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1075755 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:34:58 PM
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341  Developer / Design / Re: sorry about the bad start..... on: July 15, 2012, 11:32:09 AM
Well, that's the worst part about it, man.  In some things, I really am the best, or at least within spitting distance of anyone who has ever tried.  How do you think I got this way?

By constantly reassuring yourself that you're the best, as you just did right there?

This is all an aside anyway.
If you've got the skills and you've got the drive, make it yourself.
If you don't, admit it, find someone who does, move forward.

Or, just wallow. No skin off my back.
342  Developer / Art / Re: show us some of your pixel work on: July 15, 2012, 10:31:34 AM
Quite nice, but the background is just on the verge of being too visually noisy.
The low saturation is good but a bit less alpha would go a long way I think

I like the chunky rocks, they remind me of the Giant's Causeway.
Although, the visible line where they cut off to darker tones just to the right of the central tower is kind of jarring. Especially since the flat rocks on the left side of the tower transition nicely.
343  Developer / Art / Re: show us some of your pixel work on: July 15, 2012, 08:20:01 AM
Finally figured out what's annoying me about it.

The box is oblique but the crane is flat-on, perspective wise.

So it looks like the crane is a flat thing stuck to the front of the box and not a thing enclosing it. It should appear to be over the box.

I can see that it sort of could appear to be that the grips are angled and the crane is in the center, which is likely what you were aiming for, but there's no shadow or anything to reinforce that, and the shadow you have on the grip arms directly beneath the crane circle make it look like it goes straight down.
344  Developer / Design / Re: sorry about the bad start..... on: July 15, 2012, 08:16:48 AM
Designing for non-electronic media can help, but there's an entire other layer for video games. User interface, controls, pacing and engagement...

As well, we forgive a lot of design abstractions in tabletop and pen+paper games because we can fill in the blanks ourselves or take time to learn the rules.
In a video game, you're acting within a finite space and time for interactivity, and especially with an iPhone game if your game is at all obtuse or has a high barrier of entry or a lot to learn it's going to be hard to get people to play it, no matter how fun it actually is.

I'm not trying to discourage you from making your game at all. What I'm saying is it's going to cost you thousands of dollars to pay someone to make the prototype, and even then you may not know if anyone will play it.
345  Developer / Design / Re: sorry about the bad start..... on: July 15, 2012, 07:51:28 AM
The point people usually try to make here is that we have no real proof that someone can design if someone can't code, because concepts aren't games but prototypes are. And a great many people here have taken 'amazing' ideas to prototype stage and realized they're just not good.

Looking back at your other posts you seemed to basically expect someone to make a prototype for you for your game concept without any up-front remuneration, one specifically with tons of testing, elaborate and complex mechanics, and considerable other work that would have to be done with no guaranteed reward, just to get a prototype to see if the game worked or not.

Now, reread the paragraph above this one, and replace 'you' with 'someone'. Sounds a bit mental.

346  Player / Games / Re: La-Mulana Remake (PC / Wiiware) on: July 14, 2012, 06:03:25 PM
That's missing your graphics card.
Know what you got?
If not, open the Start menu and type dxdiag and press enter.

You should be able to run it anyway, I don't think it's all too demanding.
In Japan there's a lot more variance of PCs and a lot less of a PC gaming culture so they're likely just trying to be helpful for those people.
347  Player / Games / Re: La-Mulana Remake (PC / Wiiware) on: July 14, 2012, 12:36:09 PM
Hmm, I appear to have got stuck. I went into some watery area and my path back (which cost me a weight to get through) has reset, and I have no weights left. If I'm truly stuck then that's an appalling design faux pas.

If you can't go back you can always go forwards.

Or use the holy grail.

Or die.
348  Developer / Art / Re: 3D thread on: July 14, 2012, 11:23:05 AM
Blender 2.64 feature: Skin Modifier.
Automatic mesh from points and edges with proper topology and automatic armature generation.

Oh wow. Wish I had had this a month ago.
349  Player / Games / Re: La-Mulana Remake (PC / Wiiware) on: July 14, 2012, 06:53:24 AM
It's probably just as hard. But it's considerably easier to tell what's going on, where you are, etc.
350  Player / Games / Re: La-Mulana Remake (PC / Wiiware) on: July 14, 2012, 05:45:29 AM
I got super fast d/l, like a Mb/s.

Anyway, I'm really liking this, it's so much easier to tell what's going on, which makes me want to explore more.

HOWEVER
The Holy Grail isn't registering new locations in my game so I can't warp
351  Player / Games / Re: Timesplitters 4 on: July 13, 2012, 12:33:58 PM
Never gonna happen because the idea of making a game with 120 chars and 40 maps will never fly anymore unless 90% are expensive DLC
352  Player / Games / Re: Spelunky XBLA on: July 10, 2012, 06:40:13 AM
A lot of drops seem to be very close to harmful, but can be survived by crawling over the edge and dropping from hanging
353  Hidden / Game Club / Re: July Vote for Club of Games on: July 10, 2012, 06:38:52 AM
I wouldn't mind replaying LA, it's been a long time.

I vote Link's Awakening.

We should do QWOP one of these days. Race to the bottom
354  Player / General / Re: Arthur Comic Creator. on: July 09, 2012, 09:22:05 PM
It is sad that I completely understand the context of that first one
355  Feedback / DevLogs / Re: Archer on: July 09, 2012, 10:11:04 AM
Arthur
356  Player / General / Re: NO PAUL THRED on: July 09, 2012, 10:10:27 AM
Paul is dead
357  Player / Games / Re: Spelunky XBLA on: July 08, 2012, 07:04:05 PM
I knew there was more after the original levels that had been added, but spoiler tags, please.

Or glow tags, which are used here for the same purpose
358  Player / Games / Re: Spelunky XBLA on: July 08, 2012, 06:23:58 PM
Got it, it's amazing.

Yup.

Also, my only complaint thus far is: the climbing gloves feel way more sticky than before, I guess because there is actually more surface to get stuck on? Anyway, tripped me up a few times, but no serious problem.
359  Developer / Business / Re: Improving chances of getting Steam on: July 06, 2012, 05:51:18 PM
To get on Steam you have to have a genuinely good game and Valve needs to think it's a good game. It's as simple as that.

Some bad games get on Steam too, but not too many. They slip through, because really...

what you need to do is convince someone at Valve, directly or indirectly, that your game should be on Steam.
360  Player / Games / Re: Vindictus on: July 06, 2012, 03:05:37 PM
I loved the 100-Gnoll fight. Just wanna throw that out there.

More games need insanely huge chain endurance battles
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