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341
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Community / Townhall / Re: flixel
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on: June 16, 2009, 03:44:00 PM
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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!
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346
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Player / Games / Re: Mobigame's Edge pulled because of the word Edge
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on: June 11, 2009, 11:37:52 AM
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Quotes from Mike's Joystiq interview: 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. 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. 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. 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. 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!
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347
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Player / Games / Re: Mobigame's Edge pulled because of the word Edge
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on: June 11, 2009, 11:11:04 AM
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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.
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348
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Player / Games / Re: Mobigame's Edge pulled because of the word Edge
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on: June 11, 2009, 11:04:42 AM
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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.
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355
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Community / Competitions / EDGECREMENT
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on: June 10, 2009, 09:54:27 PM
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EDGEC R E M E N T
PLAY EDGECREMENTCONTROLS: X or C to clench sphincter, arrow keys to moveComing Soon for DS, PSP, 360, PS3, PC, PCP, GTA, and GHBFRESH FROM THE POOPER: EDGECREMENT SOURCE CODEDISCLAIMER: 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!
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356
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Community / Townhall / Re: Pilgrimage
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on: June 10, 2009, 08:21:34 PM
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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
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359
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Player / Games / Re: Mobigame's Edge pulled because of the word Edge
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on: June 10, 2009, 09:34:10 AM
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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.
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360
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Player / Games / Re: Mobigame's Edge pulled because of the word Edge
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on: June 10, 2009, 08:35:25 AM
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To add to Adam's statfest a bit, using my epic knowledgebanks of doom: http://docs.google.com/View?id=dfnb2s7p_1cmhxprcpExcluding 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 
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