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Developer / Feedback / Re: Minecraft (alpha)
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on: Today at 10:05:29 AM
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Thing is: when Minecraft was just starting to take off the vibrant low-res stuff was actually really befitting of the equally lighthearted, simple, social-creation-centric game. And by the time it started to get to where it is today, those graphics had become so iconic that I don't think they could be changed without considerable frustration from almost everyone who's grown accustomed to the way there are now. I do, however, think there ought to be an additional, updated, default texture pack. Best of both worlds and all.
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Player / General / Re: Let's see what proportion of Tiggers have put out a game.
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on: Today at 07:29:45 AM
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There are pros and cons to writing your own engine. But ask yourself, do you really have to? Is what you want to do impossible to do with what’s already out there or would you be reinventing the wheel? Of course, if you write your own engine you can make it just perfect the way you like it. But be honest, how often do you ever get past the engine to the game itself? Do you find yourself making game engines more often than you do games? I contest that. Writing the wheel is honestly my favorite part of programming. I often do it for the sake of doing it rather than actually using it. But then, surely enough, I eventually get to a point where I do want to make something that uses it, and I have this shiny wheel that I know inside and out and exactly how to expand or modify, which I like much better than one of those factory-stocked wheels that doesn't have any comments and the documentation is shit.
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Player / General / Re: Let's see what proportion of Tiggers have put out a game.
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on: Today at 12:20:46 AM
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Haven't made a cent from any of them (all freeware), but I'm still proud.
I, too, am penniless. I'm sorryI'd be sorrier if it wasn't trueGenerally I think that the number of games released is a poor metric for one's "qualifications" as a game developer. The only thing it does show is an ability to finish a project, and that's non-trivial.
I know it's not the perfect metric, but I also know that I'm much more inclined to trust the game design ideas of someone who's actually made finished games than someone who hasn't. Maybe an annual census quiz should be organized? I think it would make for an interesting statistical read, not just for TIGgers. It could incorprate questions on game genres, development habits and time management among other things.
I'd actually really love to see someone more not lazy than me make a survey like that. Anyone?
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7
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Developer / Creative / Re: So what are you working on?
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on: May 19, 2013, 06:03:12 PM
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I'm making a bunch of small programs demonstrating technical knowledge to add to my portfolio and I'm calling them "Toys". Here they are as a collection. Contents: Clock Toy: Don't just tell time, spin it. Color Toy: Make a colorful image. Milk Toy: particle simulation with gravity. Milk Toy II: better Milk Toy. More particles plus more FPS. Life Toy: Mr. Conway had it right. Rope Toy: Rope is almost as good a child's toy as box. Fish Toy: Go Fish with a computer who hates you.
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Player / General / Re: Let's see what proportion of Tiggers have put out a game.
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on: May 19, 2013, 03:44:35 PM
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Do things like Ludum Dare games count if you've spent all weekend working on it?
Yeah. The idea was just to cull super-simple games that took only a couple hours to cobble together. what about games that were finished, but never released? Do they count?
Yep. But that time you spent dicking around in Game Maker when you made a few contrived things that aren't even close to a finished game doesn't.
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Developer / Design / Re: Game Design Subreddit
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on: May 19, 2013, 01:35:42 PM
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Not trying to be argumentative, but I honestly wonder what percentage of each (TIG design readers, redditors) have actually made at least one game. This may be completely unfair to one side [and if so, I apologize in advance!] but I'd always seen both populations as pretty equivalent, honestly. I mean, they're both internet forums with no requirement for entry, populated by people who are really interested in, and want to talk about a particular subject. There's no real reason to go to either unless you make games, or want to.
http://forums.tigsource.com/index.php?topic=33555.0
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Player / General / Let's see what proportion of Tiggers have put out a game.
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on: May 19, 2013, 01:33:42 PM
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also, a more important thing to me is, i want to discuss game design with people who *actually make games*, not people who are armchair game designers. Not trying to be argumentative, but I honestly wonder what percentage of each (TIG design readers, redditors) have actually made at least one game. This may be completely unfair to one side [and if so, I apologize in advance!] but I'd always seen both populations as pretty equivalent, honestly. I mean, they're both internet forums with no requirement for entry, populated by people who are really interested in, and want to talk about a particular subject. There's no real reason to go to either unless you make games, or want to.
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Player / General / Re: Something you JUST did thread
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on: May 17, 2013, 04:46:50 PM
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I just had a phone interview for a programming position with a company known for its simulations. It went really well. The person I talked, lead engineer, to is going to be passing me on to higher-ups who ultimately decide who gets hired. If they like me half as much as he seemed to then I pretty much definitely have a job.
Fuck. Yes.
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