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1065763 Posts in 43487 Topics- by 35505 Members - Latest Member: Bambuman

November 23, 2014, 03:00:29 AM
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21  Player / General / Re: Ask someone a question! on: April 18, 2011, 11:21:09 AM

Pooping because it's done in private and you can always plausibly blame someone else.

Why does the package of cotton swabs say "Do not insert into ear canal" when we all know what they're really used for?

Because a ball of cotton fluff lost deep in your ear canal for months is really unpleasant.

Baked or fried?
22  Feedback / DevLogs / Re: The Journey Down development blog-thing. on: April 15, 2011, 06:34:40 AM
I intend to let the high-res version have text activated by default even though we do have full voice acting. What do you think about that? I personally think text is very ugly but can truly be of help when a lot is going on at once in the same scene. Clarity needs to come first in and adventure game, I think.

I think that's for the best. Especially if you're using accents, some people have more trouble with that kind of thing than others. Also, it makes it less likely that someone will miss something due to distraction.

I think if subtitles are on by default people who'd rather not have them will look for a setting to turn them off, but if they're not on from the start the people who want them won't necessarily know that there's an option to have subtitles at all.
23  Feedback / Finished / Re: Out There Somewhere on: April 07, 2011, 05:27:21 AM
I'm a sucker for tales of lost astronauts and excellent art. You've got me.
24  Developer / Audio / Re: The Salvage Sound Diaries: Week 6. Choirs In Conway Mill on: April 07, 2011, 04:50:31 AM
The Salvage Sound Diaries: Week 6. Choirs In Conway Mill
http://www.hyperduck.co.uk/?p=1853

Uh-oh. Blog go boom? hyperduck.co.uk is showing a default Wordpress page with no posts.
25  Feedback / DevLogs / Re: The Journey Down development blog-thing. on: March 31, 2011, 09:43:17 AM
Your Episode 1 prototype was great! Glad to hear your carrying on and making a bigger commercial game of it. Absolutely love the art.
26  Developer / Creative / Re: Question about using commercial music in non-commercial work... on: March 04, 2011, 11:47:51 AM
I tried this a while back. I emailed like 15 bands and asked to use their music (Fairly small ones, too). Not one of them responded.

The game never was made, because it revolved around the music too much. Don't make that mistake.

Well, I get emails about sketchy business propositions pretty regularly, not saying that you are sketchy, but I'm sure any band with a website gets crap all the time, and if you are cold calling out of the blue it can be hard not to look like crap. Networking, that is meeting and getting to know some musicians can be really invaluable here.

So much easier to hire any number of the starving musicians on this site.

Worth saying again.
27  Developer / Design / Re: Do people like achievements? why? on: March 01, 2011, 09:49:58 AM
I'm not a completionist so I would never go out of my way for achievements, like by playing with only one gun or sending the gnome into space in Half Life 2. I kind of like achievements though, well sometimes, at least in theory. I won't play for achievements, but I do enjoy it when you get that little bit of artificial recognition, "Achievement: You did $thing," I'm like, Yeah, thanks for noticing! Quite Pavlovian.

I liked the way they did achievements in STALKER: Call of Pripyat. They weren't really achievements in the usual sense, and they had in-game effects. Get the Artifact Hunter achievement and hostile bandits will be attracted to you, if you get Detective stalkers will regularly leave medical supplies in your personal stash out of gratitude, etc… it's all to do with how you're seen in the world.

I'm thinking about using achievements or something like them for the different ways of losing a game, sort of anti-achievements.
28  Feedback / DevLogs / Re: Lighthouse on: March 01, 2011, 09:09:19 AM
I too, love the way this looks.
29  Developer / Writing / Re: Words/Phrases that I need to stop using. on: February 27, 2011, 06:58:11 PM
I use actually far too often… and I have an ellipsis problem.
30  Feedback / Finished / Re: Hack, Slash, Loot. on: February 25, 2011, 07:03:53 PM
This looks better and better. Magical pork chops!
31  Developer / Audio / Re: The Salvage Sound Diaries on: February 21, 2011, 03:23:56 PM
Listening to it now. Feeling wistful. Good stuff!
32  Developer / Art / Re: Should I buy a tablet? on: February 17, 2011, 07:10:30 AM
I don't want to discourage you, if the price is decent and you've got the cash to spare then go ahead. But my own experience with tablets has been mixed.

I never fully acclimatized to the disconnect between my hand and the lines I drew on the screen. My drawings with the tablet were always clumsy as hell. I didn't have the control I was used to, it was almost like drawing with my off hand or after falling to the floor drunk (If I can still stand, I draw pretty good).

Eventually, I got a baby Cintiq, which has totally changed my life.
33  Feedback / DevLogs / Re: Why I Want to Fuck Barack Obama on: February 15, 2011, 10:08:29 AM
It's like J.G. Ballard and Hieronymus Bosch got together and made a game. Looking forward to this.
34  Feedback / DevLogs / Re: Proteus on: February 13, 2011, 09:23:57 AM
Really love the aesthetic here.
35  Feedback / DevLogs / Re: Die in Space, Repeatedly (working title) on: February 12, 2011, 04:58:17 PM
I've been working on the trading system, it's not much to look at, though and it's Screenshot Saturday. So how about some missiles?



36  Developer / Creative / Re: Question about using commercial music in non-commercial work... on: February 02, 2011, 10:11:38 AM
Nope.
Totally illegal, unless you've got clearance from the copyright holders. Same with Youtube, actually.
37  Community / Townhall / Re: Venus Patrol on: January 29, 2011, 10:24:36 AM
Love flying the skies of Venus, so majestic.
38  Feedback / Finished / Re: Hack, Slash, Loot. on: January 26, 2011, 09:10:20 PM
Looks totally sweet. Following with interest!
39  Feedback / DevLogs / Re: Die in Space, Repeatedly (working title) on: January 26, 2011, 06:42:52 PM
Sommorartfuryah.

This time, another spaceship and our first alien… sort of.






Maybe next time an actual gameplay update, I think it's overdue. I've had a minor epiphany or two about how to proceed, now all I have to do is figure out how to implement them. Smiley



PS@Brother Android: Whenever I need to get into a proper spacey mood I like to listen to your music, so you've been unwittingly invaluable to this project.
40  Feedback / DevLogs / Re: Owlboy Development on: January 25, 2011, 01:57:15 PM
This looks sooo good.
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