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1076036 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:35:49 AM
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361  Player / Games / Re: OnLive and indie game developers on: September 18, 2010, 11:40:53 AM
@Richard these are really the reasons I like it. The other is ease of marketing. You sell your game thru OnLive, you get subscription fees based on however they calculate it. If you aren't happy with what you're getting, you pull your game (and make sure whatever contracts you sign, say what you expect them to say.) And, you get a certain amount of free marketing.

I think it's sort of like Steam. The biggest barrier to people buying games online isn't actually the money; it's the process.

If you want to sell things online, it needs to be made easier than it is now.
362  Community / Jams & Events / Re: OrcaJam: Finally, a Pacific Northwest jam! on: September 18, 2010, 10:23:25 AM
Hey IF there is a stream of this event for those that couldn't attend but want to see what it's like, can someone post it here? On the meetup page a Mr. Shane Neville said he would set one up, it would be pretty cool to see if it's there. Hope yr all having fun!
363  Player / Games / Re: OnLive and indie game developers on: September 17, 2010, 10:03:14 PM
I actually think this is pretty cool.
364  Player / General / Re: What is it? on: September 16, 2010, 10:01:21 PM
A small cat calendar carved out of wood. It is in a few parts, two blocks for the number of the day, then three blocks with four sides each for the months that sit underneath. These sit in a holder that has a cat carved into it. AMAAAZING...
365  Feedback / DevLogs / Re: Dragon Slayer 1 on: September 12, 2010, 06:56:33 PM
I think this looks neat. If I understand right, you're planning to work out the game with simple 2D graphics first and then make an isometric version with nicer graphics but otherwise the same-- seems like a good way to prototype. However I do like the PC88 inspired graphics.

I'm a longtime fan of LotW (I played it originally on NES and couldn't believe how awesomely huge it was, truly awe-inspiring at least for a little kid) and have been interested for quite awhile what the other DS games were like.
366  Feedback / DevLogs / Re: The Salvage on: September 12, 2010, 06:51:16 PM
I like the font. I'm one of the crazy people who thinks games should have their own font. Everybody always criticizes my own fonts for being illegible, too, however =)
367  Player / Games / Re: VVVVVV by Terry Cavanagh (Mac/PC/Linux) on: September 12, 2010, 11:23:37 AM
I think "accessibility" makes sense when you're talking about the basics. If you have to read through a manual and have a degree in space rocket science in order to figure out how to move your dude, then the game is a little inaccessible. (Not that I have a problem with games being inaccessible. Easy to learn and hard to master, or hard to learn and hard to master -- it's really the hard to master part that is most important.) But these days when people talk about accessibility it's as if every part of the game must be immediately accessible. Mastery of the game must be accessible (i.e. it must be a shallow game), or at the very least all those things you get from mastering the game should just be given to you at the start.

I think there are two uses of the word accessible here. On the one hand, there can be a sense of "dumbing down" or making a game too easy in order to appeal to a wider audience. That might mean a real sacrifice to your vision or the quality of the game, and/or might even be seen as a bit insulting. But there's another sense, which I think is what Terry was meaning:

Many people have disabilities or conditions that make it difficult or impossible for them to play many games. One easy example is color blindness; there was a writeup recently I think on gamasutra talking about how certain puzzles in BioShock 2 are impossible or near-impossible for a color blind person to defeat. Not nice if you're color blind!

Other people may not have the motor control required to beat certain parts of an action game. So a slow-motion mode or an invincibility mode can be really helpful for them and allow them to enjoy a game they might not otherwise be able to.

Anyhow, here is the article that I think states things more clearly than I am doing here:

http://www.retroremakes.com/access/

If you think of it, it's especially cool that a super reflex-challenging game like VVVVVV contains accessibility options for people who might already have challenges with their reflexes in day-to-day situations. This is exactly the type of game that such a person would be normally written completely out of, so it's nice to think of it opening up to a new audience.
368  Feedback / DevLogs / Re: Jables's Adventure [RELEASED] on: September 10, 2010, 09:25:39 PM
Win! That was awesome, hahaha =) In addition to the certain mushroom joke, I also enjoyed the curfew joke.
369  Feedback / DevLogs / Re: Jables's Adventure [RELEASED] on: September 07, 2010, 04:33:23 PM
Yaaah! I'm excited, but the download link seems to not be working on your homepage...

EDIT: Nm, it was just a bit slow...

EDIT: I had the same prob with the first boss, and no I couldn't talk to him.

PS: "The moss is still on my side" is the best joke evar!
370  Feedback / Playtesting / Re: The Real Texas - Geometry Lesson Video Dev Blog on: September 06, 2010, 09:01:20 PM
Some New Gameplay Video - Rats

It's been a long time since I posted anything, but rest assured I am kicking a lot of ass on this game.

So here we go with a little tidbit of gameplay video:

The Real Texas Gameplay Video - Rats (Kinda Gross)

371  Developer / Business / Re: How long should a game trailer be? on: September 06, 2010, 09:29:40 AM
Also I was going to say: I don't think 30s is too short. 1min might be too long. Three 30s trailers might be better than 1 90s trailer.
372  Developer / Business / Re: How long should a game trailer be? on: September 06, 2010, 09:28:54 AM
I think shorter is better. Try to make quick cuts between very exciting/interesting things, and storyboard it. Since it's a puzzle game, I guess the standard tact would be to show the basic mechanics and how you score points, though I'm not exactly sure that's the best way to approach it. Either way, I'd avoid the "long shot" and show lots of shorter clips.

Just my $0.02!
373  Feedback / DevLogs / Re: Shelley on: September 05, 2010, 02:49:50 PM
Love the visual style, keep going!
374  Feedback / Playtesting / Re: [WIP] Blip (help! I need testers!) on: September 04, 2010, 10:26:43 PM
Noticed a couple things, not sure if they are the bugs you're looking for:

- I fell into the pit at screen 2, and moved right, and it put me at the title screen.
- I died on the blades, and my box didn't reappear. When I pressed 'c' for help, I saw some black smoke. This made me think that perhaps the twist to the game was that once you're hit, you are invisible except for smoke you can emit. However I discovered that I couldn't really run in this state, so eventually noticed r for reset. When I reset, I was able to figure out fairly quickly the mechanic of seeing the background.
- There is some fuzzy text on the last screen, the last line. I can't remember what it said but it looks like flash is rendering it at pixel.5

Cool concept, like it!
375  Player / General / Re: Games you liked but were disliked by the press on: September 04, 2010, 06:35:54 PM
SoE had a lot going for it, but when I played it I wasn't super happy with it. I think, more than anything, it was just *different* than I expected. The game was probably a lot better than I give it credit for.

One game I love, that I don't know if the press hated on or what not, but lots of other folks don't love, was Illusion of Gaia. Actually a really interesting game on a lot of levels, makes me feel funny thinking about it now. Maybe I should play it through again...
376  Player / Games / Re: The Korean indie gaming scene is being trampled on by Korean law on: September 04, 2010, 06:29:34 PM
I'm on board with this, I'd be willing to host some Korean indie games on my website for sure.

Also: tangential to the current discussion, but I wonder if the Korean indie scene knows about Jordan Magnuson's excellent Freedom Bridge:

http://www.necessarygames.com/my-games/freedom-bridge-windows-free-download-game
377  Feedback / Playtesting / Re: Doooors on: September 03, 2010, 11:37:24 PM
Great job, the atmosphere reminds me of Glum Buster somehow.
378  Developer / Art / Re: Laufman's Art Dump on: August 31, 2010, 11:46:21 AM
Whoa, I never knew the Hulk was so awesome!
379  Developer / Art / Re: Hall of Fame for Games Featuring Outstanding Pixel Art on: August 31, 2010, 11:45:50 AM
What about Legend of Iya:

Isn't that still WIP?

Yaaa but I can nominate pre-emptively can't I? =0 I normally don't involve myself in american politics but I do believe game begins at conception, or at least at pixel-art!
380  Developer / Art / Re: Hall of Fame for Games Featuring Outstanding Pixel Art on: August 31, 2010, 08:35:39 AM
What about Legend of Iya:

http://www.youtube.com/watch?v=IJ82tBzJM0o



Also: I agree about fez, the pixel art is super nice...

Also: this may become my new fave thread on tigs...
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