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541
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Developer / Art / Re: Art
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on: March 07, 2011, 08:36:52 PM
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Not to knock your confidence, but she is way too tall.
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542
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Developer / Art / Re: Art
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on: March 03, 2011, 08:12:17 PM
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You're going to make me watch all of that show again aren't you. Well fine. It was so fantastic, in so many ways. Well done fnart, too.
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543
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Developer / Art / Re: show us some of your pixel work
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on: March 03, 2011, 06:24:06 PM
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There's a lack of knowledge of basic anatomy that could use some study. Such as, the halfway point on the body is the bottom of the pelvis. It also appears that you are drawing from the top down when honestly it is better to draw in shades for big forms like the ribcage, hips, and head first.
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544
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Player / Games / Re: Let's Talk Zelda
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on: March 03, 2011, 12:51:15 PM
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I'm not sure, honestly, how Zelda isn't interesting. I consider it to be the closest to a universal game as you can get. That bias stated, the new trailer is 90% gameplay which to a young white male like me who grew up playing Zelda, who has probably immature desire to actually use Link's sword 1:1, is super duper exciting. And given the depth of stories since Link's Awakening (and I totally disagree with Paul on Ocarina's story line--it doesn't overreach its technical boundaries and still manages to craft an amazing plot), I have a certain level of trust that the story and the atmosphere while be up to the same par, despite the flaws of Twilight Princess. Oh hey look, what we're talking about: http://www.zeldainformer.com/2011/03/defending-skyward-sword-round-1.html
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546
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Feedback / Playtesting / Re: Inside a Star-filled Sky
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on: February 19, 2011, 02:04:08 PM
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Wow. Recursion, systems, fractals and all that were always interesting to me, and this game illustrates the concepts brilliantly. I've always had actually caring about them though as they don't seem to apply to reality, so Godel, Escher, Bach seems like something I need to read as well to fully appreciate this game. Without that background though, it does seem like a shmup that gives you a headache.
I'm curious why this hasn't gotten any press yet, it's technically brilliant.
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549
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Feedback / Playtesting / Re: Octodad
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on: February 16, 2011, 06:26:27 PM
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Yeah I loved it. The gameplay was leaps and bounds funnier than the script, which is something few games have done. That's kind of a backhanded insult, as there's a lack of depth in how characters act, the cut-scenes, and the challenge scenarios themselves. I know this was a student project on a deadline though, so I cut it some serious slack.
I would love to see him get up, go to work, pick up kids, go shopping etc. There's a lot I expected from the game because the mechanic is very solid.
Again, very very funny and all the nongamer friends I've shown it to love it too.
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550
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Developer / Workshop / Re: Pixelling flat(ish) stone
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on: February 15, 2011, 01:51:42 PM
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Well, it's unfinished. You can learn a lot about how something looks and even how to make it better just by applying your technique to the whole area. I suppose that takes more time, but being able to see errors yourself is an important step.
That sounds kind of mean, so here's some comments on the piece. The success of Shiny's edit came mostly from imagining each rock as completely flat. Shadows are not on the rock itself, but cast from rock. That is an important step, and the texture you are trying to apply should come after. The floor is looking good, if a bit mushy and warped.
For the icons there are two things to consider, first being getting over the hump of using outlines for objects (on the powder especially), which helps you concentrate on knowing your light source. Secondly overall it may not be a bad idea to go over your whole color pallet, and make sure you are using a good range of saturated and unsaturated colors. The yellow specifically is bright and unnatural, making the dirt look a bit like old corn.
Things are look pretty good though, keep practicing!
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555
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Player / General / Re: Awesome delicious food
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on: February 05, 2011, 08:53:26 PM
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It's redundant but I'm going to second noodle soup. Recently bought some miso/udon and cheese ramen and I think it might be a physical addiction. The downside is it reminds me of my short weeaboo phase in middle school.
Also I love this thread to death, don't stop guys.
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556
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Community / Versus / Re: RED SUN 【赤い太陽】
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on: January 30, 2011, 04:03:27 PM
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That is amazing, cel-shaded is the new pixel without a doubt. Makes me want to see phish's chainsamuari in a duel with him.
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559
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Player / Games / Re: Gamasutra article: Opinion: Tetris Is Not The Answer
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on: January 24, 2011, 08:55:08 PM
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Wow that was very angry. I'm sorry if I offended you or anyone else, honestly. We just disagree on the value of arcade games, as I see games with more narrative structure to be able to communicate better with an audience, in the same way a figure communicates more than a still life. No one is calling anyone idiots, perhaps just stubborn on one side for clinging to a style and elitist on the other for urging them to move to something new.
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560
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Player / Games / Re: Gamasutra article: Opinion: Tetris Is Not The Answer
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on: January 24, 2011, 04:57:14 PM
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You're right Sinclair there can be grey areas, but he's not completely off base. Tetris (Arcade/pure entertainment), Narrative, and World Building are currently the three biggest reasons people play games. He seems to be concerned about the fact that most designers are still stuck on the first mode. Yes there are some wonderful arcadey games that have plots or stories (VVVVV, Braid, Spelunky) but generally the message is super shallow, or barely connected to gameplay. It's a really hard mix to do.
Look at Homefront, a new AAA FPS that is attempting to go into more serious themes and emotions other than "hell yes" and "kickass", but I doubt that they will go so far as to compromise basic modern warefare gameplay to have those themes. Another example would be the recent Versus compo idea Schindler's Rocket. There are some weird conflicts that occur when you try to take the arcade "win at all costs" mentality and apply it to a serious narrative, that don't happen with say Paperboy. Roughly stated, the desire to win by killing as much as you can, collecting macguffins, saving princesses when always used make for a really, really shallow story.
It comes down to integrity and honesty to the message of what you are trying to make. A lot of this has been said in Anthony Burch's videos, and frankly I have more to say but I've recently decided if I feel that something should be changed in how people make/look at games, I should say it with a game rather than a speach.
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