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

December 29, 2014, 09:38:59 PM
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361  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 09, 2009, 09:59:52 PM
lol @ tom buscaglia:

Quote
I call that a hatchet jobs aimed at Tim L. and at the IGDA because the author, the Editor of the Gamasutra web site didn’t due what I feel is the necessary due diligence before posting.

That sentence does not even make sentence.  Seriously what is he even saying?



Also, here is the complete list of games that EDGE themselves claim to have created (I culled out all the repeat bullshit multi-language releases, etc):

Quote
3D Mazenture
5 Stones of Anadon
ACE
ACE 2
Activator
Almazz
Alien Syndrome
All Stars
Acheron's Rage
BattlePods
Bobby Bearing
Bongo
Brian Bloodaxe
Bug Squad
Chess 3D
Classix 1
Colony
Cosmic Swarm
Cybotron
Darius+
Devon Aire in the Hidden Diamond Caper
Dracula's Revenge
Dragon's Lair
Earthedge
European Five Aside
The Eye of Zolton
Fairlight
Fairlight II
Fairlight the Legend
Firebirds
Firequest
Galacticians
Galaxians
Garfield: Big, Fat, Hairy Deal
Garfield: Winter's Tail
Ice Giant
Jeepers Creepers
Joust
Jump Jet
Kick Off
Koala Lumpur Journey to the Edge
Kong 64
KRIS
Magic Edge
Master Key
Mazenture
Megapede
Meteoroids
Microbot
Millipede
Mindstone
Mirrors (lol!)
Monsters
Monsters in Hell
Moon Buggy
Mr Payback
Mythora
Mythora 2
Ostron
Out on a Limb
PageMaker
Pengu
Pirates of the Barbary Coast
PsiChess
The Punisher
Quak Attack
Quo Vadis
Racers
Repulsar
Revelation
R.I.S.K.
Robotron
Shadow Skimmer
Shao Lin's Road
Skyrunner
Slap Shot
Snoopy: The Case of the Missing Blanket
SoftAid
Softek FP Compiler
Softek IS Compiler
Sofkit 1
Sofkit 2
Sofmon
Soldier of Light
Spectral Writer
Starball
Starbike
Starblitz
Super Meteors
Sword of Sodan
Tangent
Teenage Wasteland (double lol)
Thai Boxing
That's the Spirit!
The Artist
The Artist II
The Writer
Tonic Tile
Ugh!
Ultrapede
Warlock
Wizardry
Xecutor
Xeno II
Zaga Mission
Zoids
The Zolan Adventure

SOME INTERESTING STATS ABOUT THIS LIST:
Total games that Tim claimed to have worked on: 400+
Total games listed on the EDGE website: 756
Actual number of games listed: 107
Number of games in list not yet released: 4 (+ 1 game that is just invented - "Racers")
Number of actual games listed: 102
Average number of actual games per website claims: 0.135
Average number of actual games versus Tim's claims: 0.255 or less
Number of games released on hardware that debuted later than 1986: 6
Quantity of post 1986-hardware games that are for mobile phones only: 5

At least one game in the list (Racers) was never released, though the site claims that is available on Wii, 360, PS3, and PC.  It also claims that Bobby Bearing was released for iPhone, and it was not, I just checked the App Store.

Also, a number of games appear to be basic clones (millipede, megapede, ultrapede), and some of the games are not games at all but applications (like compilers), but I did not take those things into account for the stats breakdown.

FINAL EDIT

Ok, my best guess is that EDGE games, in one form or another, has been peripherally involved in the SALE of approximately 97 different games.  I have not been able to verify which games they were actually involved in developing.  From the sounds of these interviews that have been trickling in from the 80s, my guess is zero.  91 of these games were released for hardware that debuted in the year 1986 or earlier.  5 of these games are for mobile phones.  1 is a PC CD ROM release.

According to the official website, Tim Langdell's company published less than 100 games over 20 years ago.
362  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 09, 2009, 06:49:21 PM
Great job!  I meant to do this last week and didn't find time, excellent summary.
363  Community / Townhall / Re: Pilgrimage on: June 09, 2009, 05:49:59 PM
stop making a genera for expressive/meaningful/thought provoking games... all games can have these elements. we all need to stop making art games and start making good games.

I think all games are art, especially if they are honest. that art game tag needs to die

QFT

The pilgrimage is still a mean, cynical way of approaching the topic though!  I'm more inclined to just do the "start making good games" part Smiley
364  Community / Townhall / Re: Pilgrimage on: June 07, 2009, 08:30:18 PM
you guys

you guys

it was SO obvious

sophomores.
365  Community / Townhall / Re: flixel on: June 07, 2009, 07:50:16 PM
Hey dudes, got a few nice tutorials up, including some 'mode' mods and some hello worlds:

http://flixel.org/forums/index.php?topic=6.0
366  Community / Townhall / Re: flixel on: June 06, 2009, 04:41:08 PM
I do a shit ton of them Smiley  I should profile it
367  Community / Townhall / Re: flixel on: June 06, 2009, 04:34:30 PM
that's possible, I dunno which operation is more efficient though?
368  Community / Townhall / Re: flixel on: June 06, 2009, 03:37:29 PM
I genuinely haven't noticed anything, and have no idea why it would be slower?  If it is I can happily switch to ints Tongue  Flash is soooo weird about some stuff
369  Community / Townhall / Re: flixel on: June 06, 2009, 02:49:36 PM
So Adam, which do you think is better optimized, yours or DrPetter's flash code? Smiley

Totally silly question, by the way.

LOL i haven't seen his code but its probably fucking great, DrPetter is the BEST, I love him.  I actually want to add native support for SFXR and Musagi if I can manage it...
370  Community / Townhall / Re: Pilgrimage on: June 05, 2009, 08:58:44 PM
Yea I feel like I now get to be the guy that is all "what?  you mean people DIDNT get it?  I thought it was TOO obvious"

haha artgames!!!
371  Community / Townhall / Re: flixel on: June 05, 2009, 10:33:35 AM
It's on the MIT license
372  Community / Townhall / Re: flixel on: June 05, 2009, 10:23:05 AM
It will replace null array entries if possible, to avoid resizing the array
373  Community / Townhall / Re: flixel on: June 05, 2009, 09:40:14 AM
 nihilicrat - I agree, that would be a cool thing to add if I can figure out a decent interface for it

I am pretty sure that it is NOT compatible with flash lite
374  Community / Townhall / Re: flixel on: June 05, 2009, 02:30:04 AM
Here you go. Might be worth uploading the images to your server. Not entirely sure about the current host...

 Kiss  I rehosted em and then linked your tutorial into the pinned resources thread, thanks so much for your help!
375  Community / Townhall / Re: flixel on: June 05, 2009, 02:02:48 AM
This is awesome!

I just dropped this in an empty FlashDevelop project, and it worked straight away (FD users: Compile Mode.as, not Preloader.as, as you would normally). I'd love to start coding with this right now but Uni work calls! After looking over it quickly it looks very nice - can't wait to get something running in it.

Thanks Smiley

Cagey that is totally F'ing wonderful news!!  Even if its a very simple process would you consider taking a few screenshots and making a little thread about it on the flixel help forums?

EDIT - wow that was fast derek o_O  I hope it doesn't disappoint!!
376  Community / Townhall / flixel on: June 05, 2009, 01:31:02 AM
http://flixel.org/

What is flixel?

flixel is a free Actionscript (Flash) library that I distilled from a variety of Flash games that I've worked on over the last couple years, including Gravity Hook and FathomIt's primary function is to provide some useful base classes that you can extend to make your own game objects.

For example, FlxGame.as provides a basic game object that includes global volume control and a way to manage gameplay states.  FlxSprite.as provides a bunch of collision code, velocity and acceleration options, and an optimized render path (approx. 10x faster than the normal Flash vector renderer).  FlxEmitter.as provides a class for quickly and easily creating cool particle effects.

flixel comes with full documentation for the API and a sparsely commented example game, free for partial, full, personal and commercial use.


Some of flixel's native features include:

• Really fast renderer (5000+ sprites on modern PCs)
• Tilemaps
• Particle systems
• Global volume control with hotkeys
• Parallax scrolling
• Fullscreen mode (BETA)
• Collide sprites against almost anything (even textboxes)
• Text rendering
• Retro style zoomed rendering options (2x pixels, 3x pixels, etc)
• Does not require the Flash IDE, works best with free tools like FlashDevelop
• Organizational classes like game states
• Simple buttons
• Utilities for looping music and playing sound FX
• Simple special effects like screen flashes and fades


Who can use flixel?

Anybody!  flixel is released with the MIT License, which as far as I understand it means you can use any of these files for anything you want, commercial or not.  You only need to redistribute the license if you are redistributing source code that includes any of my work, because the license has that clause for like "if this messes up your computer then you can't blame me" or whatever.


Can I use X, Y or Z flash modules/plugins/classes/extensions with flixel?

As far as I know, yes.  As long as they are Actionscript 3 compatible, they should work fine.  If they are based on Movieclips instead of Sprites, you may have to do some fiddling, but flixel is just a framework that sits on top of flash.display.sprite, so you can do pretty much whatever you want (including using normal Flash widgets like text inputs, etc).


Special Thanks to...

Ivan Safrin created nanodoc, tested flixel, and a couple years ago taught me Actionscript.

Danny B created all the music for Gravity Hook, Fathom, and Mode, and he also created the signature flixel logo riff.  One of the few humans I can stand to collaborate with!

Bekah is my oh-so-hot wife, who for some reason tolerates the insane amount of free time that I spend making games, and was especially cool about The Flixel Weekend, where I built all of v1.0 and mode in about 2 days.

Farbs explained how to get rid of some really nasty hacks in the flixel code.

Obviously big thanks to the flixel community for all the feedback, bug checks, suggestions, tutorials, and good vibes.
377  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 04, 2009, 10:33:05 AM
Would it be worth it?
would it make the IGDA better? I personally don't care about this association , and maybe it's better if they have Langdell at the helm, since it seems to be full of people of the same genre anyway.
People have genres now?

Not everybody has quite so masterful a grasp of the English language as you, JoeHonkie
378  Player / General / Re: Eating Well and Eating Cheap on: June 03, 2009, 11:06:50 PM
for those who get bored running i recommend rock climbing it is never ever boring and it makes you feel like a badass

also it puts things like art blocks and code problems in wonderful perspective

also it gives you a reason to put up with the boredom of running because it will help you climb better!

(also you can exchange lots of other interesting activities for rock climbing - parkour, trail running, mountain biking, etc - there is lots of exercise that is mentally stimulating as well as physically stimulating)
379  Player / General / Re: Eating Well and Eating Cheap on: June 03, 2009, 03:01:13 PM
RICE

rice rice rice
380  Player / General / Re: Up on: June 03, 2009, 12:55:24 PM
I was pissed that the part that FINALLY pushed me over the edge from like manly lump-in-throat choking-back to actual bonafide crying was the scene that I could see coming from about FOUR MINUTES IN TO THE FILM.

How do they do it??  It shouldn't be possible for something predictable to affect me so much...or maybe the anticipation added to it?
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