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362
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Developer / Creative / Re: Your company name..
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on: February 21, 2009, 04:32:58 PM
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I tried to register a bunch of different names, but they were all rejected for being similar to existing businesses. Screw you, Federation of Australian Radio Broadcasters! It turned out I didn't need a business yet, so I just started releasing stuff under my own name to simplify branding.
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363
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Developer / Technical / Re: Rapid development
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on: February 18, 2009, 09:23:59 PM
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I love using my ol' Pycap framework since it involves almost no bookkeeping fluff (multiple files, headers, includes, variable declaration, braces, semicolons etc). I use flash instead now though 'cos I'm an attention whore who wants people to play his games.
Oh, and reuse is totally awesome too. Having Polychromatic Funk Monkey's slightly broken tile and collision code handy saved me a bunch of time on ROM CHECK FAIL.
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365
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Community / Jams & Events / Re: GAME OVER 2
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on: February 17, 2009, 04:06:23 PM
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Arcade Nouveau is an approach to game design according to which developers should work on everything from project management software to vending machines, making gaming part of everyday life.
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366
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Player / General / Re: "NES hard" games on other consoles
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on: February 16, 2009, 09:44:39 PM
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Three wonderful games which are (coincidentally) quite difficult: Elite Beat Agents (DS) Global Defence Force (PS2) Earth Defense Force 3017 (360)
Play them on harder difficulty levels. Feel the burn.
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369
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Developer / Technical / Re: Procedural Generation of Textures "PRE Game"
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on: February 15, 2009, 10:39:04 PM
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I'm sure there's a reason not to do this, but...
Why don't you just build your textures as big ol' chunks of memory in software? Why do you need a rendering API for the texture gen stage at all? I'm sure you can find simple and fast algos for basics like lines and polygons, and you'll be left completely free to come up with wacky new drawing functions.
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370
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Community / Jams & Events / Re: GAME OVER 2
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on: February 15, 2009, 10:26:36 PM
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We don't have an opening time set yet, but as soon as we do I will be sure to update this thread.
What time do you fly out?
Awesome, thanks. My flight departs at 10:30pm, so accounting for checkin, security, transport to the airport and a bit of paranoia I'd probably have to leave at 7pm. Please don't change anything on my behalf though 
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372
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Player / Games / Re: MDickie Publishes Book, Leaves Game Design
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on: February 04, 2009, 08:20:38 PM
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And a character with less animation tends to be a character that is more responsive to player input... that's a generalisation rather than a direct causal relationship, but it is sometimes the case that the simple prototype you knock out somehow ends up being more actual fun than the fully-polished version. Usually I try to build things like this: Input -> Movement -> Animation So player input controls avatar movement, and avatar movement is used to figure out what the animation should be doing. This is what most multiplayer FPS games do, and I'm pretty sure it was the approach used in both Super Mario Bros and Super Mario Sunshine. You get artifacts like foot slipping and unanticipated jumps, and animators tend to cry a little, but the game plays well. In contrast, sometimes people opt for: Input -> Animation -> Movement ie root motion animation. There are times when this is useful, especially when you're playing an uninterruptible action (like a fighting game move), but when you take this approach for all your animation you tend to end up with an unresponsive puddle of poop.
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373
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Developer / Technical / Re: The happy programmer room
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on: February 04, 2009, 06:17:52 PM
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Awesome  I made a whole series of Scorched Earth style games for my graphing calculator back in the mid nineties. I still have a post-it note with the code scrawled on it. It was the only way I could back up my work  Currently I'm a happy programmer 'cos I'm about to spend a week snowboarding in Japan. Woo!
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379
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Community / Jams & Events / Re: Flight Arrival Times
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on: February 03, 2009, 02:51:02 PM
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Sunday 22nd, ~10am. It was going to be Saturday, but then a couple of friends decided to spend that day getting married. Now I have to get up at 4am the following morning. Queue delirium..   
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380
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Developer / Audio / Re: making my game sound better
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on: January 21, 2009, 09:32:28 PM
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Restricting notes to a scale works well. IIRC I used only ~6 different notes for Polychromatic Funk Monkey, with weightings so notes like the root played more often.
I also found that echo built a relationship between the random notes and the tempo. By repeating a note in the next bar you create more coherent musical phrases. This might help with your drums, but I suspect they'll need a more drastic solution.
How about changing your game so that the drum events occur at regular intervals? I don't know how your game plays, but I can imagine a Kick Beast thumping out a kickdrum sound on the first beat of every bar. Meanwhile a Snare Monster clacks half way through each bar, 'till you destroy it.
Finally, if you haven't already you'll probably want to think about how your mix sits together. At the moment I think I'm hearing a lot of overlap in your instruments, where frequency bands are shared between instruments. If you EQ them into their own little areas in the spectrum they won't sound so mushy.
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