Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1076053 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 06:28:19 AM
  Show Posts
Pages: 1 ... 88 89 [90] 91 92 ... 107
1781  Player / Games / Re: Beginner's Guide to Indie Gaming (WIP) on: August 16, 2007, 11:45:19 AM
Hmm, true, I should definitively read my posts before I press the send button. Quite frankly, it's always been a big problem of mine. I didn't care much about my grammar but now in these days I post a lot and people (I believe) read them. I'll make sure I don't type my words incorrectly anymore. Thanks! (I'm not being sarcastic at all, simply realistic).
Later!
1782  Player / Games / Re: Beginner's Guide to Indie Gaming (WIP) on: August 16, 2007, 08:37:39 AM
Let's move on then... Wink
1783  Player / Games / Re: Beginner's Guide to Indie Gaming (WIP) on: August 16, 2007, 07:32:18 AM
I'd like to clarify one thing: I am not an expert of the indie scene. Far from it. If I was one, I would have made one list based on my knowledge. Instead, I asked indie gamers what games they feel are good enough to show the new guys, like me, what the scene has to offer.

The attitude of "I know all, you know not" is what pushed me to create this list. I know commercial video games but I'm still a newbie when we talk about indie. I'm trying to learn but people turn you down when you don't know the so called basics that only long-time indies know. If some games are cult classics and everyone who wants to begin playing indie games should try, well, it should be on the list, with a big sign saying YOU GOTTA TRY THIS RIGHT NOW!!!.

You know, if someone feels like this list is crap and should be deleted, step up and say so. I will reply with the following: "You are probably right. I'm no expert. You know what? Make me a list of indie games that will tell me what are the best titles I should try, of any genres, of any plateformes, based on the feelings of indie gamers, so I can see what the indie scene as to offer and I'll rmeove mine"

If you have such a list, tell me now!

So, if you wanna help me out, help me. If not, stop having a negative attitude toward those who don't have the same knowledge about the scene as you do. Teach me, don't hate me.
  
Another thing... I've decided to dedicate my life to the creation of video games. I want to work to make this medium reknown and elevate it to higher levels. Right now, I'm searching, learning, looking everywhere for all the info I can find. The indie scene is rich, evolving and daring: it's a great source of inspiration and an interesting scene to observe.

Indie, commercial, causal, mobile, whatever, my interest lies in games, not in the scene itself. That's why I want to help people who make games. Not because their indies but because that each developer that makes a good, well created game brings the medium one step closer to a new level or creativity and respect. Indie developpers rarely have the luxury of having a team of designers working 40 hours a week thinking about how their game plays.  

Anyway, I've rambled long enough. My goal is simply to help. If I'm not helping, I will stop on the spot.

No hard feelings. Now let's make the indie scene a more inviting community.
Later!
1784  Feedback / Finished / Re: Fez on: August 16, 2007, 05:21:48 AM
Benzido's comment is basicaly mine but with a picture to help! Thanks for showing it Benzido! Smiley

Later!
1785  Player / Games / Re: Beginner's Guide to Indie Gaming (WIP) on: August 16, 2007, 05:19:26 AM
No Puppy games? Well, which puppy game would you suggest that would be worthy to be on the list? Smiley

Later!
1786  Feedback / Finished / Re: Fez on: August 15, 2007, 05:43:52 PM
Good job fish! Lookin' very good!

One thing tho... I don't feel like the big gray stones look far enough. I almost feel as they are at the same level as the other elemnts. I really feel the dpeth of the orange tiles at the bottom but the gray tiles don't work for me...

Er, I hope I'm clear enough with words. If not, I'll make an image to help me out Wink

Later!
1787  Developer / Art / Re: Ok... so who did I rip off? on: August 15, 2007, 05:40:15 PM
I don't remeber any characters who wear tvs on their heads. The teletubbies jammed their in their guts but that's another story.

The concept of a tv head is very popular when artists try to illustrate our modern society but hasn't found it's way into cute lovable mascots Wink I'm pretty sure you'll be able to find artists that used the concpet before in other context but I can honestly say that I've never seen this one used before.

I say work on the concept and then copyright it so that if it's ever used in a big cartoon show, you'll be able to get some credits Smiley

Good work, the character looks great!
Good job!
1788  Player / General / Re: You favorite website designs on: August 15, 2007, 05:23:21 PM
Indeed. I want something very simple and a very fast navigation. Right now, everything is accessible within 3 clicks and moving from one info from another only uses 3 clicks, all in pure and simple html to be 100% compatible with everything.

Thanks again for all the nice websites... Very interesting!
Later!

 

 

1789  Developer / Archived Projects / Re: Adventures in TIG on: August 15, 2007, 12:30:22 PM
At this very moment, your eyes explode and your arms fall off. A great voice in the sky echoes powerfuly: "Thou have embarqued into a great journey young one! To seek the Flaming Boxing Glove of Destiny, thou must find the true meaning of salisbury sauce without using your eyes and arms! If thou find the true meaning, thou shall have your misisng limbs and organs replaced by the gifts of gods!"

The voices stops. You can't seem to see anything at all nor feel your arms.
>
1790  Feedback / Playtesting / Re: Space Trader released! (screenshots included) on: August 15, 2007, 08:57:31 AM
Hello there!
I tried the game and it was very interesting. I like the concept.

A couple of comments...

I would add a cancel button when dealing with a trader. I can buy, sell but can't exit as easily.

The quick jump between contacts is very nice but I don't know how it happens... They have portable teleporters? Perhaps you should tink of a way to explian this to the player to make sure you don't break the fourth wall.

The artwork feels uneven to me. The face are highly detailed and shaded while the clothes are simple and flat.

Personaly, I'd drop the sexism jokes, like the "Look, don't touch" reply with some, shall we say, attractive woman character.   

I'd make the introduction to the gameplay a little easier on the player. We start off on the moon where we can buy some stuff and travel back on earth. Trouble is, we don't have money and we can't shoot something. we just wlak around and talk. I say you should create a "lobby" part when you start, before entering the moon. You could be in a sattelite station orbiting around the moon where you will be able to buy your weapons, a couple of items and then move on to the moon. But, just before you're about to catch your teleporter or flight, the base is attacked by pirates. You'd be helped by a couple of patrol units during the misison. The sattelite base is comonly attacked due to the merchandise it holds (weapons and items) and since it's not very crowded and patroled, it's an easy target.

I said sattelite station but it could be "remote moon base" or "moon hangar" or whatever you might imagine. Just give the player a bit of everything in the first 5-6 minutes to show him what the game can offer.

In the interface, I'd make the menu options at the top of the screen (travel, explore etc...) become bigger whan the mouse is over to clearly indicate which one we are selecting and to ease the reading.

In the action mission, I'd make the game a bit easier and remove the 3 chances. It would be more immersive this way. You culd ahve an emergency teleporting device that activates when you die/almost die/get knocked out. You'd loose everything you gained form the mission and the weapon you had in your hands at the time of death/almost detah/knock out. The player would be able to get it back by traveling back and restarting the mission where he left off (the misison wouldn't reset, just continue). I just find it very odd that we have 3 lives to do something like that. If you want to limit the time passed in the mission, add overall time limits. When the time is over, if the target hasn't been completed/eliminated, the mission is failed and the player cannot do it again. Dying makes you loose time. With a formula like that, you'll be able to create special items accessible in special missions that are very strict time-wise.

I'm still not sure what the goal of the game is. Try to make it as obvious as possible. if it's to trade, create special trade missions where you'll deal for better stuff. If it's shooting, send as as fast as posisble into the action. if it's both, you'll have to decide if it's a trading game with shooting or a shooter with trading. I think you should write down the heartbeat of your game and then make sure that the player can understand what it is right away within the first 2 or 3 minutes of play.
 
Saving slots would be nice, even in the demo...

Well, that's pretty much it. Interesting concept and it's looking very well!
Later!
Guert
1791  Player / General / Re: Mobile Gaming on: August 15, 2007, 05:22:03 AM
Indeed... And I still hate them because of what you said: everyone has one. God I hate cell phones! You can't go anywhere without one of them going off or someone talking loud in theirs. I never quite understood why the hell people actually talk for hours on their weird, small black and grey boxes that don't even reach to your mouth... What's so important that you have to say to someone that you can't wait to freakin' see it in person or wait 'til you're at home to say it? Keep your goddamn personal converstaion PERSONAL!  Angry

Er... hum... Sorry about that... Smiley Anyway... I always say that if you want to play a game, choose a plateform that doesn't have screens so small that your eyes will bleed from squinting... Wink

But yes, the cell phone gaming is here to stay...
Later! 
1792  Player / General / Re: RE: Games as Art Topic.... on: August 15, 2007, 05:16:27 AM
Share the wealth and link the demo when you find it Wink
1793  Developer / Archived Projects / Re: Adventures in TIG on: August 14, 2007, 06:46:02 PM
Sylvester Stallones violently punches you in the stomach. It seems he is not in good terms with Adrian. As blood drips from your mouth, you notice that the two slices of bread has fell to the ground...
>
1794  Player / Games / Re: Games with unusual music on: August 14, 2007, 06:40:25 PM
Parappa is pretty unusual indeed. Katamari damacy series have interesting soundtracks too...

I'll try to think of other titles... 
1795  Feedback / Playtesting / Re: 3DP Entry: Generic Slash on: August 14, 2007, 09:15:38 AM
Haven't tried it but...
http://www.advancedinstaller.com/feats-list.html
Perhaps it could be useful...

I'm pretty sure I'll be able to run it at home... Talk to you later!
1796  Feedback / Playtesting / Re: Harvest: Massive Encounter (beta) on: August 14, 2007, 09:13:36 AM
Hmmm, the player should be able to try to save himself after the firts line of defense. A good "tower defense" map allows the player to make mistakes and has special units that can delay the almost invetiable. Units that stop or slow the enemies or that can move around the game area or simply confuse the enemy is always a plus.

How about some towers that can move around to attack? Or some very high electric fences? Perhaps a force field generator that will give some shield ing to the tower making them stronger for a while? Warp towers that can send aliens away from the base once in a while? Instant kill towers? Missile barrages that can attack the first alien in sight massively but takes a long time to reload?

Anyway, I haven't had the time to replay the game. Talk to ya later!
Guert
1797  Feedback / Playtesting / Re: The Ion Adventures Demo on: August 14, 2007, 09:08:00 AM
@madebynewt: I'm happy to help you out. I hope it was worth the wait Wink Post a new version when you can!

@Fish: Hey Joni, you're living in a daydream nation...

Anyway, thanks alot! You know, everytime I post a feedback, I'm always wonderin' if people actually read or care about it. I always fear to be more a nuisance than an actual help, even if I got promoted to mod. These posts tell me to keep doing these feedbacks Wink It's always nice to know that your opinion ain't crap :D

Thanks again!
Later!
1798  Community / B-Games / Re: B-game Competition! on: August 14, 2007, 08:35:26 AM
This competition sounds great but, alas, I won't because time isn't on my side these days... If anyone wants my help, I can see what I can do...

Later!
Guert
1799  Developer / Art / Re: opinion wanted on an animation on: August 14, 2007, 08:32:20 AM
Show us what you'll have when you can!
1800  Player / General / Re: Forum bug on: August 14, 2007, 08:28:09 AM
I have the same trouble... 3 Sucks!
Pages: 1 ... 88 89 [90] 91 92 ... 107
Theme orange-lt created by panic