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1038256 Posts in 41956 Topics- by 33580 Members - Latest Member: Ziz

September 02, 2014, 08:39:06 AM
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16  Community / Competitions / Re: ==Ludum Dare 23 : 10 year anniversary! April 20th on: April 25, 2012, 01:37:29 PM
...but also no one knows what's going on.
Heh, I wrote a how-to guide, and a lot of people are still saying they don't understand my game.

I'll check out your game when I get home from work.  From what I can see and looking at the comments it seems like your game is way more complex than mine is and the primary issue is the interface is confusing.  

In my case some of it is interface (having build and attack be the same key, broken research meters), but I think it's more that the game rules aren't clear and the goals are also unclear.  I'm pretty sure a good amount of people don't understand that's it's a 2 player local multiplayer game. People don't know that cities give them research points which allows them to level up and jump higher, so when you first get in the game you assume jumping is broken.
17  Community / Competitions / Re: ==Ludum Dare 23 : 10 year anniversary! April 20th on: April 25, 2012, 10:42:22 AM
My game. Already getting knocked for local multiplayer (I knew that would hurt), but also no one knows what's going on.  Also getting more shit for not having a title screen or instructions than I expected.  Oh well, it is pretty half assed and I almost didn't submit Smiley.

18  Community / Townhall / Re: The Republia Times: Orwellian Desktop Publishing [LD48 Practice] on: April 14, 2012, 12:26:34 PM
Played through it, pretty awesome game. I'd like to see the same concept expanded, more articles, more events, less randomness in the game play and more strategy, etc.  Great for two days.
19  Developer / Business / Re: EA's Madden '13 Kickstarter Makes 8.5 Million in Five Hours on: April 13, 2012, 05:23:57 PM
Do you guys know about Indie Fund? There's probably more opportunities for game VC like that. Kickstarter is hard because all people have to go on is a video, images, and a description and that's pretty risky given how few games make it to completion. VC firms can meet with developers one on one and guage much better what sort of people they are working with. Don't be pissy about Kickstarter not working for you. It's a miracle that it works for anyone, really. There are other avenues that are much friendlier to unknowns.

Yeah, because Indie Fund works so much better than Kickstarter Smiley.  There is no magic solution.
20  Developer / Technical / Re: Should I Use a Scripting Language on: February 07, 2012, 02:08:34 PM
It's simple enough to add a lua vm to any C or C++ game that there is almost no reason not to, even if you don't end up using it that much it can be useful to hack in quick things without a rebuild and do configuration stuff.
21  Developer / Technical / Re: Moving towards C++ development on: January 26, 2012, 10:13:50 AM
To me, it's a pretty simple breakdown. If you are a programmer at heart, (you enjoy the process of writing code for the sake of the process itself), then C/C++ is where you will ultimately be happiest. If writing code is not your favorite part of the process of making games (you just look at it as the necessary glue that you need to write to create a game) then you should use other tools.

Actually, I think that writing interesting code and writing code for interesting things are two very different (though of course not always mutually exclusive) things. I love both C and C++ and I've written a huge engine (see my sig.) in C++ and loved every second of it, but often when I work on games, when they are not interesting programming challenges, the programming of them is a tedious part that I'd rather not do (it's almost like content creating than programming) and that part is always a strong case for high level languages.

I think of myself as a programmer at heart, but I don't really enjoy C/C++ that much. I prefer managed languages (AS3, haXe, C#) more than fighting with C/C++. Maybe it's a difference between micro and macro management. I enjoy feeling like a supreme overlord "those object are all connected and work in a spectacular manner, haha!" instead of "f*ck, I forgot to free a pointer somewhere here..."

I completely disagree that people who are "programmers at heart" should like C++ and I've written C++ everyday for a living for the last 10 years. Most professional software engineers do not work in C++, people that work in Java, PHP, C#, Python and Ruby are just as much programmers at heart as people that work in C or C++. Actually, if someone is a hardcore computer scientist or software engineer type I'd expect them to not like C++ and instead be fans of Lisp, or Haskell or ANSI C or something. There are also some people that are artists at heart that work mainly with C++ (Zach Gage and Chris Makris for example), so a lot of it comes down to use the best tool for the job.  If you are making a pixel art platformer for PC and Mac you probably don't need to write it in C++ except for portability reasons.
22  Player / General / Re: IGF Thread 2012 on: January 12, 2012, 03:06:20 PM
That's too bad, I was looking forward to Shadow Physics. Are you working on another game now?

Had to get a real job (one that actually pays well and gives me health insurance). In my case a real job is still game development though. Might do some more indie stuff though in the future.
23  Player / General / Re: IGF Thread 2012 on: January 12, 2012, 01:27:50 PM
It's pretty poor to simply quit on something that isn't a disaster. Make it work.

it actually takes huge balls to bail on a long term project that isnt obviously a disaster but has some unfixable flaws that prevent it from being truly great...

(again, never played SD, this comment is more in regards to shadow physics / goo / 3D marian / etc)

Yeah, you either have to bail or pivot and completely rework the game.  In the case of Shadow Physics and Goo, the core concept of a "game about shadows" or a "game about fluid" are solid, but the way those mechanics were utilized and implemented was flawed when it came to supporting actual gameplay. A pivot could have solved those problems, but at that point we would have basically had to make a new game.  This is what Marian ended up doing.
24  Player / General / Re: IGF Thread 2012 on: January 12, 2012, 01:06:53 PM
Glaiel, you're making it sound as if Shadow Physics' development has been discontinued, is this true?
Has been since July.
25  Player / General / Re: IGF Thread 2012 on: January 12, 2012, 12:43:58 PM
(I didnt play SD so I'm not gonna comment on it)
(edit: steve is giving a shadow physics talk right?)

Steve and I are giving a talk at the failure workshop.  Will probably be mostly my talk though.  I have different thoughts than Steve about a lot of key points as to why the game went wrong, I also promised myself not to really hold back during my section of the talk.  Should be interesting.
26  Player / General / Re: IGF Thread 2012 on: January 11, 2012, 08:42:07 PM
Someone should seriously make a strategy game where you play as all these different factions and the goal is to stop everyone else from getting popular and winning at GDC. Weapons could be replaced by marketing tools like tech buzzwords ("procedural generation") or 8-bit nostalgic 30-year-old appeal, and when you get enough money you could step it up a Notch by hiring hitmen or bribing TIGSource moderators to edit out negative criticism of your game and give you frontpage publicity instead of your other indiependent opponents. Trade and diplomacy could also be changed thematically to forming social connections at conventions with big-name developers so you can gain perks in art, programming, etc. which help you meet deadlines and raise your popularity meter. The game ends when you win at IGF, get picked up by Steam, and recieve your first 10/10 IGN review.

Hah, this is awesome.  Indie Game Dev Story. This should be the next TIGSource compo, make a game about making indie games.
27  Developer / Tutorials / Re: 2D Game Art for Programmers on: October 23, 2011, 07:02:39 AM
Doesn't teach you to do pixel art, which in my opinion is way harder than vector art. Sad

Hah, classic TIGS Smiley.
28  Player / Games / Re: EA buys PopCap on: July 13, 2011, 06:20:35 PM
i think ea is gonna buy everyone eventually, they already bought like 100 game development studios and own like 40% of the market share for games sales


And then Zynga will buy EA completing the cycle of life.
29  Developer / Technical / Re: So what engine are you using? on: July 13, 2011, 04:31:13 PM
as for unity games, there's fatale and the graveyard by tale of tales, desktop dungeons, feist, max and the magic marker, etc.
Yeah, there have been a lot of substantial games made and released in Unity, but nothing so far has impressed me as much as games I see made with Flash, GM or C++.  This is purely my own personal opinion based on stuff I've played.  Haven't played Graveyard and I'm not a huge fan of Tale of Tales, having played Feist or Max and the Magic Marker either (although they look pretty good.)

Desktop Dungeons is great, but the Unity version is quite finished yet and it started in GM.  They're also mostly using Unity as an "easy" way to get a cross platform support, and not really taking advantage of it otherwise.  I'm been impressed with some unfinished Unity games, Interstellar Marines and Warsoup could be pretty good first person shooters. Maquette is an awesome prototype but really early so we'll have to see how it develops.  Aztez also looks awesome but is really early in development.

another difference though though is that pygame is a lot older than unity -- unity has had a lot less time than pygame to build up a library of games

Unity has a lot more users and a lot more momentum.  Pygame is much lower level as well, basically a Python wrapper for SDL with a little bit of extra high level functionality (collisions and shape drawing).  Python is a great language but Pygame isn't so great of a framework.  I like Pyglet but haven't really done any thing with it, so I don't know how good it is.  I think I might code my next game in Python, but probably using low level OpenGL\OpenCL or DX11 wrappers.
30  Developer / Technical / Re: So what engine are you using? on: July 13, 2011, 01:21:38 PM
python is too slow (there've been tests and python's actually slower than GM) and i don't like the format of its code -- i don't like that it requires indentation for instance. i've also never seen a good game made in pygame, but i've seen hundreds of good games made in gm, and i tend to judge something by its results
Dangerous High School Girls in Trouble was in pygame.  I think that's generally regarded as a well-made game.

Plus Ren'Py runs on top of Python\Pygame.  Not everyone is into visual novels but there have been a ton of great ones built with Ren'Py. Digital a Love Story, Don't take it personally, babe, it just ain't your story, and Air Pressure have got some coverage in the larger indie game community though.  In the early days of Ludumdare there were a lot of good entries made with Python, Galcon probably being the most successful.

I think you see more good games made with GM than other engines or frameworks because GM has reached a critical mass and its been around for a while, not necessarily because GM is a high quality tool. Seems like Flash (with Flixel or Flashpunk) is over taking GM now anyway. A lot of new and old indie game developers that would have been using GM a few years ago are developing their games in Flash.

I'd make the same argument that you made about Python about Unity 3D, I haven't played a really good finished game made in Unity, but that's no fault of the tools, Unity is a pretty high quality engine and probably has the most user friendly interface\pipeline of any game engine available.
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