|
463
|
Player / General / Re: What is my creative calling? Is it game-making? Writing? Comics? Help!
|
on: April 12, 2009, 05:20:08 PM
|
Keep moving? Seems counter-intuitive to me. I mean, I agree that experimenting and exploring your options is the way to go, but giving each of The Million Ideas some time in the sun will probably just keep you on the same path.
I'm going to agree with Jimmy Chang. Once you have an idea picked out, stick it out for a while, see how it goes. You'll find your other ideas jumping on and integrating themselves, rather than competing.
DISCLAIMER: I'm a bigtime procrastinator, and I'm sure you'll notice I haven't really done... too much. I work on them a little, but my ideas are still caged away inside my head and books. Really, I'm like Humbug, and Gunsword, and Merc. Except without the "I'd like this as a career" component.
So you just have ideas for games or whatever so you can do them for a hobby? I can see why you would procrastinate because you'd have much more important things to do. Oh and I definitely agree about how ideas will integrate each other. Happens all the time with mine. - The most important thing is to actually make stuff. Pick projects that are manageable and finish them. Put a lot of effort into them. Think about them. Think about them in terms of art, in terms of philosophy, in terms of craft. Work your arse off. And then you'll start going somewhere.
I can really see that giving me absolute Hell.
|
|
|
|
|
464
|
Player / General / Re: Comics!
|
on: April 12, 2009, 05:13:53 PM
|
Oh oh oh, how could I almost forgotten Batman: Hush?
I'm probably going to pick up Batman Hush from my library tomorrow. I had it on hold last week. Hush will be my very first Jim Lee and Nightwing comic.
|
|
|
|
|
467
|
Player / General / Re: Comics!
|
on: April 10, 2009, 05:00:40 PM
|
I recently went and read every issue of X-Men from the beginning to the early 90s, when they unfortunately became all srs bzns and doomgloom. Repeated the process for Excalibur and New Mutants.
Why did the 90s have to ruin everything? Turning things 'dark and edgy' - especially with Excalibur, which was always light and fun - doesn't actually make it better.
I've been wanting to do that. Mostly thanks to the incredible '90s X-Men cartoon. I TRIED to do the same routine for Spider-Man, but gave up somewhere along the way, because every other story started in the main comic was continued in one of the numerous series running alongside and at some point I was just tired of all the cross-referencing. Also, I LIKE DARK AND EDGY Well I gotta try to do that for both myself. Anyway, a few days ago I read 100 Bullets Volume 2. I've been dying to continue this series for a year. V2 had so much too its great story. I'm still thinking about all of the events that occured during that comic. I'm picking up Volume 3 from the library next week.
|
|
|
|
|
468
|
Player / Games / Re: Promisingly Good Freeware Games in Development
|
on: April 10, 2009, 04:26:17 PM
|
today the developer of valdis story stated that the game isnt canceled. "Valdis story is on hold while I find a new job. Times are rough hehe. I'll update when the situation changes." source: gmc.yoyogames.comValdis Story has a kind of Super Metroid and Super Mario World look which I like. I'll check out the demo. Contra and Gunstar Heroes? Yeah, that REALLY caught my attention! I'm loading the trailer now.
|
|
|
|
|
470
|
Player / General / Re: What is my creative calling? Is it game-making? Writing? Comics? Help!
|
on: April 10, 2009, 04:07:50 PM
|
|
Lots of interesting comments in this thread. I also have the problem of not knowing which creative job I'd want to do. I was trying to learn about screenwriting from a few books awhile ago and wrote down script ideas and plot details here and there but I was also writing tons of game ideas before, during and after that. lol I guess I'll need to do a script rough draft and a sample game to figure out what I really have a passion for...even though I'm still planning on being a game developer/screenwriter. lol
|
|
|
|
|
472
|
Player / Games / Re: Promisingly Good Freeware Games in Development
|
on: April 06, 2009, 04:00:04 PM
|
New Super Mario Landa remake / tribute to super mario land (anyone remeber this fine game for the gameboy?) in color. Gameplay Trailer O... M... G... This and Tetris were the first games I played in spinach and black when I got my Game Boy as a kid. Remake of the year.  Yeah, Super Mario Land was GODLY!!!!!!!!!
|
|
|
|
|
475
|
Community / Townhall / Re: The Obligatory Introduce Yourself Thread
|
on: April 03, 2009, 07:02:57 PM
|
Good Morning everyone. I put Randy as my user name so that must be my name or my state of mind. Maybe a little of both ^_^ So yeah, I've been hanging out on the main page for quite sometime now. I play just about everything that gets posted and enjoy all of them on some level. Even the not so polished ones, because I believe you can always learn something from the game. I pretty much live my life in video games. I have since I was about 5 and learned what they where. I remember my Dad picking up used TOMY games at yard sales for me to play. Not a lot of the current ones get played at my house. I have a wife and two kids so my tv time gets reduced to an hour a week if I'm lucky. I do play my DS everyday though and I'm currently enjoying Disgaea DS on the ride to work. I'm one of the lucky ones I think because I've been able to turn my hobby in to a career. I became a classically trained animator and a self taught pixel artist (is there any other kind o_O) and began working in a small time studio that went belly up in a year. I later moved and joined Gameloft Montreal and became a high level artist there. I learned a lot about what I can accomplish and what my standards are for my own art. It was there that I also had the opportunity to talk at the Montreal International Game Summit about pixels in and out video games. I also found a spot in NFGman's book Charater Design for Mobile Devices. I've since moved on from Gameloft and now work at a smaller studio in Ontario being a lead artist on a DS project there. Now I guess I'm looking more now to make my career a hobby again. I have game ideas and I would love to try and hash them out with out a studio getting in the way. Seeing what people do here at tigsource has driven me to give it a try. As for my favorite games. Gosh... the list is so long. Let's see...  I have a special place in my heard for Zelda on the SNES.  Metal Warriors by Konami is totally on the top of the list.  Magical Drop 3 because of the awesome/cute character designs.  Street Fighter 3 becasue DAMN that's some fine animation.  Batman on the NES. The look of this game still makes my jaw drop. The Boktai series, Mega Man 2, Mega Man Zero Series, Super Metriod, Monkey Puncher, Super Mario Land, and on... and on... and on... Some of my favorite indie titles are Warning Forever, Nelly Cootalot, Bonesaw, Chocolate Castle, Save the Beagles, Cave Story (of course) and my current fav... Spelunky. I think that's about it. Oh... I'll tell you a secret. ... If I had a system of choice to make a game for it would be on the classic GameBoy. Why? I love the limit of 4 shades and I believe that hardware limits can bring out the best creativity out of people. Welcome Randy! It's good to see that I'm not the only Batman NES fan here.
|
|
|
|
|
476
|
Developer / Design / Re: Balancing player levels in cooperative RPGs
|
on: April 03, 2009, 06:52:15 PM
|
A somewhat plausible way of dealing with unbalanced damage (from playing Breath of Fire II) is to have certain enemy attacks that take out "[n]%" of each character's health, so the damage dealt will be progressive but still have the same strategic impact on each player.
I don't remember that and I just played the game a year ago. lol I refer to the attack called Boombada, which reduced an enemy's health by 50%. Of course, this mechanic is present in Chrono Trigger as well, and for some strange reason, both games had animations involving giant wrecking balls squashing the victims for these attacks...  Ahhh...Boombada. I ripped my hair out trying to do that music minigame to get it. Especially since I thought doing that advanced the story and not just gives me a spell...
|
|
|
|
|
477
|
Developer / Design / Re: Balancing player levels in cooperative RPGs
|
on: April 03, 2009, 03:57:09 PM
|
A somewhat plausible way of dealing with unbalanced damage (from playing Breath of Fire II) is to have certain enemy attacks that take out "[n]%" of each character's health, so the damage dealt will be progressive but still have the same strategic impact on each player.
I don't remember that and I just played the game a year ago. lol
|
|
|
|
|
478
|
Developer / Creative / Re: Your biggest obstacle to create a game?
|
on: April 03, 2009, 02:36:36 PM
|
My biggest obstacle is that traditional project management styles are not fit for the game design world. If there is one sure fire way to piss a gamer off, its by trying to control how they do something. Unfortunately to have any type of project where members are left to accomplish work on their own, you need to keep them motivated. Pairing another team member or two up with them helps sometimes, but there is always the risk that one person will try to take control and the whole thing will fall apart.
I know people might roll their eyes at this, but I found that Scrum works really well for game development projects. I have taken this approach when I work with others (for games and other projects) and the small consumable tasks and iterative process are very friendly to this type of work. It hasn't failed me yet. I read about Tim Schafer and scrumming. I definitely plan on doing that myself. It'll reinforce what I want my game company to stand for.
|
|
|
|
|
480
|
Developer / Creative / Re: The Unfinished Game/Demo Dump
|
on: April 03, 2009, 08:32:09 AM
|
What's with unfinished games and basements here? lol And I swear the best sounding games are the ones that never get made.
Isn't that a "duh" moment? Project get to big to be able to be finished. Also what you imagine the game to be and what it turns out to be may be two different things. That's what I was implying. Peoples imaginations can easily get too big for a game. So very true. And it's something I'm going to spend A LOT of time trying to get around.
|
|
|
|
|