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301
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Developer / Design / Re: Inspiration prompts?
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on: May 08, 2012, 11:09:20 PM
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My own version from favourite genre. My dream game is a tactic RPG, because I'm huge fan of the genre and would like to make 'an ultimate tactic RPG'. It all comes down to making the game you would like to play yourself I guess.
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303
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Developer / Technical / Re: The grumpy old programmer room
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on: May 08, 2012, 10:11:06 PM
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Yeah, to the point that I would say that 30-day trial is enough to learn that it corrupts like hell. I would version it under source-control or at least something like Dropbox, if I used it more than "drop in assets, assemble them, output SWC." which shouldn't be a case with software that costs almost 4-digits. Which is sad, because I really like Flash 
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305
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Developer / Design / Re: Randomness and Imagined Agency
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on: May 07, 2012, 12:21:57 PM
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so you could argue that knowing the seed and calculating next number Are you really going to argue that, though? Are you really that guy who would make such an argument? Hey, hardcore Fire Emblem players actually use it to maximize stat gains during level ups and other stuff in their playthrough 
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306
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Developer / Design / Re: Randomness and Imagined Agency
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on: May 06, 2012, 07:29:46 AM
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But 'ambiguous decision-making' is very unclear and I still don't understand why for example Gran Turismo doesn't have it in your opinion?
Also, seeing as we start making supercomputers and algorithms that beat chess grandmasters, is chess no longer a game but a puzzle/contest since it doesn't have any randomness and we can 'solve it'?
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307
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Developer / Design / Re: Randomness and Imagined Agency
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on: May 05, 2012, 03:09:13 AM
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I like how you discredit a whole bunch of games or genres as not games 'just because', sometimes even contradicting yourself (saying that attacking in RPG or FPS game is a randomness in execution, yet Mass Effect not being a game huh?)
Also saying that people play single-player games just to beat high-score is wrong, as many people seek something more than number crunching.
Also, many video games use pseudo-random generation, so you could argue that knowing the seed and calculating next number gives you clear vision of what happens and it suddenly turns into execution contest. Oh, god...
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308
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Developer / Design / Re: Simplifying a game for ease of making.
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on: May 05, 2012, 02:51:33 AM
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And you don't even have to sacrifice all diagonals by going to tiles, creating a 3-4 variants of diagonal tiles will give you much more flexibility when creating levels and still have the speed benefits of tiles.
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311
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Developer / Business / Re: Finding work: beat'em or join'em?
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on: May 03, 2012, 12:44:55 AM
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I was unsure about the whole idea of copyrighting to begin with. What I do know is that it allows you to keep your work "your work" and if someone profits that, that's not legit. What I don't know is what I should do to keep my work "my work" under some circumstances. (That would be my next topic on the forums.) Actually, copyrighting is my main reason on not following my career goal.
You own copyrights automatically after creating anything and it's enough to legally protect you. Trademark is something you have to acquire, but it's not necessary for legal protection of your games.
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312
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Developer / Business / Re: Portals and tracking my own stats?
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on: May 02, 2012, 11:58:13 PM
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We use playtomic all the time, Kongregate doesn't mind. Some other portals are really anal about it, but Kong+Newgrounds don't care, and I'm pretty sure Armor games doesn't either.
Armor was the ONLY one in my experience who has ever asked for tracking to be stripped out. I have no idea why though. It was some US children protection act that prohibits them from collecting data from players under certain age.
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314
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Feedback / DevLogs / Re: Multiplayer Tactics Game - Telepath Tactics
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on: April 30, 2012, 03:12:45 AM
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Why is that?
Can't tell, I guess it's just my personal taste. Remember that those are not meant to be pretty, but a recognisable shapes for colour-blind people. I suggest that maybe a opt-in color-blind mode, which turns on shapes and other helpful features.
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315
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Player / Games / Re: Know any cool First-Person Dungeon Crawler games?
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on: April 30, 2012, 02:39:51 AM
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I find EO's 'shin megami tensei' hard, it similar to, lets say Nocture (Lucifer's Call), with supermonster poping out of nowhere and one-hitting your entire party, but that can be overcome with grinding and clever approach. I've only played the third one, really like it!
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316
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Developer / Technical / Re: Level Systems
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on: April 30, 2012, 01:43:51 AM
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You could handle collision with lines, it's super fast and easy and you can cheat smoothness by just having more smaller lines (3D geometry does it too!). And since we decoupled logic from graphics, your artist can go all crazy on levels as long as you cover this terrain with your lines.
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317
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Developer / Technical / Re: C#, C++ or Actionscript?
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on: April 30, 2012, 01:32:51 AM
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Read my post again. I can't believe you even downloaded the NME, because actually the bitmap rendering is broken, I haven't touched the SWF support yet. Seriously, just use AIR, you will save yourself a lot of time and stress, NME doesn't even have any killer-features and they are both completely free (with better IDE support for AS3 than haXe).
It's just stupid to dial your expectation back to the level where you don't expect the core functionality to work. It's like saying "I'm using OpenGL, but I don't expect it to render anything other than pink circles".
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318
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Developer / Technical / Re: C#, C++ or Actionscript?
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on: April 29, 2012, 11:42:43 AM
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It really depends on the kind of game you're trying to make. NME wasn't really designed with GPU-powered rendering in mind, it's most useful as an abstraction layer for porting Flash-programming based games to multiple platforms. In that capacity it is excellent.
I do agree that NME isn't ready for large-scale development efforts. But for individuals who have experience developing for Flash, and a desire to see their work on other systems, it's ideal.
I can't agree that it wasn't designed with GPU-powered rendering. It didn't even support vector assets in SWF until one of the recent updates (and through external library). It was designed as a 'flash-like' abstraction over SDL, but seeing as Flash and non-Flash rendering is completely different in it, you can't even use same code base to deliver to all target. Comparing to AIR, this project has a very long way to go. Just like I said before, the idea is great, but currently it's an undocumented, buggy mess. The dev's attitude is screwed (why fix the core functionality when I can add a fancy class and make my update blog post look pretty. They also insist on using same class/function/variable names as Flash's library, but they change the behaviour of some of them to something completely opposite which is confusing.
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319
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Developer / Technical / Re: C#, C++ or Actionscript?
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on: April 29, 2012, 02:54:00 AM
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If you plan to target desktop or mobiles, don't even bother with NME. It may be good in a year or two, but right now it's not in the usable state, especially not for the beginner who doesn't want to (or know how to) tweak and rebuild the C++ source.
If you say so, I've never had a problem with the desktop builds. But, then again, I run Ubuntu so that might be why. Running Ubuntu you are the lucky one because that's the same as one of the dev's main machine. I didn't have such pleasant experience with Windows, they tend to - for example - break the whole GPU support (which for me was one of the main features) in an official, numbered release and wait around 2 month before pushing a fix. NME is great if it works, but market share for Windows (especially gamers) is just too big for a commercial product to dismiss it.
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320
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Developer / Technical / Re: Technical question about heavy flash games
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on: April 28, 2012, 06:15:42 AM
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Profilers are a dreadful thing in the world of Flash. Easily the worst thing about developing in Flash.
Not sure what you mean by dreadful but, The Miner http://www.sociodox.com/theminer/ (previously known as Preload Profiler) is good enough for profiling Flash games, finding stuff like memory leaks, function performance bottlenecks etc. It even provides hooks for MonsterDebugger, which is an awesome tool too. What key features it lacks compared to profilers/debuggers from other languages?
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