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1463
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Player / General / Re: Where are the indie game-loving girls?
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on: July 15, 2009, 10:14:02 AM
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Nah, I had some girls playing Halo/Call of Duty. They were in the minority, but they were there.
I'm not sure any assumptions are safe. I guess all we can really talk about are statistics and averages. But trying to apply statistics to any single individual is a path to madness.
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1464
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Player / General / Re: Where are the indie game-loving girls?
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on: July 15, 2009, 09:59:16 AM
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Gah, I didn't realize it was a joke! I'm so quick to jump the gun sometimes.  This is what I get for not paying attention. It doesn't help I don't know anybody around here.  Yeah, my friend and I ran into what you said A LOT. We both played World of Warcraft for a bit. Her character is a male paladin and nobody EVER believed her when she claimed to be a woman. It was actually pretty funny. So when they heard her in voice chat, strangers were always surprised. I remember a gay guy trying to pick her up one time. That was really amusing. Conversely... people treated me like I was a girl. Some refused to believe me even after I told them I wasn't.  And yeah, when people think you're a girl... boy do they all get really nice all of a sudden. There were a lot of flirts... which was kinda creepy. Honestly, the way guys treat girls online, I'm not surprised you keep your gender to yourself.
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1465
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Player / General / Re: Where are the indie game-loving girls?
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on: July 15, 2009, 09:32:30 AM
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An excellent use of smileys. Bravo!  Back on topic. I suppose there are games that women find more appealing in a general case. Doing video game retail did show me that. Women were more likely to pick up a 'casual' game (as they are called) and they were more interested in RPGs. But I also had a lot of guys into RPGs. Both genders were equally fond of Professor Layton, so I dunno what that means. And women were more into things that you'd think is guy-stuff. There were way more women buying Naruto fighting games than there were men. There were way more women than CHILDREN that were into Naruto, come to think of it. Also, I had two real valley-girls that were HUGE into The Darkness. Seriously, they came in a few times a week just to play it all day. I'm thinking the gameplay isn't important. I suspect these customers were more interested in the CONTENT of the narrative. Does anyone else notice this when working vg retail? I think if we keep attacking this 'girl game idea' using these ridiculous pre-conceptions, we'll get nowhere. Let's look at real data please. 
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1466
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Developer / Technical / Re: How do you manage your game entities?
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on: July 15, 2009, 09:23:57 AM
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(I've played more games than I care to share.  ) For my money though, Gimmick! was the better game of the two. I still can't figure out why that developer didn't make more than just the two games. UH OH. MUST GET BACK ON TOPIC. I actually have the same setup as one guy mentioned: physics, logic, graphics, in that order. However, I separate my graphics up into around 7 layers instead of only 3. Me like parallax.
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1468
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Player / General / Re: Where are the indie game-loving girls?
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on: July 15, 2009, 09:21:00 AM
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It's so strange being on this forum sometimes. I normally limit my interactions in real life to "people with more than half a brain."
So when I see comments posted by real idiots, I have trouble understanding how they think. Also, I don't play nice with them, as you can tell by this post.
girl mentality != fag mentality. Moron. Most girls I know != what you think a girl is. Maybe go outside and figure it out for yourself instead of sitting there. LIKE A MORON.
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1470
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Developer / Technical / Re: How do you manage your game entities?
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on: July 14, 2009, 10:09:08 PM
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mcc->cheapWayOut = true; mcc->smartSolution = true;
if(mcc->avatar->reference == "Ufouria") { printf("I loved that game.\n"); } if(mcc->smartSolution) { printf("I hate making my own entity managers. You have proposed a good idea.\n"); int bastard = rand() % 5; if(bastard < 3) printf("I shall now steal it for my own purposes. GLEE!"); }
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1471
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Developer / Design / Re: Intelligent platformer
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on: July 14, 2009, 09:44:33 PM
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Okay, I get it now. Hmm.. that would be pretty neat. I wonder if the 'disconnect' would piss of players or make them laugh? I guess it depends on whether you're into adventure games already or not.
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1472
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Player / General / Re: Where are the indie game-loving girls?
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on: July 14, 2009, 06:23:24 PM
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Yeah fair enough. Nobody I know in my hometown is into the indie scene. I don't even think they know anything of it.
I'm referring more to city-folk and internet peoples. And I can't say they're into the whole 'romantic visual novel' scene or anything like that either. They like pretty much the same stuff I do.
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1473
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Developer / Business / Re: What do you pay artists/musicians?
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on: July 14, 2009, 06:20:00 PM
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Wow. I really have no clue. But I'm also curious as to the answers.
I can't imagine paying someone less than $20/hour for this kinda stuff, unless they lack experience or they're nice or something. I don't know what anything is worth (clearly.)
If it's a commercial project, I wonder if you could find artists willing to invest time (for a cut of the pie, obviously) instead of paying them right-out. I dunno if that's a good idea either.
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1475
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Developer / Design / Re: RPGs: What can video games do that D&D can't? and stuff
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on: July 14, 2009, 03:06:36 PM
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Heh, I suppose that's true.
Me and my players designed an RP system that's ridiculously customizable and yet very very easy to use. We're actually pretty proud of it, although we keep it to ourselves.
Seriously, we've been playtesting it with complete RP newbs for years and very few find it challenging. And those that are real veterans appreciate just how much they can tweak their character if they feel the need.
I'm really big into RP, but it's a pretty personal experience. You can't share it beyond a few others really. Video games have the potential to reach *everyone* which is pretty amazing by comparison.
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1476
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Developer / Art / Re: New Project : searching for (pixel?) artist.
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on: July 14, 2009, 12:12:00 PM
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It's pretty clear in my head. I'm actually working on a shmup right now that has that same concept. It's tough to do, since there are a lot of particles on screen. Doing it efficiently can be quite a challenge.
I found that trying to do more than 320x240 on my old compy is just way too taxing... and I've optimized it as far as I can go. So you may want to focus on low-res pixel art for your project. Of course, I have no idea just how far you'll take the 'individualized pixels' idea. Maybe it won't be a concern on your end.
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1480
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Player / Games / Re: new ufo/xcom remake
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on: July 13, 2009, 10:31:07 PM
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The screenies look pretty blurry. Are you using some kinda in-game filter, or is just the pics?
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