Could someone give me a link to Jon Lambert's project page?
EDIT: Never mind I read the rest of your forum post.
As per the question of downloadable vs. browser game:
If you want a game that is playable for a short while at a time, browser game makes sense. For a browser game, you should be able to do something rewarding in a short amount of time, as I know that I mainly play browser games when I have a few minutes to spare.
Otherwise, for longer sessions of play like an RPG it would be better to have a downloadable game so that you can have fullscreen and enhanced effects among other things.
Edited by Watermelon876
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I don't know if I'd want to lead a project, but I would want to be in a position to have some sway in the game mechanics. Whatever position that would be.
I'd vote for a randomly-generated adventure platformer but the poll's been closed.
If it had a level editor where stages were strung together by a simple text string, you could probably have 50 of us make a shitload of game levels for you.
My vote for a hero should be some sort of cop w/ a chips style motorcycle helmet, blue suit, pistol and billyclub. I'd like to see more games use some actual real-world heroes like cops and military servicemen.
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There are tools like CVS, or even distributed versions thereof like Hg/Git, but since MMF source code is binary based the merge feature can't be used. However, this does not render those tools completely useless. Hg, for one, supports binary diffs.
Not everyone has uncapped/fast internet, so yes, whatever method the team decides to use, it would be great if it doesn't involve downloading 1MB or more each time for a tiny update, or uploading that much each time one submits a patch of code/content.
I'd like to keep things as simple as possible and focus on really tight level design and control. Something like contra would be cool. Or castlevania. Or commander keen.
In my opinion, giving the game loads of fancy features might turn out well, but you're going to leave a lot of people behind if they don't understand what's going on under the hood.
Originally Posted by Smirnoff I'd like to keep things as simple as possible and focus on really tight level design and control. Something like contra would be cool. Or castlevania. Or commander keen.
In my opinion, giving the game loads of fancy features might turn out well, but you're going to leave a lot of people behind if they don't understand what's going on under the hood.
But what do I know.
Yup I agree. Plus I like your What Happen's Next? series so i vote for you. I'd like to lead myself, but I'm having doubts so I figured it would be best to let someone else be in charge.
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Originally Posted by CodeCannon Just a thought - How will changes be integrated?
There are tools like CVS, or even distributed versions thereof like Hg/Git, but since MMF source code is binary based the merge feature can't be used. However, this does not render those tools completely useless. Hg, for one, supports binary diffs.
Not everyone has uncapped/fast internet, so yes, whatever method the team decides to use, it would be great if it doesn't involve downloading 1MB or more each time for a tiny update, or uploading that much each time one submits a patch of code/content.
One possibility is that there can be a standard library to work with. A pre-made set of objects for the player, enemies, etc. Then, everyone just takes it from there and builds their own application, using the standardized references if need be. Make a change to your part of the project, upload it. Someone else can take all of the changes, all the individual apps, and then compile the resulting build for everyone to test.
Bugs will likely crop up a lot from this procedure, so it'll be nice to have someone to handle all bug reports and such.
Not everyone's going to need the source at all times. If it's decided that coding needs to be broken down into different sections (e.g., platform movement, enemy AI, background elements) then they can be made separately. But really, there's going to have to be a lot of file sharing. Otherwise everything will be disjointed. If you have trouble with downloading a 500kb - 4MB file, you'll have to work as long as you can without uploading or consider a position that won't need to share the source a lot.
As for the actual file sharing method, there are always possibilities like a dropbox folder for the game. Or I could open up a space on my server and give FTP access. It should be easy to figure out.
Lembi2001 is the only one who has extended an offer to be the project leader as of now.
Give it another day before making him leader. See if anyone else signs up. I know I might want to be leader but I don't get a lot of time on the internet. Plus nobody knows me. I think the leader should be someone well known.
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Being a project lead is tough and involves a lot of things I'm not terribly good at. I don't know if I could keep everyone organized and on track. However, I'll throw my hat in for project lead if there's so few volunteering.
Dropbox + some kind of messenger + google wave or something along the lines of those three would work well to keep everyone up to speed. Please continue to post alternatives.
Last time was throwing sentient cake ingredients in a bowl and letting them duke it out, hoping for a bundt cake in the end.
This time is the leader of the project taking charge and layin' down de law when a decision hangs. He's got the egg beater, the oven, and the measuring cups.
I think you'd do a fine job, Jon. Jon job. Job Jon job.