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1043029 Posts in 42257 Topics- by 33909 Members - Latest Member: bernardshor

September 17, 2014, 01:30:33 AM
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Pages: [1] 2 3 ... 7
1  Feedback / Playtesting / Re: MOSHIMOSHI on: April 23, 2013, 07:01:39 PM
Hello operator  Big Laff
neat game
2  Developer / Technical / Re: Programmers poetry on: June 15, 2012, 07:08:32 PM
int main()
{

 int the_day, the_rain;

 OPEN fields;

 while(end=1)
 {
   plains
 }

------------------------------

void the_sky = #0000FF
nothing do while(this == true)
{
    for(;I=love && this == u;)
    {
      return true;
    }
}

 
}
3  Player / General / Re: I am so weak [my rant-topic] on: June 10, 2012, 06:49:26 PM
...they know its you, "that" guy...

Not "that guy",  "that damn guy"
4  Developer / Design / Re: Scrolling text: why? on: June 08, 2012, 05:55:40 PM
I was facing this issue.

The pros outweigh the cons. It has something to do with the technical sci-fi feel of playing a computer program/ game. As though bit by bit. I think that's how it started, and once started then thats where you're 'nostalgia' point comes in.

Yea books don't have that readability issue, but when your at your computer/console interface your not reading a book.

Another thing is that the nature of game screens is usually hectic with alot of other things going on, so if continually you're bombarded with a giant slab of text, while you were focusing on the scene or image or whatever, psychologically it becomes stressing or (distressing). But when they gently start with a single letter, your mind has time to say "ah, text time".

It adds fluidity. Instead of page after page of text, literally out of nowhere.

Also it's more intimate as if the game is typing, speaking to (with) you. A wall of text is distant as though just being displayed like a street sign.

A very important point is also control. A person might accidentally skip an 'important wall of text' (if that's not an oxymoron), and you know in these games there's no rewind, usually. Especially if they get to a boring part, hopefully your game has none lol, then start button smashing only to realize they just glimpsed the word 'password is' highlighted in red on the page they skipped.. I think this was a major concern in the beginning.
 
The only con is that for the people who say they can read faster than it's displaying. If they couldn't there would be no issue at all, none. This is solved by having the instant feature as an option, and notice it's never the default option.

What I do is have the user able to press a button while its in typewriter mode which would complete that section, then once entirely displayed they still have to press the 'next' button.

Just remember in the game world: anything properly done, if isn't appropriate.. becomes appropriate.

So if you have a game design that has the entire screen of text and a 10px by 10px image at the top left corner then it is possible to be correct 'for that game' 

In the beginning there are bits, the rest is up to the author.
 
5  Player / General / Re: I am so weak [my rant-topic] on: May 23, 2012, 11:15:38 PM
AND STOP WATCHING PORN!
I'm going to repeat it one more time so you know its not rhetoric.

I'll add "change your diet"
 Hand Joystick
6  Developer / Technical / Re: Low Screen Resolution on: April 02, 2012, 05:32:19 PM
@Trevor why do the modern cards not allow rsolutions below a minimum.
so you're saying scaling up the assets is the safest way to go..?

The main benifits were blit speed and less required Detail in artwork

scaling up the sprite achieves the detail part.
But a lower resolution is simply faster...no?


Considering that the 'Steam' gaming site has a minimum resolution of 800x600.
What does that mean exactly? and does it apply to a fullscreen game?
7  Developer / Technical / Re: Low Screen Resolution on: April 01, 2012, 01:19:55 PM
I think he asked about setting the monitor\GPU to a low resolution. Not the graphical design issues with lower resolution.
But that was already answered, if you want your GAME to have a low resolution just use any native SCREEN and just draw bigger pixels.
So for instance if your GAME resolution is 320x240, and your SCREEN resolution is 640x480, you choose 640x480 as your screen resolution but instead of drawing your sprite as is, you draw each pixel of the sprite as a 2x2 pixels square.

Sorry , if I wasn't clear. It was a general question, though you're right I was more worried about that aspect of it. I've done some tests and decided similar to what you're saying. I'm concerned mainly that there might be some hardware that would not work with such low ratios for whatever technical reasons.

I guess so long as I keep the aspect ratio the same it doesnt matter the values.
I even tried 64x48, The environment didn't scale it full screen instead it was centered and padded with black border.

8  Developer / Technical / Re: Deploying your game (Ask your questions here) on: April 01, 2012, 06:49:58 AM
Why is there a minimum requirement of 1024x768? for an 'installer'.

Sorry, does it refer to the game itself or the desktop settings of the a)user / b) developer
9  Developer / Technical / Low Screen Resolution on: April 01, 2012, 06:45:36 AM
For a game that runs fullscreen, what are the pros and cons of having screen resolution lower than 640*480. Not in terms of quality or L.O.D but interms of technical issues.

I know a few but what are all the ones you've encountered.
10  Developer / Creative / Re: Inspiration Thread on: January 16, 2012, 04:47:37 PM
This lass snuck into a Russian military rocket facility and took pictures:
http://lana-sator.livejournal.com/160176.html#cutid1

Whoa, awesome pictures. I approve. Shocked Hand Thumbs Up Right

Yes. I can confirm these reports. 

That image in your post is so surreal, and the materials and design so exotic that I thought it was anime...

.. still hard to accept it as a real photo.. yet it is.
11  Developer / Offering Paid Work / Re: Fellow Tigsters! Music Needed on: January 08, 2012, 11:17:10 PM
I read your description and I thought I might have something suitable.
http://soundcloud.com/sam-garrone/koriaha-epic-choral-action

Thats some big music. Everything was well put together and it was true to form (genre).
One thing, those female vocals sound so .. relaxed.. like they just woke up or watching tv or combing their hair Big Laff maybe thats why you wanted to remove them.

To all: Sorry but there's some major lag time between sampling/browsing the artists tracks (even the hidden ones on your sites Smiley)and actually contacting you. But all tracks are played immediately and placed into a table.

I've only managed to conclude with 2 artists so far.
 
12  Developer / Offering Paid Work / Re: Fellow Tigsters! Music Needed on: January 06, 2012, 09:32:37 PM
I made a quick orchestral set for you, which you can find here http://snd.sc/AqyO9U . You can check out more at my soundcloud page and website, bubblepipemedia.com . Email me at NHC at Bubblepipemedia.com if interested!

I should thank you since you made it on the fly specifically for this. thanks. 
The first one is a bit cluttered but then that was its style. 
"Teddy" is outstanding!!!
Zillobit has an excellent preclimax
Rise of mutant has good sections.

I'll contact you later. 
13  Developer / Offering Paid Work / Re: Fellow Tigsters! Music Needed on: January 06, 2012, 06:09:16 PM
Guys I've made a file of everyone who pm'd or posted. Please allow about two weeks before I know for certain that a track of yours will be used. Then we'll start a round of negotiations.   GiggleWizard | Noir Cool 

Thanks again you guys are SUPER DUPER! I almost didnt start the thread, glad I did - some real gems. 
Indie Scene is the real scene!
14  Developer / Offering Paid Work / Re: Fellow Tigsters! Music Needed on: January 06, 2012, 05:11:03 AM
I'd be worried about sound consistency when acquiring tracks from different musicians - and you can't beat customized music that's inspired by gameplay, story and visuals...

This is a true concern but after reviewing the work I'm sure it would be 'appropriate' if done properly.  Think of it as being similar to how some games (like mario or sonic the hedgehog) has a different track for each level. and these games have quite a few levels. The major difference is that in those games the levels are all fairly similar, but in my case there might be a wider range of settings/events and so on. So to do a preliminary scout like this is extremely helpful and has its advantage. As a musician I can see how this might be a "worrying trend".  I try to address it by, in the credits outlining the tracks in the order they were used and the corresponding artist, with also a description of what the scene was.

Just my € 0.02 as an artist who loves the burden of "Here make a track for this".
or 20 different artists, all of whom unburdened, potentially making (or having made) "a track for this". But this only works when the designer knows exactly what he's looking for..


EDIT: Ive thought about it and conclude that your right, there's no substitute for a good in house (ie:in project) musician.
15  Developer / Offering Paid Work / Re: Fellow Tigsters! Music Needed on: January 05, 2012, 08:24:38 PM
..screening process a little confusing...

It's just that I want to avoid putting the burden on an artist to say, "here make a track for this" I want to see if the track already exists in its pure perfected form. And then seek the permissions to use it. This has happened and is highly possible.
If at the very least to edit slightly.  I know what I'm after avec le precision.
The game too is malleable so it can be flexed to fit a given track if needed.

right now I have an xml table of all the tracks and their appropriateness on a scale for the scene and what I'll need to do.

I've found 3 of the 5 needed.  A bit unorthodox perhaps... but the payment and credits will be very orthodox.. Wizard
16  Developer / Offering Paid Work / Re: Fellow Tigsters! Music Needed on: January 05, 2012, 05:35:49 AM
Thank you for the feedback all. I am seeking a composer with a lot of power and or sentiment.. but preferably power.  I've found a few.
Pardon me for not replying , if I haven't. Please if you would be so kind I'd love to hear further samples. 

As for contacting you, the stages are to map the music to the scenes and see if they work, then contact you to hear your fee.

Thank you for the responses thus far!   
17  Developer / Offering Paid Work / Re: Fellow Tigsters! Music Needed on: January 04, 2012, 07:53:01 PM
Calum, why was the vn project cancelled??   Blossoming Insanity is insane! a masterpeice. though not for this purpose.
In fact just about every second track on the album is top grade. from number 6 onward were you saying something with the track titles? Smiley
18  Hidden / Unpaid Work / Re: Musician/Composer looking for projects on: January 04, 2012, 10:26:58 AM
Nice!

Did you remake the covers from scratch or are they the actual covers tweaked/edited?
19  Developer / Offering Paid Work / Re: Fellow Tigsters! Music Needed on: January 04, 2012, 10:19:24 AM
Johnny M,
"Before The Dawn" is absolutely 10 star, I will be using it.
Do you mind if I post a link to it here to show the style I'm after. The music is primarily is for cinematic in a space epic. 5 tracks are needed. (..4 now hopefully)


edit: I will comment/pm later on the other tracks I've visited "each".
Thanks!
20  Developer / Offering Paid Work / Re: Fellow Tigsters! Music Needed on: January 04, 2012, 05:38:06 AM
You can find samples of my work and my resume on www.jackmenhorn.com

PM me if interested!

The link is down
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