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1075863 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 11:06:43 AM
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921  Player / General / Re: Indie Game: The Movie has been released on: June 15, 2012, 08:04:19 AM
Hey I don't wanna "Cause a Scene" but who is Phil Fish?

S'il vous plait
A very good man.
Isn't he the guy that posted some retarded shit after winning IGF with an incomplete game, twice? Isn't he a quite obnoxious guy?
922  Developer / Tutorials / Re: Cocos2D HTML5 tutorial series on: June 15, 2012, 07:54:08 AM
Oh yes, this is how you do it! Hand Shake LeftTears of JoyHand Shake Right

Love this series! Thank YOU!
923  Developer / Business / Re: I have this idea for a "good" DRM on: June 15, 2012, 07:36:28 AM
I don't consider Steam as DRM. I can play my game(s) in any PC my heart desires, as long as I can install it. I actually like that Steam thing.

Those "CD/DVD required in drive" games are the ones that piss me off the most.

A decent DRM would be lower the prices of retail games a bit and give freebies to players that register their original copies, kind of like Nintendo does with their stars catalog.

You buy a new game, you get points that you can redeem for something later. Works for me.
924  Developer / Business / Re: HTML5 Earnings - Part One on: June 15, 2012, 07:29:41 AM
Good read, homes. Glad to see you had success. More people should post their stories.
925  Player / General / Re: Looking to interview a game Dev on: June 15, 2012, 07:13:52 AM
Superb Joe is the man in charge.
926  Feedback / DevLogs / Re: The game of my dream (2d, sandbox, sometimes roguelike) on: June 15, 2012, 06:29:38 AM
Amazing, all I can say. Those development shots really show the labor you went through.

I'm hoping you have success.
927  Player / General / Re: Press X to not be raped on: June 15, 2012, 06:17:58 AM
I liked to dive into the void, hitting the ground head-first from a great distance.

I could spend hours going up slopes, reaching to the ledges, setting up the dive, and make Lara taste the rock/grass.

LOVED IT!

That alone gave me great satisfaction and amused me for hours. I never completed a single level of Tomb Raider because of it.

I want to revive the same feeling. Will I have it?
928  Feedback / Finished / Re: Spunk and Moxie on: June 14, 2012, 05:46:24 AM
Spunk? SPUNK?! SPUNK?Huh?
HM... I kinda wish it is renamed. Spunk is weird... Why not Sponk?
Spunk reminds me of Sigvatr__

OMFG...

Looks good, though.
929  Developer / Technical / Re: Coding without curly brackets on: June 01, 2012, 06:00:31 AM
For a moment I was expecting to see GM Script thrown into the bag. No curly braces there too. But that's not a programing language.

You'll get used to them too, Paul. Their sleek curves will entice you. Tiger
930  Feedback / Playtesting / Re: Crazy Police on: June 01, 2012, 05:45:06 AM
Looks solid, but the graphics could be a wee bit better, though there's still time. You could add windows in the corridor, looking out to the background and some scenery in the walls. The bullets were weird, though. What is supposed to fire them?
931  Hidden / Unpaid Work / Re: Want to try voice acting. on: June 01, 2012, 12:35:54 AM
In this line of work you have to show something.

Simulate (or even repeat) the voice over of a trailer, the announcement before a wrestling/boxing match. Or even, read the text on some game's trailers. Like Avernum, or something.
932  Hidden / Unpaid Work / Re: Needs a little translation help on: June 01, 2012, 12:32:14 AM
Those are the so called "false friends" that create very common mistakes.
That was unnecessary.  Roll Eyes
[/quote]
No, it was necessary. A "false friend" is a set of words similar in the languages being worked on that the translator falsely assumes the meaning is the same.

EDIT: Here, for your perusal.

Not related to yourself or the post.
933  Feedback / DevLogs / Re: The Archer on: May 30, 2012, 07:07:04 AM
Sad, sad day...

Oh well, life carries on.
934  Feedback / DevLogs / Re: Indie Action - Indie Hero Battle on: May 30, 2012, 07:02:20 AM
Kudos for your work. Game is amazing. And a nice tribute to indie to boot.

You should have a badge of awesome.
935  Hidden / Unpaid Work / Re: Needs a little translation help on: May 29, 2012, 01:09:07 AM
"Começar/resumir transferência"
"diretorias"
This is not correct in european portuguese.

"resumir" doesn't even make sense (should be "continuar") and "diretorias" are "diretórios".
Those are the so called "false friends" that create very common mistakes.
936  Player / General / Re: What are you listening to at the moment? on: May 27, 2012, 03:29:54 AM
Taproot - Gift
937  Player / General / Re: I am so weak [my rant-topic] on: May 24, 2012, 12:17:04 AM
Agreed. Also if you're making a game solo, in 90% of the cases you do need a design doc or concept art or shit like that. Basically cut out everything that separates you from making the game.
"do need" or don't need?

Got me confused, there.
938  Developer / Design / Re: help/advice for creating a challenge on: May 23, 2012, 12:47:07 PM
He's designing a game that you can't possibly win. What's the point in playing?

I have the image of one episode of Stargate, where T'ealc is trapped in a simulator with a condition he can't win and gives up.
939  Player / General / Re: I am so weak [my rant-topic] on: May 23, 2012, 11:03:31 AM
What does this help? I would like to know because I've already done this part.
Making yourself pursuing an objective to it's conclusion, making concessions along the way in order to make it final is a grand thing in and by itself.

Mostly, I waste time and a whole lot of will with the graphical part. When I feel unable to continue, I press the reset switch. I like tinkering with code. Art is a concept I'm completely unable to relate to. Color theory is something I don't think I'll ever master, nor the way of the pixel.

Having finalized something, my objectives are more linear and my work gets more serialized.

I have returned to a project that I've halted after concluding my crappy game (made for the christmas compo that I didn't release), and I'm now more focused because the goal is less generic. I made myself stand still, look at things closer and actually LEARN. I then released it in the game engines' forum. I knew it was bad, but what the hell. I sent it to another compo, anyway. The rush I felt at that time was great.

Well, my take on the subject. Not in any way a truism. Results may vary, of course.
940  Developer / Tutorials / Re: PlayStation Suite SDK Development Tutorials on: May 23, 2012, 06:42:41 AM
Y you would no dev to Vita?
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