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Player / General / Re: Indie Game: The Movie has been released
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on: June 14, 2012, 05:30:50 PM
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edmund was so lucky he lived in poverty for decades and had his gallbladder explode putting him tens of thousands of dollars in debt during development of super meat boy.
and tommy is so lucky his parents almost lost their house and has to deal with diabetes for the rest of his life
yeah, lucky
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Player / General / Re: Indie Game: The Movie has been released
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on: June 13, 2012, 10:48:20 PM
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this whole thread and pretty much every time I come back to TIGS:
did you get to see this part at least? for instance, have you heard of the fred phelps cult? they go to funerals and picket the dead solders with signs like "god hates gays" and "thank god for dead soldiers" and similar. several months ago i watched a couple of documentaries on them. and the one thing that impressed me about them was how dedicated they are, and how well they persevere in spite of the whole world hating them. i wish i had their level of complete confidence where i could go somewhere where i know everyone will hate what i say and maybe even attack me (they've been attacked on many occasions, even their kids) for saying something i believe. i also think a great thing about them is that they're a great illustration of the importance of free speech.
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5
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Player / Games / Re: E3 - 2012
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on: June 13, 2012, 04:28:33 PM
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When is Nintendo going to make it easier to create indie games on it's platforms (if ever?)
They arn't very indie friendly right now, and even frown upon indies.
Nintendo is one of the nicest companies out there when it comes to indies (the biz guy there at least is extremely understanding and really helpful), no indies are going on wiiware because the wii kinda sucks and nothing ever sells on wii ware, has almost nothing to do with nintendo not being "indie-friendly"
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6
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Developer / Design / Re: "Health" is a mechanism that kind of needs to go.
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on: June 11, 2012, 06:32:21 PM
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I agree, and have been experimenting with various methods of health bars in a few of my games. Here's some samples: BUTCHERBUGS: http://www.newgrounds.com/portal/view/562939this was a game jam game we did for newgrounds last year, I consciously thought about health/healthbars/1-hit KO when designing it. Basically you control 5 things AT THE SAME TIME, and each 1 dies in 1 hit (reducing your firepower because there's less things to control, though not linearly because I increase rate of fire when there's less of them just as a small compromise) TETRAFORM: http://www.newgrounds.com/portal/view/521353This is functionally the same as a normal health bar, but without a maximum. The twist is how its used. There's not really any constant pressure to "avoid losing all my health" in the game. Every time you kill an enemy it gives your planet "life". The actual life your planet has is not quantified to the player, its entirely represented visually on the planet through growing trees, atmosphere, etc. You gain WAY MORE life than you are ever really at threat of losing (until maybe towards the end). Instead, since gaining life visually rewards the player with a greener planet, the pressure is there to not lose ANY life, because hey they wanna see what the fully terraformed planet looks like (which you only get to by playing near-perfectly)
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Developer / Technical / Re: The happy programmer room
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on: June 10, 2012, 01:50:05 PM
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just cast the enum to an int before saving, and set the first element of the enum to =0
its cross platform enough you shouldn't really have to worry about it
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9
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Player / Games / Re: DotA 2 Thread
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on: June 07, 2012, 04:00:27 PM
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I tried PA out in the test client
the blur skill just doesnt seem like it will really work in Dota2 just as a consequence of valve making it easy to identify heroes with their huge hulking health bars (also its broken and not giving much transparency at all)
Forums are all going crazy trying to find a solution for it (replace health bar with creep health bar, make health bar blurred/transparent too, etc)
My choice, personally, would just be to redo the skill entirely. It's clear it wont have the same impact as what it did in dota 1 just from the luxury of the new engine drawing attention to heroes
suggestion then: - leave the blur effect on with not much transparency (as a visual effect it looks cool) - remove from the minimap always - keep the evasion - get .25/.5/.75/1 second of unbreakable invisibility after blinking
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Player / Games / Re: Diablo 3 O_o !!
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on: June 07, 2012, 03:03:59 PM
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Again, you've talked past me on these points: Were you never intending on upgrading?
I answered this "YES! And thats why spending so much on the attack speed items was a good thing for me, since I can just sell them back for a lot of money when the time comes to upgrade, which won't happen after the "nerf"." The economy thing isn't the same as just going up and down, it's blizard sticking its grubby hands into the economy and directly manipulating the value of your items. It'd be like if you went and bought a computer with a 3 ghz processor, and intel was like "you know what 3ghz is too fast, everybody now has a 2ghz processor after this mandatory patch, don't worry you can still go buy better RAM or harddrives if you want your computer to run fast again, and it's hitting everybody equally so you're not the only one being screwed, also no refunds.".
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11
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Player / Games / Re: Diablo 3 O_o !!
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on: June 07, 2012, 02:55:05 PM
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Here's ways blizzard could fix attack speed being "op" without changing existing items
- Make it fucking viable to build defense in inferno mode instead of pure DPS, make it a trade-off (do I want 15% attack speed or 80 all resist...)
- Let some enemies block flat damage from individual attacks, suddenly rapid-fire low-damage shots are doing way less than slower firing high damage shots
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Player / Games / Re: Diablo 3 O_o !!
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on: June 07, 2012, 02:43:46 PM
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I won't be able to re-sell my attack speed stuff for even half of what I paid for them
I just sold two +15% attack speed +damage rings for 40k more each than I paid for them last week. This is probably because attack speed is going to continue to be pretty good, given how each class will still benefit from them. thats because they haven't been nerfed yet............... I don't get where all your frustration is coming from other than the terrible impropriety of Blizzard doing a balance tweak that happens to affect you. I spent gold on these, they weren't things I just found from leveling up + playing the game. I spent GOLD that took TIME to acquire to buy things that were priced, in the auction house, at the prices that the stats are worth according to the economy of the game that ISN'T blizzard's set prices. Either way, like I said, unless you happened to buy a perfectly rolled level 63 set of gear in the AH for literally billions of gold, you were going to need to upgrade anyways at some point. YES! And thats why spending so much on the attack speed items was a good thing for me, since I can just sell them back for a lot of money when the time comes to upgrade, which won't happen after the "nerf". I don't see how you can defend devaluing items that people spend money on through an economy that is going to naturally price things at the value they're worth a good thing,
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Player / Games / Re: Diablo 3 O_o !!
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on: June 07, 2012, 01:17:25 PM
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Again, it's not like attack speed is being removed from the game, they're just balancing it.
I spend a lot of gold on +attack speed because it was WORTH a lot of gold... if they nerf it its just wasted gold then... this is what happens when you have an in-game economy... if a stat is worth a lot it's gonna cost a lot... you can't just go changing that because "its OP", suddenly all that gold is wasted since I won't be able to re-sell my attack speed stuff for even half of what I paid for them
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Player / Games / Re: Diablo 3 O_o !!
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on: June 06, 2012, 10:32:36 PM
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yeah but because of that anything with +attack speed cost A LOT in the auction house, and I spent gold on that
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