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1075984 Posts in 44155 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 09:52:25 PM
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381  Player / General / Re: Why is 2d game more popular? on: January 09, 2014, 11:34:10 PM
2d is more popular also partly because most of the people who use this forum grew up playing 2d games. a lot of us don't play or like 3d games
382  Developer / Business / Re: Steam Greenlight: Yes vs. No on: January 08, 2014, 10:30:40 PM
if only 1% of everyone on steam buys your game you will be a millionaire. don't try to please everyone. try to please your audience very well, and don't worry if you have no votes in the 90%'s or something
383  Player / Games / Re: Ouya - New Game Console? on: January 08, 2014, 08:33:34 PM
was there ever a good game made for ouya yet


Towerfall and Hidden in Plain Sight are both good. The Ouya is a very good system for local multiplayer games.

both of those are for other systems though (towerfall is getting a pc release, hidden in plain sight is also for xbox); so what i really meant was more like this: are there any good exclusive ouya games?
384  Developer / Design / Re: Finding the "fun" when you can't on: January 08, 2014, 05:37:22 PM
actually i think archibald probably had little idea what he was talking about. a high quality pixel artist simply will not make all the graphics for your game for $900. all the graphics for a game can take upwards of a month to do, maybe two months. a month's salary of 900 dollar would be equivalent to a yearly salary of $10,000, which is just wack (at least for the first world. maybe you could get someone in china to do it for $900 or something)
385  Developer / Design / Re: Are Games Crippled By Easy Modes? on: January 08, 2014, 04:53:42 PM
i think there's two major elements to difficulty -- frustration factor and actual challenge factor

a game can be frustrating without actually being difficult. if a game is 'frustrating' it will cause a player to want to stop playing, if a game is 'challenging' it will merely be hard to progress without trying a lot and you'll hit a lot of stumbling blocks or sticking points

the two can be related, but not always
386  Player / Games / Re: Ouya - New Game Console? on: January 08, 2014, 04:50:38 PM
was there ever a good game made for ouya yet
387  Developer / Writing / Re: New to writing, Help on: January 08, 2014, 10:07:04 AM
no, because sarcasm is a tone of voice. it's not an abstraction, it's a specific tone. if you want to make it even more specific, you could write 'with a sarcastic tone'

the thing is to recognize the difference between an abstraction and a particular; a sarcastic tone of voice is something particular, even though "sarcasm" is an abstraction

saying "he is a sarcastic person" is abstract

saying "he said x, in a sarcastic way" is specific

in the former, you are describing what he is. in the latter, you are having him perform a specific action
388  Developer / Design / Re: Finding the "fun" when you can't on: January 08, 2014, 03:50:42 AM
so my advice would be to not try to do a kickstarter until you have an established track record and fan base. don't get ahead of yourself. build up your skills and reputation by releasing a lot of games. release 10 or 20 finished freeware games. spend 10,000 hours making games, then spend another 10,000. being good at anything takes time. you can't expect to be as good as people who have put 30,000 hours into something if you've only invested like 1000 hours into it
And starve in the meantime Smiley You are giving him a very bad advice in my opinion Smiley
I happen to be one of those 25+ years in the game making and 30,000+ hours "experts" and I often see games made by 5 years noobs that do far better than mine. There is no need to try and catch up with "experts". Frequently they sux even more than you do :D

i wasn't saying to not do anything for money during 20 years of making freeware games. i was just saying make a few freeware games before your first commercial game -- as a hobbyist, just to learn how to make good games and develop skills. if you need money, do something for money (freelance programming, web design, freelance art, freelance writing, etc.). i'm just saying -- if someone expects to make a living from their first game they're delusional. *sometimes* it happens (like 0.01% of the time) but nobody should ever rely on that

most of the arts work like this, it'd be just as crazy to expect to succeed wildly with your first ever novel, your first ever song you ever wrote, etc. -- correct me if i'm wrong, but this guy put up his first commercial game on kickstarter and asked for tens of thousands of dollars. i see that mistake all the time, and i was just trying to explain just how big of a mistake it is

basically, to succeed with a game on kickstarter you need to either have some famous IP that you're making a sequel to, be an established developer with a fan base, or have really really great art. or you have to ask for a small sum (less than $2000). and even if you have one of those three advantages, it's often not enough, i've seen a lot of games fail even with those advantages -- chris crawford's kickstarters failed, so did denis dyack's
389  Developer / Writing / Re: New to writing, Help on: January 07, 2014, 02:48:29 PM
i don't know why that'd be hard to do with text, couldn't you just do something like:

"excuse me miss", the miss was sarcastic

this would depend on who the point of view character is though
390  Developer / Writing / Re: New to writing, Help on: January 07, 2014, 01:19:36 PM
show the gruffness and grumpiness *through action*

for example, something like:

"f- you", he said to the rain

that would work fine to show that he's gruff and grumpy, through an action

(if you don't want to curse use some equivalent of course)

if it's not raining, that's easily adapted; sun gets in his eyes, sand in his shoes, snow on his car, something like that
391  Player / Games / IGF 2014 Finalists on: January 07, 2014, 09:08:50 AM
http://igf.com/2014/01/2014_independen.html

Quote
Excellence In Visual Art
DEVICE 6 (Simogo)
Gorogoa (Jason Roberts)
The Banner Saga (Stoic)
Perfect Stride (Arcane Kids)
Samorost3 (Amanita Design)
Drei (Etter)

Honorable mentions: Shelter (Might & Delight); Galak-Z (17-BIT); The Swapper (Facepalm Games); The Yawhg (Damian Sommer & Emily Carroll); Don't Starve (Klei Entertainment)

Excellence In Narrative
The Yawhg (Damian Sommer & Emily Carroll)
Paralect (Paralect Team)
DEVICE 6 (Simogo)
Dominique Pamplemousse in "It's All Over Once the Fat Lady Sings!" (Deirdra Kiai Productions)
The Stanley Parable (Galactic Cafe)
Papers, Please (Lucas Pope)

Honorable mentions: Quadrilateral Cowboy (Blendo Games); Gorogoa (Jason Roberts); Redshirt (The Tiniest Shark); Detective Grimoire (SFB Games); Monster Loves You (Radial Games Corp. & Dejobaan Games, LLC.)

Excellence In Design
TowerFall Ascension (Matt Thorson)
868-HACK (Michael Brough)
Mushroom 11 (Untame)
Papers, Please (Lucas Pope)
Don't Starve (Klei Entertainment)
Crypt of the NecroDancer (Brace Yourself Games)

Honorable mentions: The Banner Saga (Stoic); Perfect Stride (Arcane Kids); Threes (Asher Vollmer, Greg Wohlwend & Jimmy Hinson); DEVICE 6 (Simogo); Gorogoa (Jason Roberts)

Excellence In Audio
Samorost3 (Amanita Design)
Dominique Pamplemousse in "It's All Over Once the Fat Lady Sings!" (Deirdra Kiai Productions)
The Stanley Parable (Galactic Cafe)
Crypt of the NecroDancer (Brace Yourself Games)
DEVICE 6 (Simogo)
The Yawhg (Damian Sommer & Emily Carroll)

Honorable mentions: Sokobond (Alan Hazelden, Harry Lee & Ryan Roth); The Banner Saga (Stoic); Potatoman Seeks the Troof (Pixeljam); Jazzpunk (Necrophone Games); Don't Starve (Klei Entertainment)

Nuovo Award
Dominique Pamplemousse in "It's All Over Once the Fat Lady Sings!" (Deirdra Kiai Productions)
Luxuria Superbia (Tale of Tales)
Extrasolar (Lazy 8 Studios)
Perfect Woman (Peter Lu and Lea Schonfelder)
SoundSelf (Robin Arnott)
Papers, Please (Lucas Pope)
Save the Date (Paper Dino Software)
Corrypt (Michael Brough)

Honorable mentions: Shelter (Might & Delight); DEVICE 6 (Simogo); Elegy for a Dead World (Dejobaan Games with Popcannibal); SUPERHOT (SUPERHOT Team); 18 Cadence (Aaron A. Reed)

Seumas McNally Grand Prize
The Stanley Parable (Galactic Cafe)
Don't Starve (Klei Entertainment)
Jazzpunk (Necrophone Games)
Papers, Please (Lucas Pope)
DEVICE 6 (Simogo)
Dominique Pamplemousse in "It's All Over Once the Fat Lady Sings!" (Deirdra Kiai Productions)

Honorable mentions: Crypt of the NecroDancer (Brace Yourself Games); TowerFall Ascension (Matt Thorson); Kerbal Space Program (Squad); 868-HACK (Michael Brough); The Yawhg (Damian Sommer & Emily Carroll)

for the actual links to the individual games, see the link at top
392  Player / General / Re: Why platformers are more popular? on: January 06, 2014, 11:30:13 AM
also, to be fair, platformers were *also* the most popular genre even back in the snes and nes days. it's not like it's a new thing for them to be popular
393  Player / General / Re: Why platformers are more popular? on: January 06, 2014, 10:22:21 AM
ok how about this one:

http://forums.tigsource.com/index.php?topic=33812.0

new, less than a year old. 50 pages. not a platformer or a crafting game; it's a top-down nonviolent rpg
394  Developer / Audio / Re: What should I do with this track?! on: January 06, 2014, 09:43:58 AM
would i be too much of a jerk to say 'throw it away'? it doesn't sound very good to me, more like random notes; i'd certainly never use something like that in one of my games

(not trying to be offensive, just an honest answer. to get good at a skill you need to know what to keep and what to discard, writers often throw away the first million words they write)
395  Player / General / Re: Why platformers are more popular? on: January 06, 2014, 09:38:23 AM
Where is the awesome non-violent games for example? Or adventures? Yes, I know they exist, and that people do them, but why they don't get 20 pages long of replies only on DevLog? Why we don't see someone exploding with viral popularity when making a climbing simulator for example?

counter-example. my devlog for saturated dreamers has like 30 pages of replies, and is a non-violent top down adventure game

http://forums.tigsource.com/index.php?topic=5947.0

it's not a platformer, and there are no crafting/minecraft elements
396  Developer / Design / Re: Are Games Crippled By Easy Modes? on: January 06, 2014, 09:21:53 AM
to repeat what i said earlier, don't confuse easy and trivial. trivial is something *below* easy. trivial basically means you may as well be watching a let's play, or have a 'skip to next level' button. the easy mode of any game should never be trivial. it should be an easier challenge

one simple way to have an 'easy mode' for dark souls, for example, might be to keep the game identical, but simply give some extra stat points at the start of the game (maybe 1 extra point in every stat or something). that way you'd be facing pretty much the same challenges, but have a slight head-start. that'd still need to be tested to see if it works out of course, but that's one way i can see for doing it without making the combat trivial
397  Developer / Design / Re: Backtracking in Rouge-Likes on: January 05, 2014, 05:05:13 PM
minecraft's world is not generated at the start. it goes on infinitely and is generated as you go
398  Developer / Design / Re: Backtracking in Rouge-Likes on: January 05, 2014, 04:16:06 PM
yeah, this whole thread is kind of baffling to me actually; why even make a roguelike if you never played one? especially considering most of them are freeware. just download a few and play them. that'd be easier than asking people these simple questions about them
399  Developer / Design / Re: Backtracking in Rouge-Likes on: January 05, 2014, 03:55:15 PM
well, you have to realize that is not the way traditional roguelikes work. traditional roguelikes do NOT allow you to explore in any direction. just down.
400  Developer / Writing / Re: the lost art of textboxes on: January 05, 2014, 12:24:16 PM
yeah there is a gosub in there too. i imagine that a lot of that code is for stuff like shaking the screen
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