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

December 29, 2014, 09:57:14 PM
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341  Player / General / Re: An introduction to games, for a non-player on: April 25, 2010, 03:58:39 AM
Either way.

Point being, I'm not saying mainstream games are all shit or anything, but they definitely have their own problems. They're big and flashy and well-produced, but I just don't see them as some kind of ideal that indie stuff "has a long way to go" to reach. They can be their own thing and indie game makers can do their thing best they can.

I just sort of feel that if you're going to make comments saying the best free PC game is still kind of shit in comparison to Uncharted 2, maybe a site dedicated to indie games is not the place for you? I don't know. I'm getting sick of talking about this, but I don't feel it's an unreasonable suggestion.
342  Player / General / Re: An introduction to games, for a non-player on: April 25, 2010, 03:34:02 AM
Too many cooks is just not a hard concept to grasp.

Edit: unless, wait, are you in that band that's constantly mystified by everyday objects? Fucking jokes... how do they work?
343  Developer / Creative / Re: So what are you working on? on: April 25, 2010, 02:17:27 AM
I don't even write that shit down anymore. Too many pages of sigmas and epsilons and it just gets confusing. Nowadays I just try to remember the salient points and hope the rest of it isn't too painful.

P.S. I just survived a monster class on homology and am feeling a little shell shocked.
344  Player / General / Re: An introduction to games, for a non-player on: April 25, 2010, 02:10:32 AM
In fact, indie games have got a long, long, long way to go if they want to touch the best of shelf games.

Yeah, indie developers are going to need way more people to answer to with differing ideas of how they want their money to be spent. And way more focus testing. Public surveys indicate the optimal action hero is a combination wizard/space marine accused of exactly 1.37 crimes he did not commit who fights for freedom with the help of his 0.678925 dogs and a love interest who is sassy/demure/caring/indifferent/out-of-reach/approachable/docile/aggressive/forgetful/brilliant/useless/morose/optimistic/helpful, and I think every indie developer needs to drop whatever they're doing and make a 3D platformer based on this concept which reviewers will describe as both cinematic and compelling.

Honestly, I like the big, dumb, flashy commercial games sometimes too, but if you don't think indie stuff will ever match up to something made by a committee, why are you here, on an indie games site about indie games?
345  Developer / Technical / Re: design of editors. on: April 24, 2010, 01:03:25 PM
What language are you writing in?

Most have support for function pointers, functors or the like, so you could have the button creator pass a callback function to the button which is invoked when the button is clicked. That way the button doesn't have to know anything specific about what it's doing, and the caller doesn't have to know anything about anything going on inside the button.

I think that's the usual method... if I understand your question.
346  Developer / Creative / Re: Learning through failure: why you're not making enough games on: April 24, 2010, 12:32:20 PM
I would say, definitely, too many people (not here, but among the people who speculate about someday making games rather than actually work on it) are like, "I am going to make the next killer FPS with million dollar graphics in my bedroom by myself," and explaining that you have to crawl before you can walk is probably a good thing.

But, I don't know. I think making short games makes you good at making short games. Spending years building sheds does not make you able to build a skyscraper, but you might get good at building a truly badass shed. That's obviously a skill with value in itself.

So I would be inclined to agree if that's your goal, but I don't think making a ton of short little games necessarily makes you better qualified to take on a big project (beyond having the technical chops, if you didn't have those to start with, say). That kind of has its own challenges that you have to take as they come (in my limited experience, anyway).
347  Player / General / Re: An introduction to games, for a non-player on: April 24, 2010, 11:38:39 AM
You read the quote I was replying to, right? I don't even know where to start with that shit.
348  Player / General / Re: iPad on: April 24, 2010, 07:15:53 AM
Apple have their own Flash-like thing, right? That's what this is all about?
349  Player / General / Re: An introduction to games, for a non-player on: April 23, 2010, 10:46:56 PM
What you need to do is lend him your PlayStation and Uncharted 2. "Best free PC game" is like "world's most beautiful Walmart greeter."

Isn't this basically just a big "fuck you" to indie games?
350  Developer / Creative / Re: Beaten to the punch on: April 23, 2010, 08:45:41 AM
I was working on a game featuring paper cut out stuff when the demo for And Yet It Moves... came out.

Needless to say it killed that idea. Mine even had normal mapping!

I don't know. Overall, the less gimmicky your idea, the less likely it is to be accidentally reproduced somewhere else. It would be a lot more unlikely for someone to come to exactly the same conclusion on a large number of topics than on a single one, and if someone did come up with some of the same stuff, you wouldn't necessarily feel like it wasn't worth developing.
351  Developer / Creative / Re: So what are you working on? on: April 23, 2010, 08:39:28 AM
Three dimensions! Actionscript 2! Woo!

Three dimensions!? I'm not convinced that the human mind can be safely exposed to such a large number of dimensions!
352  Developer / Technical / Re: The happy programmer room on: April 23, 2010, 08:01:51 AM
Make a game revolving around light driven state machines!

Then you were working on AI.
353  Developer / Technical / Re: The happy programmer room on: April 22, 2010, 11:20:55 PM
But enough about vim. How's the rest of 1976? I hear you guys have good bands.

(I kid. I kid...)
354  Developer / Art / Re: TIGworld on: April 22, 2010, 03:50:14 PM
I like that you have a story about what's going on here.
355  Player / Games / Re: I'm so indie... on: April 22, 2010, 01:44:50 PM
I'm so indie that my last game was Roger Ebert.

P.S. You all lost.
356  Developer / Art / Re: Art on: April 21, 2010, 07:38:54 PM
Anatomy lesson #1: remember to leave space for organs.

Also, breasts do not defy gravity.
357  Developer / Art / Re: Art on: April 21, 2010, 06:17:51 PM
Try pareidolia.
358  Developer / Art / Re: Art on: April 21, 2010, 06:07:15 PM
TIGS suffers from a major case of "peniidolia."
359  Developer / Art / Re: show us some of your pixel work on: April 21, 2010, 12:40:08 PM
I actually really like the original run, although obviously it is breaking a few animation rules.

The idea of the torso just drifting perfectly horizontally while the legs and arms flail is somehow funny to me in a "shower-door effect on the boat salesman in Monkey Island" kind of way.
360  Developer / Art / Re: Art on: April 20, 2010, 11:41:11 PM
How is that remotely... no, nevermind.

It looks good, in any case!
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