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821
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Player / General / Re: What religion are you?
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on: March 28, 2011, 06:14:26 PM
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@starsrift - antitheist, a term coined by christopher hitchens
Hitchens is a cock and I violently resent any of his (anti?) theological and philosophical suggestions.
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822
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Player / General / Re: What religion are you?
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on: March 28, 2011, 06:06:36 PM
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If there's a god, I think he's an asshole and I have no compelling reason to worship him. I don't really care if there is a god or not.
What does that make me?
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823
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Feedback / DevLogs / Re: pink
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on: March 28, 2011, 05:56:27 PM
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I would keep the body, but the entire head could probably be done in a different, better way.
really? I was more concerned with the body than the head. I like his head  . Make him a her. / maybe not. a game featuring girl nude protagonist who's goal is to turn the world pink? // i think that just got a whole lot more offensive indie
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824
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Player / General / Re: 2D Game Marketing Survey
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on: March 28, 2011, 01:45:09 AM
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This isn't the mid-90s. 3D games have lost their novelty. There's nothing about 3D games that makes them more inherently fun or compelling than 2D games at this point, and vice-versa. I don't see any reason why you should hold 2D games up to a different standard than 3D games. Immersion. But that's a ludological viewpoint and does not address fun. YMMV, seems like a lot of tiggers deny ludology as well. Personally, I find the older that I get, the less immersed I actually want to be.
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825
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Player / General / Re: What religion are you?
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on: March 28, 2011, 01:37:17 AM
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None of these religions look very indie. Why is there no cactus option?
I don't even understand tigsource polls anymor
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826
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Player / General / Re: Obvious Propaganda is Obvious
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on: March 27, 2011, 12:41:19 AM
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Phubans, I can't tell if you're trolling or if you're trying to sanely push some sort of "don't believe anything you see it's all a conspiracy" bullshit.
Well done.
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827
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Developer / Business / Re: Pure Evil - Virtual Goods
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on: March 26, 2011, 11:55:43 PM
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I don't see anything wrong with it at all. If I want to have a godlike character who can go around and stomp everyone else into the ground at will, then I can pay for that experience. The freemium providers are offering a service, and I'm buying it. What's wrong with that? </sarcasm>
That doesn't even touch the ethics of deliberately designing something to be addictive and then charging for it, or a 'better' high experience. "The first hit is free!"
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829
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Player / General / Re: hay guise, duke nukem is sexist
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on: March 26, 2011, 11:00:17 PM
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I, for one, am completely sick and tired of men being objectified as musclebound airheads with nothing on their mind besides shooting things, cursing, and chasing after women.
Can we stop the objectification of men, please?
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831
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Feedback / DevLogs / Re: Archer
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on: March 22, 2011, 07:47:17 AM
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Cool, thanks for the heads up. I played around with 640x360 a little but now I'm thinking I'd actually like to go smaller. I know Spelunky and Cave Story both use 320x240 (and I love the look on both of those), but I'm really attached to 16:9 just because it looks sexy and when I used to make movies as a kid I could never quite get it right. But I might try 16:10 as well since it seems like a nice compromise. Just doing some quick math it seems like a good small 16x10 one might be 384x240, but that seems a little funky. Any thoughts?
Well, whichever works for you! I just thought I'd toss that in. In the larger view, as long as it doesn't auto to fullscreen mode, it probably doesn't matter too much. 
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832
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Feedback / DevLogs / Re: Archer
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on: March 20, 2011, 11:51:47 PM
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- Resolutions - 4:3 - 320x240 - 640x480 - 960x720 - 1280x960 - 16:9 - 640x360 - 1280x720
- The final resolution will be 640x360. However, it will be blown up to 2x scale so that it will fit in a 1280x720 window. This way it will still appear sharp and crisp but everything can be drawn at the smaller resolution of 640x360. This way it also remains 16:9 aspect ratio. Feedback purely on a technical level, 16:9 is a tiny segment of the market. 16:10 is "normal" widescreen format, and 5:4 also commands a higher market share than 16:9. http://en.wikipedia.org/wiki/Display_resolution#Current_standardsAs far as the rest, I might suggest an arrow with a longer shaft if the player can use them to jump on, so they can make wider platforms with arrows. 
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833
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Player / General / Re: Why are ROMs bad?
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on: March 19, 2011, 04:12:36 AM
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The reason I draw that destinction is because big-budget games have a vast captive audience; the vast majority of people who play games buy big-budget games and they buy them in droves. A few dozen (hell, a couple thousand) people pirating them isn't gonna make an appreciable difference to the kind of money they're raking in. With the exception of games that rely on online content, play, and matchmaking (CoD, etc), reports from developers consistently indicate that the majority of copies being played are pirated. Not "a couple thousand". A beautiful example of this is the Demigods launch. I'm not sure if I remember the numbers right at all, but IIRC it was something like 20k legit users and 80k pirates, which effectively DDOS'd the servers and more directly created a negative impact by piracy rather than simply "potential lost sales". GPG, to their credit, even fucking apologized for the situation that the pirates created, though there was also a Gamestop fuckup with release dates as well that was part of it. Just saying.
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836
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Player / General / Re: Why are ROMs bad?
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on: March 17, 2011, 05:57:24 PM
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you're a stupid baby, and stupid babies need the most attention
What works for you might not always work for others, Superb Joe.
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837
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Player / General / Re: Why are ROMs bad?
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on: March 17, 2011, 05:26:10 PM
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He pulled the, "It's not pirating if I paid for it", and I couldn't think of anything. Why is the use of ROMs bad?
This is kind of a "shit or get off the pot" thing. Publishers are insisting that you're not buying the game, you're buying a license to play the game. If that's the case and you've paid for a license, it shouldn't matter what medium you want to play the game on. But publishers also want to say that it's piracy and make you (re)buy a copy for a modern system, too. So far, Valve is the only company I've seen that embraces multiplatform license. If he paid for it, I don't see why it's bad at all. Also, if the publisher isn't selling the game, I support sharing it around. (Abandonware)
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838
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Developer / Technical / Re: Anyone here rolling their own engine?
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on: March 17, 2011, 12:35:01 AM
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Pretty much every game I work on starts with a copy-paste of the last one's source file directory, followed by a pruning of game-specific code(delete!), and then nonessential( /* */ ). But I think that's more of a framework thing.
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839
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Player / Games / Re: Worst. Sequel. Ever.
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on: March 15, 2011, 10:29:40 PM
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Final Fantasy X was the game that turned me off from the series. Full audio dialogue made the cutscenes drag, and the randomly generated equipment system took away the fun of finding cool new weapons by completing optional quests. X-2 and XII I thought were actually pretty good. Even then, an awful Final Fantasy is really just an average game. Wait... FFX turned you off of the series so you went to play more sequels? 
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840
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Player / Games / Re: Making a big independent game
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on: March 15, 2011, 02:35:31 PM
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what is phubans and why is he so highly regarded
He is not highly regarded. But PbN's graph has an explanation, if I believe it is incorrect(the red area needs to be bigger).
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