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302
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Developer / Business / Re: Flash Game License
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on: May 05, 2011, 02:52:55 AM
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I feel that that the average money earned on FGL is quite low because most of the games on the site are uninspired and just not fun. My small Flash game, Wasabi, was sold on FGL for about $4.2k for a primary license. The game took me about 2-3 weeks to develop. I'm sure if you make a fun game with enough content, you can very likely make the same if not more.
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303
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Feedback / Playtesting / Re: Meritocratic Individualism
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on: May 05, 2011, 02:09:46 AM
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First impressions: User interface doesn't seem very user friendly and definitely not intuitive. More feedback (visual/audio) would be nice. Also, the bird noise really gets annoying after awhile.
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305
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Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea
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on: April 05, 2011, 09:50:47 PM
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Wow, I'm very happy to hear that people are still interested in my game.  I started this game when I was still in graduate school. But since recently I've been hired as a game programmer, I've been quite busy. I do hope to get back into it eventually, but I'm just not sure how soon. Will definitely keep yall up to date. 
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308
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Feedback / Playtesting / Sun God
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on: January 31, 2011, 12:40:56 AM
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  Over this past weekend, I’ve participated in the Global Game Jam 2011 event hosted at Los Angeles. The game we produced was called Sun God and was created in less than 48 hours. In this game, you play as an omnipotent God which controls the weather in order to prevent the militant vegetarians from consuming the island’s endangered plants. The theme of this year’s Global Game Jam was “extinction”, and we felt that the mechanics and art direction of Sun God supported the theme quite well. However, there is no end-state of the game; basically the goal is to survive as long as possible. Please let me know what you think! [ Play Game ]
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310
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Feedback / Playtesting / Re: Zen Machine (Visual Music Composer)
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on: November 19, 2010, 11:40:51 PM
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Thanks for your kind words!  When I find some time, I would definitely try to add more features. And thanks for all those tips. I feel that allowing the user to change tempos as well as the chords/instruments would be a really neat feature as well. lol the random button produces stuff that sounds more musical than my attempts
LOL. That's pretty funny  I was thinking of having Square Boxes be percussion notes, thus allowing the user to visually design a beat.
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312
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Feedback / Playtesting / Zen Machine (Visual Music Composer)
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on: November 16, 2010, 12:02:13 PM
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 In an effort to mix color theory and music creation, I have concocted this visual music composer application. Each color on the wheel corresponds to one musical note in the C-Maj-7th chord. The color wheel has four octaves of notes that may be used to color the melody of the song. The Major-7th chord was chosen because I find it to be the most pleasant out of all the chords. This project was coded in C++ using OpenFrameworks. Coded in two days. ==== CONTROLS ====F - Fullscreen Space - Toggle Play/Pause Right-Click - Sample Color Middle-Click - Destroy Color Any feedback is greatly appreciated!  Also, I made a video demonstrating its coolness.
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315
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Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea
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on: October 30, 2010, 09:44:22 AM
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Will the difficulty of the enemies increase as you go farther and as you dive deeper? Or just farther?
The difficulty of the monsters will increase in both directions. That is, enemies will be more difficult the deeper you go and the farther out you are from town.
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316
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Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea
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on: October 29, 2010, 12:48:07 PM
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It would damage the tone of the game if the monster just stole his lunch pail, but functionally it'd be the same.
Functionally, it would not be the same because if a monster were to steal his lunch pail, it would not be enough of a driving force for the character to want to embark on the journey and therefore would diminish the gameplay. Anyhow, I can't believe my dev log has spiraled into a talk about feminism and misogyny. Let's stop it here and let's get back to gameplay!
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317
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Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea
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on: October 29, 2010, 11:34:32 AM
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Thanks Peevish, I am glad you enjoy my game.  I hope to find time in the future to start implementing some enemies. I actually have about 14 enemies planned! True, I did not analyze the implications of using the save the princess motif to such a deep level because, honestly, I do not really care much for its social implications. It's a light-hearted game which borrows from the motif in order to provide a backbone to drive the gameplay. But if we are really trying to get into it... The fact that in my game, it's a male who saves the girl does not necessarily imply that the male is exerting his dominance over his girl. He is just trying to save his partner who is in distress. I view it as a sign of respect that he cares enough to save the life of a significant other. So what is misogynist about it? Is it the fact that a single female should be empowered enough to save herself from the grasp of a 200ft tentacled sea monster? Would it be more socially conscious if the male just hung out and assumed that the female is strong enough to save herself? Then where will the game be? Leave it to the feminist to over-analyze the situation. Does it matter if it's a guy saving a girl? Or would it be better if it's a girl who saves the guy? Or even, we can take the more modern-progressive approach and say that it's one dude saving his boyfriend. The "save the princess" motif is so ingrained in our culture that one game or even the entire game industry is not enough to eradicate the problem; that is, if it even is a problem..
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319
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Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea
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on: October 24, 2010, 07:40:47 PM
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So I'm sitting in an Italian restaurant eating dinner, and what do I hear play in the background? "Between the Devil and the Deep Blue Sea."
LOL, that is great. It makes me happy that you thought of my game. I actually got the name from Thelonious Monk's rendition of that very song. Didn't learn until after that it was quote a famous song..
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320
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Feedback / DevLogs / Re: Between the Devil and the Deep Blue Sea
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on: October 21, 2010, 04:15:47 PM
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Like you should break style for a sec and have him come out of nowhere n just go nuts, then leave. I think that'd be fun.
The reason why I didn't reveal the monster in the beginning is because I wanted to add a cloud of mystery and tension to the beast. Is he some crazy looking beast? Is he a squid, an octopus? Who knows. All you see is his silhouette below. Also maybe there could be a side-thing goin on where you have to find 3 specific pieces underwater, and then the weapons guy will build you a drill with which you can drill through walls- or y'know, just some cool item. I just got bored shootin fish after a while n thought it'd be good to have somethin to look for.
Pretty cool idea. Miniquest might make the game a bit more interesting.. Thanks!
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