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

December 29, 2014, 09:38:56 PM
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341  Community / Townhall / Re: flixel on: June 16, 2009, 03:44:00 PM
Yea I just ran out of time :-/  Would have liked to have fully documented it (and may get to, still)  I barely got the thing put together as it is!

stuff like "super" though I didn't feel a lot of pressure to comment because that's how AS3 does constructors?  So if you wanted to know what that line did, I expected folk to look up the FlxGame constructor in the documentation.  I think flixel has the potential to reach a lot of non-AS3 coders though, so I have to probably start thinking about how much AS3 people need to know to actually use flixel, and how to impart that knowledge?  not sure... thanks for feedback though!
342  Community / Jams & Events / Re: GDC 2009 pics on: June 16, 2009, 12:18:22 PM
haha messhof, erin and kyle are all shooting you the same sideways look, i love it
343  Community / Competitions / Re: EDGEHAMMER on: June 16, 2009, 09:37:47 AM
hey so any ideas what this game should actually be ABOUT?
344  Community / Jams & Events / Re: GDC 2009 pics on: June 14, 2009, 05:59:45 PM
sunglasses eyebrows!!
345  Player / Games / Re: Post your Diabolika Scores! on: June 13, 2009, 10:32:05 AM
first attempt 372440, round 270
346  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 11, 2009, 11:37:52 AM
Quotes from Mike's Joystiq interview:

Quote
I mean, our average number of work hours is what, 49, 50 in the US? So to have someone walk in and say they refuse to ever crunch for an E3 demo, it's kind of silly.

Quote
And then you have to be out of here by 2am. We don't let people work too late because it starts causing problems where they'll roll their hours over to the next day, that sort of thing.

Quote
I don't think we have stats but I know we were on 12 hour days, five days a week for Gears 2 for, I don't know, maybe six weeks.

Quote
Yeah, absolutely. Because it's dangerous, right? You don't want people writing code who've worked more than ... 12 hours a day is the most you can ever really get out of a programmer anyway. And you can't sustain that, right? There's no way you could work someone 12 hour days, 250 work days a year because they just, they'll break down. It's crazy. So, you know, even logic dictates you don't work people that hard but, in general, we crunch because we've got a sexy E3 demo that we want to get out.

Quote
The average person here made more on bonuses than they did in salary for Gears 2.

It's NOT a red herring, it's exactly what I said it was a few posts ago.  The former head of the QOL group within the IGDA fosters, encourages, embraces, and practices poor working conditions that SHOULD be reviled, and ARE reviled by more than one successful developer.

Homework: compare Epic's working conditions to Bioware or Infinity Ward sometime!
347  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 11, 2009, 11:11:04 AM
Mike Capp (who I think works/worked at Epic?) was the head of the QOL (quality of life) group inside the IGDA when at GDC or something last year he said that Epic's hiring practices were built around throwing piles and piles of money at people who they could rely on to work minimum 60 hour weeks.

Some people thought that that statement coming from the head of the QOL body (which is now a full-on SIG) was inappropriate.
348  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 11, 2009, 11:04:42 AM
Quote
I've known about IGDA for some time, but never really had much interest in it, since it never really seemed to do anything other than offer a bit of networking to people and provide a free drinks party once a month at my then local (Manchester) chapter.

During the Mike Capp's debacle, I was genuinely incensed by the whole thing and took to signing up to IGDA so that I could voice my feelings without Tom Buscaglias' "not even a member" comments being used to reduce what I felt was an important message.

Apparently Tom was doing this same bullshit last year.  So embarrassing.
349  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 11, 2009, 10:37:04 AM
More fun with Tom:

http://www.igda.org/Forums/showthread.php?s=5937811dadd8e27442dfd642ef7c6cf6&postid=225242#post225242
350  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 11, 2009, 10:24:53 AM
His M.O. throughout this Langdell thing has been exactly this, though.  Respond to research and fact-finding with snotty remarks and ridiculous accusations.  It's just getting embarrassing at this point.
351  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 11, 2009, 10:10:19 AM
http://www.igda.org/Forums/showthread.php?s=5937811dadd8e27442dfd642ef7c6cf6&postid=225234#post225234

I'm happy to keep answering his questions, and keep pointing out that he is NOT answering anyone else's.
352  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 11, 2009, 09:36:55 AM
Man, Buscaglia's response on the IGDA forums is... something else.  I'll admit it's definitely a "unique" way of oversimplifying things and haphazardly dodging the difficult questions.

These two deserve each other.

I refuted most of his points with the extant evidence from the last week or so: http://www.igda.org/Forums/showthread.php?s=4fa92be4edbd609f2269949ce1e30eb7&threadid=35923&perpage=15&highlight=&pagenumber=4
353  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 11, 2009, 08:01:32 AM
Tom Buscaglia is at it again!  http://tinyurl.com/n9wfwj

What is his deal anyways?
354  Community / Townhall / Re: flixel on: June 11, 2009, 07:29:27 AM
This is the current "non-proc" level design thread:

http://flixel.org/forums/index.php?topic=38.0

And this thread covers a simple mod to FlxBlock to allow you to specify a specific tile:

http://flixel.org/forums/index.php?topic=39.0

You can also just pass a single tile to the FlxBlock if you want.

I personally feel like level design is a major hurdle for rapid game design, so Flixel is designed mainly for procedural generation.  You can definitely work around this without TOO much trouble though!
355  Community / Competitions / EDGECREMENT on: June 10, 2009, 09:54:27 PM
EDGE
C        R        E        M        E        N        T





PLAY EDGECREMENT


CONTROLS: X or C to clench sphincter, arrow keys to move

Coming Soon for DS, PSP, 360, PS3, PC, PCP, GTA, and GHB


FRESH FROM THE POOPER: EDGECREMENT SOURCE CODE

DISCLAIMER: The source is not commented, and the art and sound are released under GPL
(code is MIT still), so you can't use the FX or sprites in commercial work, sorry!
356  Community / Townhall / Re: Pilgrimage on: June 10, 2009, 08:21:34 PM
No, it gets them trying to make up their own message that kind of suits this game. Then when they think of somethin good, they leave either thinking "Wow, that game was so deep and philosophical!" or "Wow I wish I was smart enough to understand this art game because there's clearly something to it!".

Which is exactly what you don't want.

Bingo

ROFL
357  Community / Townhall / Re: flixel on: June 10, 2009, 08:15:40 PM
Version 1.1 is out!  We have a few tutorials, some fun mods of Mode, updated documentation, all that good stuff!

http://flixel.org/forums/index.php?topic=6.0
358  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 10, 2009, 09:41:30 AM
Also just requoting my favorite bit of his bio on the IGDA directors page:

Quote
Tim has worked on almost 200 titles over his career to-date

 Shrug
359  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 10, 2009, 09:34:10 AM
Yeah, claiming to have "personally worked on several hundred SKUs" is enough of a stretch or collection of technicalities that I'm happy to call it a lie.  His COMPANY published SEVENTY games TWENTY years ago.  There is NO evidence that Tim himself had anything to do with those 70 games.  The only evidence we have of the developer relationships from back then is that Tim tried very hard to screw over the folks who were doing the porting and original development for those games.

But hey, Tom Buscaglia is probably right, Tim was "making games" before we were old enough to masturbate.

Seriously embarrassing.
360  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 10, 2009, 08:35:25 AM
To add to Adam's statfest a bit, using my epic knowledgebanks of doom:

http://docs.google.com/View?id=dfnb2s7p_1cmhxprcp

Excluding compilations, I get it to 99 unique titles.

Let's break it down a bit further:

Total number of reissues in the list: 15 (listed in ### light blue)   
Total number of titles coming soon: 5 (listed in ###  canal street pink)
Total number of compilations: 3 (listed in ###  dirty orange)
Utilities: 6* (listed in ### aqua-ish)
Total of games published in the recent past (roughly the past 15 years): 5 ** (listed in ### yellow-y)
Out of total games published, titles I'm unable to verify but have included assuming good faith: 3
Entries I was unable to find details of Edge actually publishing: 2 (listed in ### naughty purple)

*(number quite possibly larger than Tim has listed in his own personal softography)
** (6 if you include phone port of Bobby Bearing made, I guess,  in Poland)

[edit]

Tidied up the Google Doc a tad. Just numbering actual released games (and a couple I'm giving the benefit of the doubt on as I can't find evidence to the contrary, so I'm going with good faith here).

77 Games total.

Good stuff Grin
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