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346
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Developer / Technical / Re: Cinder is now live
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on: April 30, 2010, 02:28:05 PM
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So you have even less to justify your attitude than I had originally thought.
I'll just consider myself trolled and go on with my day...
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347
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Developer / Technical / Re: Cinder is now live
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on: April 30, 2010, 01:16:21 PM
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..not available for Linux? This is excrement of a male cow.
I despise the typical Linux fanboy's insecurity and holier-than-thou attitude--I really do. Hey, have you considered that perhaps they just released this and don't have any Linux developers on their team? Perhaps you should go do something more useful than ripping on free, open source software for daring to not support your OS of choice right off the bat. Maybe you could, I don't know, actually contribute and help make a Linux port?
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351
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Developer / Technical / Re: Akihabara - an HTML5 game engine
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on: April 29, 2010, 07:19:28 PM
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It makes complete sense for Canvas to be hardware-accelerated by default and fall back to software rendering. I am not sure why this is not the case, and whether this is up to individual browser developers or WHATWG. However, once WebGL is finalized and stably integrated in web browsers, there is no reason why someone couldn't remake the 2D Canvas API on top of it.  The thing that bugs me the most about Canvas is the fact that turning off anti-aliasing is impossible. So when the canvas element is scaled, pixel art gets this ugly blurry effect as you can see with Akihabara's example games. Turning off anti-aliasing was discussed in a WHATWG mailing list and apparently it won't be added because it is "low quality rendering". It's like they hasn't even considered that people would potentially want to make things with pixel art.  I would mention something there but I don't really get how to work mailing lists... EDIT: Actually, I think there may be a way to hack around that... I'll try it out later.
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352
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Developer / Technical / Re: Akihabara - an HTML5 game engine
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on: April 29, 2010, 04:47:05 PM
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- Can we get FlashPunk/Flixel for HTML5? I've been designing a Canvas game creation suite over the course of a year. Once summer break comes in a few weeks, I shall code the shit out of it (again), and hopefully it'll be easier to get into than FlashPunk/Flixel...
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354
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Feedback / DevLogs / Re: Gem Dungeon (Board Game)
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on: April 27, 2010, 10:32:58 PM
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Oh my gahhh.  That is amazing. Like, truly professional work right there. Quick, I want to know everything! What are your creative secrets? How long and how much have you been illustrating? What do you use to make these? Basically, how do I make stuff this awesome? 
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355
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Developer / Design / Re: simplistic RPG
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on: April 27, 2010, 02:40:15 PM
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do you guys see any ways I could simplify this game as it is or do you think its already simple enough. You can make it one-dimensional. 
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356
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Developer / Creative / Re: Its seems rather obvious
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on: April 26, 2010, 08:54:58 PM
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I'm not sure i'm adding anything new to the topic. I think everything has been covered - expensive servers, comunity managment, etc... An online multiplayer game is never quite finished, there's always some work to be done. No wonder independent developers stay away from it.
Actually, indie developers don't stay away from it. You can start a webgame using PHP/MySQL and make $5k/mo on your own pretty easily, if you're smart about it. Webgames have extremely low dev cycles, FAR lower than 90% of the projects you see on tigsource - around 2 weeks. They are also able to make a lot more money than most games on here, and reach a wider audience. You just have to get out of the mindset that "2d scroller adventure game with cool physics and hip storyline" is the only genre of game out there. You can make $5k/mo off of about 2000 daily users, and that will cost you only a few hundred bucks. Most server prices also scale with load, so if you don't get a userbase, you won't be paying much. Online games are actually a no-brainer. Is this the case with War Metal? 
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