&lt;/a&gt; +  &lt;a href=&quot;http://smileshd.com&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;HD&lt;/a&gt; - 2008 | ??? - 2012 | &lt;a href=&quot;http://alonethe.com&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Alone, The&lt;/a&gt; - 2013 | &lt;a href=&quot;http://toonormal.com&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Blog&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Okay, so what are we playing right now?</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31116#31116</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=3&quot; target=&quot;_blank&quot;&gt;Sirocco&lt;/a&gt;&lt;br /&gt;

Posted: Sun Feb 05, 2012 9:28 am (GMT -8)&lt;br /&gt;
Topic Replies: 208&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Rayman Origins is good; at least 4-player. I'm not sure about single player. Musically and visually it's a real treat, and it has a good variety of gameplay. My only concern is that when in 4-player mode there are times when the players are only a few pixels in size, and even with my projector we were frequently getting lost on screen.
&lt;br /&gt;

&lt;br /&gt;
I wonder if Kirby will have a similar issue?
&lt;br /&gt;_________________&lt;br /&gt;&lt;span style=&quot;font-size: 9px; line-height: normal&quot;&gt;&lt;span style=&quot;font-style: italic&quot;&gt;Then I replaced a projectile sound effect with Bon Jovi and had it flying past my head with doppler and everything hehe&lt;/span&gt; - Bean&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Development Log - MyRPG like game....</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31115#31115</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=209&quot; target=&quot;_blank&quot;&gt;yodhe&lt;/a&gt;&lt;br /&gt;

Posted: Sat Feb 04, 2012 7:57 am (GMT -8)&lt;br /&gt;
Topic Replies: 43&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Currently I am doing my yearly refactorization of the code-base.
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I hope to have a playable stable version out later this year.
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Probably maybe have it finished in the next year or two.
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Look there's another bug.. *sqwuiish*
&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Neverfall 1.0</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31114#31114</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=84&quot; target=&quot;_blank&quot;&gt;Gil&lt;/a&gt;&lt;br /&gt;

Posted: Sat Feb 04, 2012 7:41 am (GMT -8)&lt;br /&gt;
Topic Replies: 12&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Sirocco wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;It might break the level's designs, but I'd like to see a little more hang time at the top of a jump. The jumps and movement are relatively fast, like some old NES games. Not necessarily a bad thing -- probably just not what I'm used to.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;
I think he can keep the level design if he only reduces the fall speed. A little feather on the fall smoothens the jump. I don't seem to miss ledges when jumping, so the going up is fine, but it's the sudden speed-up going that that tends to throw me off and make the jump feel a little... harsh?
&lt;br /&gt;_________________&lt;br /&gt;&lt;span style=&quot;font-weight: bold&quot;&gt;Ninkazu:&lt;/span&gt; I wanna shoot up a bunch of cultists in a brilliant cathedral.&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Neverfall 1.0</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31113#31113</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=3&quot; target=&quot;_blank&quot;&gt;Sirocco&lt;/a&gt;&lt;br /&gt;

Posted: Sat Feb 04, 2012 6:19 am (GMT -8)&lt;br /&gt;
Topic Replies: 12&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;It might break the level's designs, but I'd like to see a little more hang time at the top of a jump. The jumps and movement are relatively fast, like some old NES games. Not necessarily a bad thing -- probably just not what I'm used to.
&lt;br /&gt;_________________&lt;br /&gt;&lt;span style=&quot;font-size: 9px; line-height: normal&quot;&gt;&lt;span style=&quot;font-style: italic&quot;&gt;Then I replaced a projectile sound effect with Bon Jovi and had it flying past my head with doppler and everything hehe&lt;/span&gt; - Bean&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Neverfall 1.0</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31112#31112</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=84&quot; target=&quot;_blank&quot;&gt;Gil&lt;/a&gt;&lt;br /&gt;

Posted: Fri Feb 03, 2012 10:47 pm (GMT -8)&lt;br /&gt;
Topic Replies: 12&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Just one gripe, the gravity is a bit too harsh; when you fall, you fall REALLY fast
&lt;br /&gt;_________________&lt;br /&gt;&lt;span style=&quot;font-weight: bold&quot;&gt;Ninkazu:&lt;/span&gt; I wanna shoot up a bunch of cultists in a brilliant cathedral.&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Neverfall 1.0</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31109#31109</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=3&quot; target=&quot;_blank&quot;&gt;Sirocco&lt;/a&gt;&lt;br /&gt;

Posted: Fri Feb 03, 2012 5:34 pm (GMT -8)&lt;br /&gt;
Topic Replies: 12&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Nope, no crashes on the Win version.
&lt;br /&gt;

&lt;br /&gt;
I did encounter areas early on that introduced some slowdown, which I guess was related to sprites on screen? Perhaps not... I didn't see a clear correlation between what was on screen and slowdown.
&lt;br /&gt;

&lt;br /&gt;
And you already knew about the sound lag bug, but that's also non-critical. It is kinda neat to stop moving and hear the player's footsteps catch up a second or two later :)
&lt;br /&gt;_________________&lt;br /&gt;&lt;span style=&quot;font-size: 9px; line-height: normal&quot;&gt;&lt;span style=&quot;font-style: italic&quot;&gt;Then I replaced a projectile sound effect with Bon Jovi and had it flying past my head with doppler and everything hehe&lt;/span&gt; - Bean&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Neverfall 1.0</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31108#31108</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=23&quot; target=&quot;_blank&quot;&gt;sonrisu&lt;/a&gt;&lt;br /&gt;

Posted: Fri Feb 03, 2012 5:07 pm (GMT -8)&lt;br /&gt;
Topic Replies: 12&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Thanks! Hope you guys are having fun and it's not crashing on you. ;]
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&lt;br /&gt;
Of course, feel free to share progress, complaints, compliments, whatever here. I probably won't be doing any heavy patching, but it's always good to get critique so that I can either fix what's wrong, or take it into consideration for whatever comes next.
&lt;br /&gt;_________________&lt;br /&gt;&lt;a href=&quot;http://www.loomsoft.net&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;loomsoft&lt;/a&gt; | &lt;a href=&quot;http://www.zepsdreamland.com&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Zep's Dreamland&lt;/a&gt; | &quot;Why don't you go play Super Mario Deus Ex Galaxy Kart&quot; (Ep 9)&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Okay, so what are we playing right now?</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31107#31107</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=23&quot; target=&quot;_blank&quot;&gt;sonrisu&lt;/a&gt;&lt;br /&gt;

Posted: Fri Feb 03, 2012 5:06 pm (GMT -8)&lt;br /&gt;
Topic Replies: 208&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Soul Calibur 5. Not sure what it is, but out of all fighting games out there to choose from, I really do enjoy some SC.
&lt;br /&gt;_________________&lt;br /&gt;&lt;a href=&quot;http://www.loomsoft.net&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;loomsoft&lt;/a&gt; | &lt;a href=&quot;http://www.zepsdreamland.com&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Zep's Dreamland&lt;/a&gt; | &quot;Why don't you go play Super Mario Deus Ex Galaxy Kart&quot; (Ep 9)&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Okay, so what are we playing right now?</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31106#31106</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=114&quot; target=&quot;_blank&quot;&gt;BadMrBox&lt;/a&gt;&lt;br /&gt;

Posted: Fri Feb 03, 2012 2:32 pm (GMT -8)&lt;br /&gt;
Topic Replies: 208&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;While I wait for SSX Deadly Descent I played some SSX3 today. It's still a very fun game.
&lt;br /&gt;_________________&lt;br /&gt;&lt;span style=&quot;font-style: italic&quot;&gt;&lt;span style=&quot;font-size: 9px; line-height: normal&quot;&gt;Hah. After your experience with Moai, your machine seems to be like Mordor to my code. One does not simply walk into Mordor :)  - Sirocco
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BadMrBox's box is being.... bad :) - Sirocco&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
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	<title>RE: Development Log - Kingmaker</title>
	<link>http://gamedevelopersrefuge.org/viewtopic.php?p=31105#31105</link>
	<description>Author: &lt;a href=&quot;http://gamedevelopersrefuge.org//profile.php?mode=viewprofile&amp;u=218&quot; target=&quot;_blank&quot;&gt;arvidsson&lt;/a&gt;&lt;br /&gt;

Posted: Fri Feb 03, 2012 12:40 pm (GMT -8)&lt;br /&gt;
Topic Replies: 30&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;But how do I find the surrounding voronoi vertices?
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&lt;br /&gt;
Hmm:
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&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;
&lt;br /&gt;
for each &amp;quot;center&amp;quot; point C
&lt;br /&gt;
&amp;nbsp; &amp;nbsp;for each triangle where C is a vertex
&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;store the triangle's circumcenter point &amp;#40;what I refer to as a voronoi vertex&amp;#41;
&lt;br /&gt;
&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
This way I can get all the points that should be in the polygon. Somehow I must ensure that they are added to the polygon or triangle fan in the right order though.
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&lt;br /&gt;
Perhaps not the most efficient way, but a convex hull algorithm might work. My implementation of Graham's scan was not in vain! :)
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Thanks for the suggestion! Just what I needed to start thinking about the problem.
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