|
441
|
Player / Games / Re: Viriax is out! (Locamolito's new game)
|
on: April 05, 2011, 08:47:34 PM
|
|
Just beat the final level. This was a great game, and the music set the mood really well. I have to say, though, (spoilers) I don't think it was the Viriax's fault that the guy died at the end. I mean, Jesus, he had fans in his lungs and exploding stuff in his arteries. Also, the bosses in the NAS look a lot like Mudkips.
|
|
|
|
|
444
|
Developer / Business / Re: What would you do with Google Fiber?
|
on: April 03, 2011, 08:33:32 PM
|
I hate UBB as much as the next guy but 1 Gigabit ≠ 1 Gigabyte A gigabyte and a gigabit are generally used interchangeably when it comes to bandwidth. Regardless, there's only 70MB difference between a gigabyte and a gigabit, so you'd still be paying roughly $2 per second.EDIT: Note to self: do not misinterpret "bit" as "byte", then proceed to give an explanation of how they are one and the same.
|
|
|
|
|
445
|
Developer / Audio / Re: Favorite SFX
|
on: April 03, 2011, 04:13:15 PM
|
|
I love the sounds of the computers beeping away in the intel rooms in TF2. It really makes it feel like there's a lot more to the bases behind those huge windows.
|
|
|
|
|
446
|
Developer / Business / Re: What would you do with Google Fiber?
|
on: April 02, 2011, 04:11:06 PM
|
1 gigabit per second Wow! When this gets to Canada, I'll finally be able to fulfill my life's dream of paying $0.25 per second. Seriously though, it's nice to see that Google is doing something with all that fiber they've gathered up. Hopefully it'll work well - more bandwidth would be a great boon to gaming (and other things too). EDIT: Oops, that said gigabit.
|
|
|
|
|
447
|
Feedback / Playtesting / Re: Convergence [alpha]
|
on: April 02, 2011, 03:06:23 PM
|
|
Spoiler warning! Part of the reason that the love ending sticks with me the most is that it feels like a real conclusion - your wife is on her deathbed, and you're looking back over your cherished memories with her. When it fades out, it really does feel like a sunset. In the money ending, you just take off and leave everything behind. There's no real feeling that you've reached a conclusion. Maybe that's just the nature of living a life based solely on work, though! The compromise ending seemed the least conclusive, though: your son is introduced as a new character, and Melissa is in perfectly good health. But before you even get to learn your son's name (or maybe I just missed it), you get a message that your life has ended. It just seemed a bit sudden.
|
|
|
|
|
448
|
Player / General / Re: How to gain levels?
|
on: April 02, 2011, 02:11:02 PM
|
|
Also, Notch is adding achievements to the game (and I believe he's mentioned a story, but correct me if I'm wrong), because people have complained that there aren't enough goals in the game.
|
|
|
|
|
449
|
Feedback / Playtesting / Re: Convergence [alpha]
|
on: April 02, 2011, 02:07:56 PM
|
I played through to all of the endings. It's a nice little game. I made a little list of thoughts and impressions (or bug reports) that I had as I went through the game, so hopefully they'll be helpful to you - sorry if it comes across as a lot of criticism. Here they are in no particular order: - You have to hold space and crawl up to the first table in the attic - if you get too close, you can't climb it. It's a bit confusing at first, and made me think I had encountered a bug.
- On my first playthrough, pressing space when standing next to Melissa at the party didn't do anything, so I had no choice but to go to work. I guess that must have been my conscience telling me to get my work finished.
 - The game did a lovely job of the classic "show, don't tell" - I knew what my options were at any given time. Unfortunately, the text that popped up to tell you what you could do seemed a bit overboard. Without those, I think it would have felt a lot more like I was making a choice.
- Your mother seems to be a bit judgmental, considering that you're a baby.
Maybe she could just tell you that she loves you when you go with her, instead of forecasting your future, and when you stay to play with your toys, she could mention that you're always playing with them. - In the second part of the game, after staying with the toys, I was pressing space to get through all the papers and accidentally skipped the text at the end. In retrospect, that's actually kind of clever, since it's like you're just skimming the report and missing the information, but at first it felt like I had been cheated. Maybe the information could be presented in little snippets for each of the pages that you read, and unless you were paying attention, you wouldn't know what you were being asked on the phone later? Alternatively, if somebody had said to me after reading the report "boy, you read that quickly - are you sure you didn't miss anything?" I would have reconsidered what I was doing. Anyway, just a thought.
- I wasn't really sure why knocking all the pictures down when I was a baby made the bigger picture fall down, but I could tell that's what I needed to do. This isn't really a complaint, it just seemed a little odd.
- The screen faded out so quickly at the end of the love afternoon that I couldn't read what Melissa was saying.
- Where did my brother go? He was such an antagonist at first that it seemed odd that he just disappeared.
Whew, that was a long list. Hopefully it was informative. The game's endings were appropriate, and the Perfect Love ending was particularly nice - the bloom effect around the memories made them feel nostalgic, somehow.
|
|
|
|
|
450
|
Feedback / Playtesting / Re: Interactive Toy
|
on: April 01, 2011, 11:15:58 PM
|
I was staring it at it for about 30 seconds before I realized I hadn't blinked for about 30 seconds.  I'm not entirely sure what I would do with it, but it'll certainly be interesting to see how you add to it.
|
|
|
|
|
451
|
Player / Games / Re: Game maker 8.1
|
on: April 01, 2011, 11:07:37 PM
|
GML is certainly easier to pick up than C++, for example, but that's due to it being higher-level language. That said, I wouldn't call it any easier or any harder to use than ActionScript. Maybe the reason you see it that way is that GML is always used within a GUI - every object in the game is, essentially, a class, associated with a sprite, whereas in ActionScript (particularly AS3), there isn't as much of a visual element? GM is much better with collisions if you would like to take 10 lines of code to re-make stuff yourself.. I think people underestimate too much. My main issue with collisions in Game Maker is that, outside of the collision event, you can't have any generic case code. You either have to manually check for every type that you want a collision with, or parent everything that you need to check for under one object, which can get a bit messy in some cases. Also, although it's easy to just turn it off, the option for "solid" objects behaves very oddly. It's been a while since I've used Game Maker, though, so take what I say with a grain of salt - I might be remembering things wrong.
|
|
|
|
|
452
|
Player / General / Re: Things that Suck
|
on: March 31, 2011, 11:43:01 PM
|
The snow outside has piled up high enough that my dog can jump over the fence on pretty much any side of the back yard. Now, whenever I let her out, I have to watch her like a hawk, pacing back and forth from the front of the house to the back, just to make sure that she doesn't start chasing a squirrel out of the yard again. What's worse, at 1 in the morning, she felt the need to go out. She must have an upset stomach or something, because I could hear her trying to eat grass, but again, there's snow everywhere. So, instead, she spent 25 minutes going around the yard trying to grab little bits of dead grass from under snow banks and occasionally making a hacking sound before coming back inside looking terribly confused. Tomorrow morning, I'll probably find dog puke on the floor somewhere in the house. 
|
|
|
|
|
453
|
Player / General / Re: Things that Suck
|
on: March 31, 2011, 07:04:34 PM
|
I like how this argument managed to dodge the controversial topic that is Macs, and then devolved straight into a fight between OpenOffice and Microsoft Office.  
|
|
|
|
|
454
|
Feedback / Playtesting / Re: WIP: Legends of Yore
|
on: March 31, 2011, 03:54:24 PM
|
|
It has very smooth gameplay, which I like. At this point, I think it might be too easy - I had 10+ red potions almost constantly. Some more items and monsters would also be nice, but obviously you're working on that. One thing that seemed a bit odd was that the cobras were smaller than the huge snakes you find at first, even though they seem to be more powerful. Anyway, keep working on it! I'll keep an eye on this one.
|
|
|
|
|
455
|
Developer / Technical / Re: Unity on Flash
|
on: March 31, 2011, 02:04:03 PM
|
|
That's pretty neat. I'm wondering if it'll be part of Unity 3.x, or if they're saving it for 4. If so, I might have to hold out on buying it until then.
|
|
|
|
|
458
|
Developer / Technical / Re: Technical Mod?
|
on: March 31, 2011, 10:01:31 AM
|
|
St33d seems like a good choice to me. He definitely knows what he's talking about when it comes to technical stuff.
|
|
|
|
|
459
|
Player / Games / Re: GIRP
|
on: March 28, 2011, 08:44:26 PM
|
|
This is great, as was QWOP. My fingers hurt like hell now, though.
|
|
|
|
|
460
|
Player / General / Re: WHAT IS WRONG WITH ME!?
|
on: March 28, 2011, 01:32:40 PM
|
|
If you're being taught, now's the time to learn. Like you said, you'll need those skills if you want to make games. Give it a try, at least, especially if it's for free.
|
|
|
|
|