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441
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Developer / Design / Re: Sequelitis version 2...
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on: October 27, 2011, 12:05:16 AM
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I never played DT2, but I sure played DT1 on NES a lot. What engaged me into it was that all the times it felt twisted and scary. It was sick stuff. Can't really but my finger on it, but maybe it was how the levels were designed and the music. It is haunting.
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442
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Developer / Design / Re: Arcadian Addictions
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on: October 27, 2011, 12:01:35 AM
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It's really all about streamlining. Taking out the filler. Shoving fistfuls of fun into the player's face. Muttering that they like it.
I like this design philosophy on laid back gaming.
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444
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Developer / Audio / Examples of _bad_ chiptune music?
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on: October 26, 2011, 11:40:12 PM
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I would like to see suggestions and discussion about bad chiptune music. It seems like chiptune is praised all over in all various forms no matter what. But there has to be bad chiptune music as well. What is bad, why is it bad? To keep this interesting, lets not go into commercial mainstream music scene at all. Lets stay in so called indie and underground area.
For me personally, I feel that bad chip tune music usually features lack of depth in compositions.
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446
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Developer / Art / Re: 3D vs 2D Difficulty
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on: October 26, 2011, 11:14:32 AM
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but I don't think it can be said that it takes more artistic talent.
That is very hard to measure in any way...
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447
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Developer / Art / Re: 3D vs 2D Difficulty
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on: October 26, 2011, 09:46:46 AM
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Since it's talking about the difficulty, yes 3D is more difficult than 2D, in fact, 3D has more D than 2D  Creating 2D assets is just simply(no offense) drawing them, it's like WYSIWYG thing, you draw a sprite(f.e), then another draw one then another one to create sprite sheet. True this. Also, 2D is more about repetitive tedious work than 3D. If you do animation in 2D, you actually draw the basic figure only once, all the succeeding frames are repetition of the first with some variance. That is the most hard part of 2D art, trying to keep the work interesting.
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450
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Player / General / Re: What are you listening to at the moment?
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on: October 26, 2011, 01:04:01 AM
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Is this thread a some kind of competition of "artists you have never heard"?
We're just too indie for you I'm afraid. Seriously though, just because you haven't heard of them doesn't mean they're not worth checking out  Well, I suppose you haven't heard of Kake Randelin or Irwin Goodman either.
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452
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Developer / Art / Re: 3D vs 2D Difficulty
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on: October 26, 2011, 12:39:27 AM
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About the pricing, there is two things that affect it. Generally AAA gaming industry does stuff in high quality 3D, and that increases the costs because it requires great deal of time, learning and skills from an artist to be up to those standards. Also it requires three major skillsets; modelling, animation and texturing. Scripting skills don't do any harm either. Other thing is the software which is very expensive. Show me a AAA studio that uses Blender? While its good, it is no standard. If you want to be a pro, and possibly get some work in your area, you need to study the professional software. You also want to buy those software if you need to do commercial stuff as a freelancer. And price of your work goes up again. Sure you can choose to make stuff with Blender, but then you will be freelancer for rest of your life.
How about the 2D? Well in general 2D is somewhat considered to be less demanding so that is one thing that pushes down the prices. Go ask a game studios about this. One thing is that those are mostly indie games that use 2D graphics, and indie scene doesn't have that much money lying around. Also 2D-artists are happy to see lesser money that what they deserve, for some reason... Yeah and there is no big additional costs from software licensing so they cannot be used as adding up the costs.
Difficulty? It is never difficult for an artist who does what he likes to do. All I know that doing stuff you dont like to do is difficult. Price is not coming from the level of difficulty, it is coming from supply and demand. Demand for super-level 3D art is much more greater than for 2D. Mobile gaming boom might change the balance thou.
Then there is one more thing. 3D artists are considered to be more like technicians than artists. It is because 3D art is expected to be more or less reflection of our real world. Then you have to think about mechanics of reality and it starts to go into technical side of things. You are also paid for general knowledge of the world, architecture, construction, physics, biology, photometry... There is so much going on in AAA 3D art that you might not see at first glance. 2D is however mostly about artist impression. You deal a lot with abstractions and original styles, and so on. 2D is more about art, 3D is more about technics. And cold fact of this world is that unless you are Lady Gaga, technicians get paid more.
Sure there are artistic 3D, and technical 2D, but those are side notes.
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454
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Player / General / Re: Sci-fi recommendations
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on: October 25, 2011, 04:06:48 AM
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I feel that the 2010 sequel movie was more about the original novels, and 2001 was just something Kubrick made. Thou I like 2010 as well even it is completely different.
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455
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Player / General / Re: Sci-fi recommendations
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on: October 25, 2011, 01:56:04 AM
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Everything's explained in the novelization (which was written concurrently with the screenplay). It's really not as trippy as you might think.
I've read the books, nothing special there. But there is lots of stuff going on in the 2001 film version.
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457
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Player / General / Re: In this thread, we didn't go to TIGJam
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on: October 23, 2011, 11:22:28 PM
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It's in real life, somewhere in california. A bunch of tigsource members get together and make gams and help each other. To get there you would have to drive...
Or fly for thousands of miles...
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459
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Player / General / Re: Sci-fi recommendations
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on: October 23, 2011, 11:08:10 PM
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If one wants to be nitpicker, he would say that some films suggested here definitely are not sci-fi: Science fiction is a genre of fiction dealing with imaginary but more or less plausible (or at least non-supernatural) content such as future settings, futuristic science and technology, space travel, aliens, and paranormal abilities. Exploring the consequences of scientific innovations is one purpose of science fiction, making it a "literature of ideas". We could have another topic for fantasy film suggestions.
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460
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Developer / Design / Re: Pitch your game topic
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on: October 23, 2011, 11:01:20 PM
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Think party rpg; maybe traditional dq-ish, or maybe tactics-i-er.
Originally thought of as X-COM & Disgaea minus any leveling up.
You can recruit characters with fixed stats and abilities: they are so strong, so fast, and can do these things. These things will never change, ever.
What does improve is your understanding of a character: when you first recruit a character their stats and abilities and ability costs and so on are all obscured. Characters may also have personalities and such.
You're given only very vague details about new recruits: as you use them in battle, you glean more information about them. You might have to actually fill these details in yourself (i.e. you type and fill in their character sheet with whatever you want) through observation.
When a character dies, they are forever dead. Gone. Their file can be kept on record, but you can never get them back (... probably?). You get a new recruit who is probably randomly generated, but because nobody ever levels up, your new recruit will be exactly as powerful as the old, dead member was -- possibly (likely) in an entirely different way. Your team will be thrown off-balance, however, because who may have been an important piece of keeping everything running smoothly is now dead. The new character is now a pile of question marks, and it takes time to get used to them again (and to tell what role they might play in the team).
I like this! Would work great in some management game too 
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