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641
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Player / General / Re: Fantastic Mr. Fox
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on: September 19, 2009, 11:03:17 AM
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I think I like everything about how it looks (not sure if that would last the whole duration of the movie though). What I do not like is the audio. I would like to watch this muted.
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644
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Developer / Art / Re: Blender help thread
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on: September 16, 2009, 10:05:20 AM
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Ok good, then I don't feel bad about having been using Blender to make characters all this time. 
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645
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Developer / Art / Re: Blender help thread
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on: September 15, 2009, 06:12:23 PM
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Is it useful to have polys with more than 4 sides when you're creating an organic surface, like a face?
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646
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Developer / Design / Re: Shmups(somewhat general discussion topic)
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on: September 15, 2009, 05:53:20 PM
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UN Squadron was a fantastic shmup but honestly it tried a little too hard in the weapon management department. I don't really like it when fast-paced games have an inconsistent list of weapons that you have to choose from. I don't mind having different weapons assigned to each button on the controller, but when I have to watch the corner of the screen while cycling through a bunch of options and simultaneously dodging bullets... I find it too distracting. I have a higher survival rate just using the standard weapon all the time.
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647
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Player / General / Re: videogame BOOBS and you
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on: September 15, 2009, 03:58:42 PM
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The problem isn't the presence or even the exaggeration of boobies. It's the ubiquity. The variety of female body types in many video games and other forms of media is much lower than the variety of male body types, implying that this standard female body type is the only body type worth having. But it's pretty different from a typical real woman. This creates a warped perception of female body image.
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650
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Community / Townhall / Re: Game Development Company - Startup
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on: September 13, 2009, 12:15:03 AM
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Also, you could not have chosen a worse handle for pitching your idea with.
It's my in-game name for Call of Duty 4, Joint Operations, Battlefield 2, Battlefield Vietnam, Red Orchestra, Delta Force Blackhawk Down, Commanche 4, Armored Fist, F16 and Delta Force 2 just to name a few. I tried googling for his name just now. Result: this thread, and not much else. I guess he doesn't frequent forums much.
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654
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Developer / Technical / Re: The Experimental Technology Thread
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on: September 12, 2009, 10:20:41 AM
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you use your processing time to generate a value for each tile in the game indicating how far it is from the target (taking into account obstacles,) then have the units blindly follow that map I did that for Ludum Dare a while ago. The result was this, and you can see a visualization of the map being generated here. Right now I'm experimenting with using LLVM to recompile my inner loop at runtime (aka JIT compilation) except I programmatically remove parts of the inner loop that turn out to be unnecessary before compiling. It's the hardcore-est, wanker-est optimization I've ever done.
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655
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Community / Townhall / Re: Game Development Company - Startup
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on: September 12, 2009, 01:00:38 AM
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Oh, ok, didn't realize you were planning on using an existing engine. That's cool. I haven't heard of that one, though it seems to have an active forum, which is a good sign. Unity is pretty popular around here.
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656
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Community / Townhall / Re: Game Development Company - Startup
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on: September 12, 2009, 12:49:06 AM
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But, we do have an idea on the game engine we are wanting which should be robust enough to handle anything that we come up with. That right there is exactly the sort of statement that worries us. Robust engines are particularly hard to make, and no engine supports everything.
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657
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Community / Townhall / Re: Game Development Company - Startup
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on: September 12, 2009, 12:25:36 AM
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Resolve, motivation, honesty, and integrity are all pretty important things in independent game development, and I do not doubt that you have them. I'll even buy that your team has a lot of experience.
That does not change the fact that the offer you have made is very unappealing to everyone in this community.
Try posting concept art or something. "FPS with an RPG flavor" doesn't give us much to get excited about. Do not be secretive, or you will not fit in here.
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659
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Developer / Design / Re: skippable gameplay?
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on: September 11, 2009, 10:22:04 PM
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yeah, but i'm not talking about skipping absolutely all interactive elements, obviously -- just particularly hard interactive challenges, bypassing particularly challenging goals that may frustrate some players.
This is where "achievements" is, in theory, a good idea: Make a game that is easy enough to be enjoyed by many people, but throw in extra challenges for those who want them. I haven't seen any game that does achievements better than GoldenEye's cheats, though. But this is not the same thing as making a story-centric game with skippable gameplay. Or at least that's not how I interpreted your posts.
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660
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Player / General / Re: The Protomen Act II
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on: September 11, 2009, 09:55:24 PM
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If it's anything like the first, I will explode of bliss and then reassemble and do it again.
EDIT: I didn't actually fully read your post. Upon reading, I realized that you also used the word bliss. Huh.
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