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Player / Games / Re: Steam Greenlight -- List of games by TIGers and other notable gems
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on: September 06, 2012, 12:23:55 AM
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It's important to note that valve are no strangers to black mesa, they know all about it.
It's an interesting position for the black mesa team though as that product does break a bunch of rules and are using an IP they do not own, but I don't think valve will take that down as it serves to give valve an idea of how many wants to see black mesa as a free downloadable title for steam.
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Community / Competitions / Re: LD24 August 24th
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on: August 28, 2012, 01:14:01 AM
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Yeah...it kind of sucks when you work hard for two days straight only to have people rate your game based on your screenshots and description.
Reminded me of how I'd often get a mix of different medium scores on audio on my previous ludum dare entries... ...Which had no audio at all. Meanwhile: The evolution of a monster. A super short physics based adventure game that I'll probably give a post competition treatment to make less buggy and include more content. http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=3145
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Developer / Business / Re: Steam Greenlight announced
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on: August 22, 2012, 01:54:45 AM
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Not sure it's that simple.
It removes people who really don't want to put their credit card online, people who don't have access to a credit card, people for which 2$ is a lot to pay in their countries, etc.
So you want to make money on Steam but you are affraid to use your CC online?  I was talking about voters, I forgot to precise. People who are supposed to be the people that want to see your game end up on steam yet have no interest in steam? 
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Player / Games / Re: Ouya - New Game Console?
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on: August 20, 2012, 01:33:08 AM
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No one ever suggested that GPU's would ever replace CPU's, what we were talking about was the ever expanding functionality of the GPU's when back in the days they would basically just render textured triangles for you and having a GPU that could do the transform-work on the hardware was a big thing.
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Player / Games / Re: Ouya - New Game Console?
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on: August 19, 2012, 11:12:42 PM
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As I said, closer towards. My point was that of most people attributing shaders towards something fancy and flashy that happens on the screen everytime someone writes about them, while in reality a ton of other great things happen which weren't possible before. The actual graphics themselves should be entirely attributes towards artists if we're to be as technical as you wanted to be.
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Player / Games / Re: Ouya - New Game Console?
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on: August 19, 2012, 02:23:55 AM
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Anyway, the emphasis on graphics can't last. Real-time graphics exploded because it was low-hanging fruit. With the advent of programmable shaders, good aesthetic sensibilities and good shaders/materials outweigh the benefits of sheer detail many times over, even (I think) in the eyes of both casual and hardcore gamers. Artist team sizes have plateaued- nobody can afford to hire more artists even if they wanted to- so proc gen will be necessary to take up the slack & maintain the march of detail in AAA projects. Thus indie & AAA visuals will converge. In any case, indies have fought the visuals war asymmetrically since they were a thing, and shaders make a great weapon.
Much of the art made today is often about scaling down, so we still have a great distance to go now without any additional costs, first generation games on the next generation of consoles will be very much how fancy pc ports are handled, much like how skyrim got a high resolution texturepack due to assets having been scaled down to fit the memory on the consoles. And yes, the more closer the GPU comes to being a general processor the more stuff we can do with it, much of which isn't even graphical. I think gameplay will get the most out of the next generation of consoles though, no more cheating with the scenes, no more baking down stuff, no more static environments just to get the best looking ones. We could have actual worlds with stuff in them without having everything just like a movie-set where going beyond the bounds would break the illusion.
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Player / Games / Re: Gaming while pooping
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on: August 17, 2012, 07:32:24 AM
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For those who don't understand the long poop times, it's not so much that poop is coming out of the butt the entire time. It's just that some comes out, and you know there's more so you can't get up, but you can't force that kinda thing or you'll get hemorrhoids. So you just have to wait and be patient. It might be an age thing, too. Wait until you're in your mid 20s.
Not completely unlike birth, where it easily becomes a lengthy process where you'll risk damages if you force it! A healthy bowel is most likely the worst enemy of toilet-gaming though.
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Developer / DevLogs / Re: Crea (Kickstarter Finale Livestream)
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on: August 08, 2012, 11:31:19 AM
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Thanks! It was just right enough to make me want to get it  This looks very cool, But the gameplay seems so much like terraria.
But with the twist of modding! That's what caught my interest at least  . Seems to be python?
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Developer / Business / Re: Greed, Value and Hard work
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on: August 06, 2012, 01:57:18 AM
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Well one of my reasoning was that steam is so important because developers made it so important. Currently it's a monopoly on the PC and I don't think that is good for developers.
They're not abusing any kind of monopoly they might have, they're pretty open about letting people sell their game wherever they want even if they sell it on steam, and their success is directly related to providing a centralized and easy to use platform to sell games on. Many other platforms popped up during that same time with many great games being sold on those, but none provided the same easy to use platform that steam did, and that hurt everyone. Looking at the indie-industry it has been a major contributing factor to its growth and important in every way. But again, your choice: If you want to keep that 30% to yourself you'll end up spending that 30% (and possibly more) on distribution, a stable platform and community, marketing and getting the contacts you don't have. This while still not getting the same revenue as you would've gotten from steam as you most likely don't have a background or experience with these things.
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Developer / Business / Re: Greed, Value and Hard work
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on: August 05, 2012, 08:56:01 PM
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As I said at the beginning, my assumption is that you have another source of income, such as a "real job". So you don't need to worry about starving and can think of the long run.
And let your boss take all your hard work and only give you a month salary for it?! But the story is true here too, people cannot just conjure up a months salary on their raw talent alone, the people that take all the money from the product you worked on for them have their own invaluable skills they used to build their company with, and unless you want to learn all those skills on your own and build your own network of contacts you're better off paying the premium and be better off for it. Personally, I will try to make a game without selling it on portals(except indievania) because money is not a consideration and I really think I will gain a lot more this way, especially as a learning experience. It's also more fun XD I also like the idea of having a good game you can't get on steam.  (Feels like making a difference) The reality is: it's nearly always more profitable to sell your game via a platform such as steam, it's the same reason why big publishers sell their games on consoles where the console manufacturer will take a big cut. Even free to play games that were originally not on steam and had a good following would end up doing even better when launching their games on steam. big publishers like EA is thinking a bit like you do though, but see how a big bumpy ride it is even for a big and wealthy publisher and the requirements of a killer product to sell with it.
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