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361
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Player / Games / Re: OnLive and indie game developers
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on: September 18, 2010, 11:40:53 AM
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@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.
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362
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Community / Jams & Events / Re: OrcaJam: Finally, a Pacific Northwest jam!
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on: September 18, 2010, 10:23:25 AM
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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!
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364
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Player / General / Re: What is it?
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on: September 16, 2010, 10:01:21 PM
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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...
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365
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Feedback / DevLogs / Re: Dragon Slayer 1
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on: September 12, 2010, 06:56:33 PM
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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.
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366
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Feedback / DevLogs / Re: The Salvage
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on: September 12, 2010, 06:51:16 PM
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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 =)
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367
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Player / Games / Re: VVVVVV by Terry Cavanagh (Mac/PC/Linux)
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on: September 12, 2010, 11:23:37 AM
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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.
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369
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Feedback / DevLogs / Re: Jables's Adventure [RELEASED]
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on: September 07, 2010, 04:33:23 PM
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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!
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372
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Developer / Business / Re: How long should a game trailer be?
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on: September 06, 2010, 09:28:54 AM
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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!
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374
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Feedback / Playtesting / Re: [WIP] Blip (help! I need testers!)
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on: September 04, 2010, 10:26:43 PM
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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!
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375
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Player / General / Re: Games you liked but were disliked by the press
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on: September 04, 2010, 06:35:54 PM
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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...
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