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The Week of awesome II! - The second annual unofficial gamedev competition!

Started by August 25, 2014 12:04 AM
278 comments, last by slicer4ever 10 years, 4 months ago

- Sound FX: JFXR

That's quite a nice tool! I'll have to bear that in mind if I need any short-burst SFX.

-Graphics: My own Painter app


that sounds very interesting, might i ask why your own over some of the well established tools?
Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.
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It doesn't have any particular outstanding features, I'm just comfortable with it. It's tailored towards pixeling. It's an MDI app based on GDI, has layers, animations, proper copy/paste and supports my custom image formats.

And probably lots of little bugs :)

Fruny: Ftagn! Ia! Ia! std::time_put_byname! Mglui naflftagn std::codecvt eY'ha-nthlei!,char,mbstate_t>

I haven't decided upon language or engine yet, will make that decision once I know what I'm going to make. It's probably going to be Unity though.

I feel intimidated by others skills/past projects but I will try to enjoy the ride.

You're not alone in this feeling tongue.png

The most important is that you have fun making the competition. Don't feel intimidated :)

- Sound FX: JFXR

That's quite a nice tool! I'll have to bear that in mind if I need any short-burst SFX.

Amazing indeed!

Might supplement my audio with some of these (probably modified through Goldwave afterwards though, as they tend to add unnecessary noise).

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Language: C++.

SDK/Engine: My own With a D3D11 renderer backend (for now, D3D9 work not started yet).

Graphics: Free texture libraries like the nVidia TTVol one supplimented by my own handiwork.

Hosting: On this site or I'll check out my old Dropbox account.

Sound: SFXR.

Music: Chiptunes from that chiptunes place ( was something like chiptune.com, I have forgotten the exact address )

Never say Never, Because Never comes too soon. - ryan20fun

Disclaimer: Each post of mine is intended as an attempt of helping and/or bringing some meaningfull insight to the topic at hand. Due to my nature, my good intentions will not always be plainly visible. I apologise in advance and assure you I mean no harm and do not intend to insult anyone.

@slicer:
Will it be possible to find out the highest common JRE version across the Windows based judging machines?
I tend to assume Java 6 is a minimal baseline but if it turns out they all have Java 8 then that's awesome because it enables use of new shiney language features.
My backup plan is to bundle a JRE within the entry.

I don't even have a JRE setup on this computer (quite oddly I might add).

Packaging it alongside your game will probably net you some points in ease of use you would otherwise lose ;)

My 2 cents.

Language: HTML5 + JavaScript

Framework: Node.js + Three.js + my own open source input handling stuffs + probably something I write in the next couple of weeks to handle a 3D audio workflow

Graphics: Adobe Photoshop (sprites and textures), Blender (modeling), Collada (scene format)

Audio: Korg KAOSSILATOR (for audio synthesis), Adobe Audition (for audio editing)

Hosting: Github (source), my own website (distro).

Caffeine: coffee my wife provides before she goes to work in the morning.

Optics: Edmund Optics (I use them for all my lens, prism, and mirror needs)
All content will be created by me, thus I will have the necessary license to distribute it.

[Formerly "capn_midnight". See some of my projects. Find me on twitter tumblr G+ Github.]

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