|
362
|
Player / General / Re: Weird eating habits
|
on: January 20, 2010, 12:49:13 PM
|
bacon and maple syrup is the best.
Up here in the fabeled Canada's when you have breakfast maple syrup goes on every damn thing. Good luck trying to think of something that wouldn't be better with maple Syrup. I agree. Even things that are not eatable are better with maple syrup. You can lick it off. Oh so sweet and sexy.
|
|
|
|
|
363
|
Player / Games / Re: A problem with Xenophobia
|
on: January 20, 2010, 07:44:07 AM
|
Well, xenophobia is usually a product of fear and ignorance. Are you sure you haven't just learned too much about other cultures to feel prejudice against them any longer?
I genuinely laughed out loud. Thank you  On topic tho, I don't have a single clue. In fact I don't even know the game. Or at least can't recall what it looks like (I'm quite visual).
|
|
|
|
|
365
|
Developer / Business / Re: Contractual artists
|
on: January 18, 2010, 06:41:25 AM
|
Conceptart.org is indeed a nice place to search for artists. There's a lot of talent hanging over there. For those interested, our searches are going forward. Although we haven't taken our decision yet, we found a few poeple that fit the style and direction we are going for. however, nothing has been signed yet so it ain't over yet  I'm not looking for that kind of artist but migth as well ask the question here too. You know, since we are already on the topic of finding good artists. Anyone know a good place to find pixel artists? Is there a big difference between hiring a pixelartist or an illustrator? Thanks 
|
|
|
|
|
366
|
Community / Assemblee: Part 2 / Re: Space Short Bus [FINISHED]
|
on: January 17, 2010, 10:53:09 AM
|
|
I didn't play the game much, the intro and the first level, but it reminded me of the Choplifter titles during the 16-bit era. I like the idea of finishing the level by leaving with the rocket. I also kinda liked squashing people by landing on them.
I'd like to see the concept a bit more fleshed out since I like where it's goin. Maybe for another competition?
|
|
|
|
|
367
|
Developer / Business / Re: Contractual artists
|
on: January 15, 2010, 02:29:42 PM
|
Right now, we're looking for manga-inspired artwork. Such as this, if possible: http://studioarchcraft.com/character.html Montreal is nice but around the world works well too As far as the contracts, it's not really in my hands, luckily I have someone who's taking care of that! Ah ha! Seriously, any artist who work with us will probably sign a contract and all. But like I said, I'm looking around but I'm not the one dealing directly with them business-wise. It always sucks when one side of a business partnership get's it up it's... Y'know.
|
|
|
|
|
370
|
Developer / Business / Re: Contractual artists
|
on: January 14, 2010, 09:15:06 AM
|
Excellent information gentlemen  I need to get a bit more details from my bosses. Montreal would be best but over the web wouldn't be much of a problem. Unless my boss tell me otherwise. I'm meeting him this friday. If anyone has other tips, don't be shy  Lurk, I'll send you a private message once I get a bit more details  Thanks
|
|
|
|
|
371
|
Developer / Business / Contractual artists
|
on: January 14, 2010, 06:35:44 AM
|
Hello everyone! I'm currently looking for a contractual illustrator. Anyone knows a good ressource for that kind of stuff? Is there some kind fo guild or association I could contact? Also, have you ever dealt with contractual artists before? How did it go? For contractual artists, how much info do you need to do your job? I'm looking around but I have no experience in looking for contractors so any help would be nice  If you know someone who would be interested, don't be shy to link  Anyone in the region of Montréal, Canada would be fantastic  Thanks!
|
|
|
|
|
372
|
Player / General / Re: Best Advice From A Senior
|
on: January 12, 2010, 08:43:23 AM
|
|
My grandpa once told me: "The only place you start at the top is when you dig your own grave". It inspired me a lot and always reminds me that good things comes from hard work. Starting with everything usualy leads to more problems.
I have a few others though but that's one of my favorite.
|
|
|
|
|
373
|
Player / Games / Re: IGF 2010 nominations
|
on: January 08, 2010, 10:22:06 AM
|
I see your point Dustin. I agree, it's always best to provide solutions than just point out the negative side. Anyway, I am aware that I was ranting and not actualy "discussing". I guess it's just because I'm a bit sad to see a 15 pages thread on IGF nominations with a lot of "negative" energy. And I also feel bad I even complained in the first pages Maybe it would be time for a human hug? Maybe? Anybody?
|
|
|
|
|
374
|
Player / Games / Re: IGF 2010 nominations
|
on: January 08, 2010, 09:17:33 AM
|
So, to stand out of the crowd, I just have to land a console deal and remake Excite Bike?
Well, if that's how you see standing out of the crowd, fine by me 
|
|
|
|
|
375
|
Player / Games / Re: IGF 2010 nominations
|
on: January 08, 2010, 08:48:36 AM
|
|
One thing I'd like to mention about giving feedback.
Giving good feedback is hard. Giving good feedback takes time. giving good feedback ain't an easy task you can pull in a few seconds. You see, when giving feedback, you're not simply telling why you liked or disliked something, you are analyzing your own opinion. You need to explain why you feel this way. This task is not as easy as it seems. Then, you need to communicate it clearly to someone you have never met. You have to be very precise yet very easy to understand. On top of this, game design has yet a large dictionary of terms that people can use to refer to specific part of the game. So it takes a lot of energy to be able to give good feedback to one game. And then you have 100 (and more) more to check out.
I challenge anyone who complains about the quality of the feedback to walk in the TGSforums feedback section, select 20 random games and give good feedback to all of them during the next week. Then, we'll talk. But I would like to say that some feedback I read for other games than mine were a bit too simple and wans't really that helpful. Still, it doesn't look like it was the majority.
So anyway, I'm a bit harsh but it's really annoying to see so much complaints about the IGF this year. Sure I was disapointed to see only a few games make the final cut and wished for more finalists but then I realized that's the freaking point. You want to stand out of the crowd? Stand out of the crowd. And there will always be close calls.
I don't feel like ranting right now so i,ll just stop.
|
|
|
|
|
376
|
Player / Games / Re: IGF 2010 nominations
|
on: January 06, 2010, 08:08:51 PM
|
I got my feedback as well. I too have a few comments that are repeated 4-5 times in the email. However, they are good comments  I didn't take the time to dissect them all yet but so far they all go toward the notes I had. Which is good since there's no new major issues I had not spotted. I still can't believe I got an honorable mention for the Nuovo award.
|
|
|
|
|
379
|
Player / Games / Re: IGF 2010 nominations
|
on: January 05, 2010, 09:36:08 AM
|
|
Brog, how and when did you get feedback? I,m wondering if I'm gonna get some for my entry but have no idea how the judges proceed.
|
|
|
|
|
380
|
Player / Games / Re: IGF 2010 nominations
|
on: January 05, 2010, 09:34:53 AM
|
Paul: (of course I'm aware that some games I would have loved to see picked as finalist but that's an opinion and opinion are quite personal. but as Fish mentioned somewhere, there are some close calls and perhpas 30 or 50 other games barely made it, as non-judges we don't have all the scores that were given to all the games.)
Maybe I didn't phrase it correctly (actualy I think I forgot a word or two in the sentence  ) but VVVVV was on my mind when I wrote this. I'm thinking that it was a close call and unfortunately didn't make it to the finals.
|
|
|
|
|