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#87058 Project P-100

Posted by SolarLune on 12 June 2012 - 09:27 AM in Wii U Games and Software

For Youtube videos you can just copy the URL and paste it on your post.


Wow, that's simple. Thanks.

Yeah, it's a unique game, to be sure.



#87037 Project P-100

Posted by SolarLune on 12 June 2012 - 08:33 AM in Wii U Games and Software

Project P-100 is being made by Platinum Games, and is, as far as I can tell, a launch title for the Wii U. I didn't see any thread here, so I thought I'd post about it. It's looking like Viewtiful Joe + Pikmin, but more action oriented.



Thoughts?



#87032 Wannabe Game Dev Says Hi

Posted by SolarLune on 12 June 2012 - 08:23 AM in Introduction Central

Hey. Glad to see people using Blender. I saw that Pikmin you made. He's a bit flat (I think), but as far as I can tell, he's well proportioned.

I'm not really that much of a fan of Unity - too much money for the pro version, and the free version's too limiting. UDK is probably good, but it seems a bit heavy for my purposes.

And thanks!



#87030 Hinkik's 3D renderings

Posted by SolarLune on 12 June 2012 - 08:22 AM in The Museum

Wow, you've really got great modeling skills. Keep it up - everything looks pretty awesome!



#87024 Epic uses for the Wii U gamepad! (mockups and concepts)

Posted by SolarLune on 12 June 2012 - 08:11 AM in Wii U Games and Software

Player-specific Information (i.e. Crystal Chronicles)



That sounds really interesting. I think the pad would be really useful as a personal game screen, a la Zelda Four Swords. Three players maximum without split-screen - one player on the TV, the others on the GamePads. Each person gets their own menu, inventory, etc. It'd be even more interesting if the GamePad could store a bit of save data, like the Wiimotes held Miis. That way, your GamePad is kind of like a portable device - bring it to a friend's house and play with your profile, with your data from your game. That'd be pretty cool, I think.



#87023 no online multiplayer for Pikmin 3

Posted by SolarLune on 12 June 2012 - 08:05 AM in Wii U Games and Software

"RTS" is real-time strategy, but the RTS games that I recall playing took based in turns. Battle of Wesnoth is an example of a turn-based RTS game. There are differnet kinds of RTS games - Pikmin is an action game, but definitely has RTS elements.

Maybe I'm not giving technology credit, but we're already experiencing lag with online multiplayer titles that have 16 players - do you think that it could handle 100s of characters syncing with playable lag?



#87008 Wannabe Game Dev Says Hi

Posted by SolarLune on 12 June 2012 - 07:30 AM in Introduction Central

Thanks, everyone.



#87004 no online multiplayer for Pikmin 3

Posted by SolarLune on 12 June 2012 - 07:28 AM in Wii U Games and Software

Sorry about that - most RTS titles that I remember are turn-based. Even so, units in the RTS titles I'm familiar with generally don't move sporadically like Pikmin. Pikmin can decide to pick up objects, attack enemies, get flung in different directions, get eaten (several at a time), etc. They do a lot of different actions. In RTS titles, units usually head in specific directions until they approach their target directly and then attack, or do AI pathfinding to get there, but do so slowly.

I'm just saying that there's shortcuts that you can take for online for RTS titles, and since the action is slower, you can afford for something that the player does now to be transmitted to the other players in a few seconds. For a game like Pikmin, though, that can be a huge difference.

I don't play many RTS titles, though, so I'm not particularly versed in the topic.

In any case, I'm glad to see local multiplayer, at least.



#86991 no online multiplayer for Pikmin 3

Posted by SolarLune on 12 June 2012 - 07:11 AM in Wii U Games and Software

Not sure why people think that it's because Nintendo's lazy that they don't want to do online. I think that it's not really possible for Pikmin 3. Given that each player can have 100 Pikmin max, even for just two players, that's a lot of data to send. If you send the individual data for each Pikmin, it probably wouldn't play close to smoothly, and if you just 'fudged' the positions for them, it could cause game inconsistencies. The only games that have so many objects being synced across the network are RTS titles, which take place in turns. Pikmin doesn't take place in turns - it's an action title, so each object position would need to be synced as often as possible. That would be really difficult to do.



#86987 Wannabe Game Dev Says Hi

Posted by SolarLune on 12 June 2012 - 07:07 AM in Introduction Central

Hey. I'm a wannabe game developer who goes by the name SolarLune. I'm currently working on a top-down Gameboy Color-style 3D action adventure title not unlike the retro portable Zelda titles named "Soldier Of". I took a break from that, though, to work on an FPS to finish in 7 days for the 7DFPS challenge that's currently going on.

Follow me on Twitter if you have an account and want to see the progress that I'm making.

Here are some pics.

Spoiler


I like to make music with the free cross-platform tracker SunVox, and I also like to attempt to make games (obviously, ha ha) with the free, cross-platform Blender Game Engine.

Nice to meet ya.




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