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301
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Community / Jams & Events / Re: Business Cards
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on: January 19, 2010, 10:49:48 AM
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I have a quick question for any of the folks who used overnightprints.com (or perhaps any of the online business card companies)...
When uploading your design, they give you the following specs: Resolution: 300dpi Bleed size: 1/16" Image Size: 2.127" x 3.627" or 638px x 1088px
Do the image size dimensions already include the 1/16" bleed size? When I make my new Photoshop image, is it okay to set it to 638px x 1088px or do I need to add the bleed size onto that (and if so, how many pixels do I need to add)? Thank-you ^_^
You should be fine at 638x1088. They are telling you the bleed size so you don't assume that you have that space to use for your business card to avoid cutting off of text and other critical elements. I'd just add some margin guidelines in photoshop at 1/16" all around the edge to be sure.
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302
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Player / General / Re: Avatar
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on: January 18, 2010, 08:39:45 AM
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Where the Wild Things Are really resonated with me, but after the movie I think it might have only really been for a select audience of adult males that used to build snow forts and had vivid imaginations as kids. I wouldn't of had it any different and I absolutely know it's a better movie than Avatar but after talking with other people about the movie (mainly women) it seems it can really fall flat for some people without a certain set of life experience (divorce) since the themes are more or less hidden within the drama that plays out.
I'm not saying that you can't enjoy/understand the movie without having these experiences, but there's a big gap somewhere between the pain and beauty of being a young rapscallion outcast and the rest of the world growing up.
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308
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Player / General / Re: TIGVent - Ventrilo server for us.
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on: January 13, 2010, 05:36:13 PM
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thanks guys!  i hope that once more people get used to chatting and hanging out it'll become more active. It'll be like our little corner-booth in some smokey bar and you can always count on one of the good ol' boys to be hangin' around to shoot the shit. 
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309
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Developer / Art / Re: Art
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on: January 13, 2010, 02:23:49 PM
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  don't be afraid to mix up some of those colors... right now i pick out exactly _two_ hues which is like 40 too few.
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310
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Player / Games / Re: IGF 2010 nominations
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on: January 13, 2010, 01:02:30 AM
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Podunk~ If you like innovation so much, why don't you marry it?
No seriously though, what's so great about it?
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311
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Player / General / TIGVent - Ventrilo server for us.
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on: January 12, 2010, 01:57:18 PM
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Ok. So a couple months ago I was in IRC and was thinking we should have some kind of vent server. Interest was decently high but my funds were pretty low to facilitate that. Now they're not too bad. So here it is. Pop in and check it out whenever you want. If interest is high enough I'll keep it up and raise the user limit. TIGVent is a co-working hang-out for indie game developers.
Run ideas by your peers. Collaborate or seek collaborations. Co-work alongside like-minded folk. Have some fun, blow off some steam. Vent.
All are welcome!
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315
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Player / General / Re: The Third & The Seventh
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on: January 10, 2010, 10:42:12 AM
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@aeiowu: really good points there. I think it would still be an interesting film were it not CG, but the potential audience who would find anything of value it in would be significantly smaller. I think it's definitely got problems (that the fact that it's CG allows people to ignore; read: focus shifts), but it's still a neat little film; hmm, would sublime be the right word here?
right, i think that's fair. I dig design/architecture so I think it would still scratch that itch for me, but the whole "man, how'd he do this!?" question overpowered any thoughts about the content of the film, except maybe when we see the chairs. I love chairs... But any old Joe that doesn't know a Lay-Z-Boy from an Eames still gets their rocks off from knowing "this shit ain't a movie-film? it all be CG?!" I'm with aeiowu. I've never been so hyperrealistically bored. It was like the longest intro credits sequence to a movie, ever. The music and stark colors made me think Gattaca.
Um, he wasn't saying that at all. right, I wasn't at all. I think the film is beautiful and great.
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316
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Player / General / Re: What Will Heavy Rain Do For The Games Industry?
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on: January 10, 2010, 10:33:15 AM
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you mentioning yoshi's island HUD brings up an impressive HUD...
Wii PUNCHOUT! Interesting you should say that, when screenshots of that first came out I encountered someone complaining about how weak it seemed to him compared with the original game's HUD. He did an extensive and pretty impressive paintover. Hopefully someone else can dig this up, 'cause I couldn't find it. yea, i remember that, and I agree with kyle about the boring treatment. here's the thread: http://forums.tigsource.com/index.php?topic=6247.msg199965#msg199965though those gripes only deal with the _look_. I agree that the graphical treatment is more or less mundane. It works but it's not great... nothing like SFIV (in terms of style) or anything... But I'm talking about the subtlety of design going on in the HUD when you actually play the game. It's something to be aware of and appreciate that I think most people take for granted.
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317
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Player / General / Re: What Will Heavy Rain Do For The Games Industry?
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on: January 09, 2010, 11:52:47 PM
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you mentioning yoshi's island HUD brings up an impressive HUD... Wii PUNCHOUT!  Notice how the characters are always _in front_? That's awesome. Great design decision, elegant, almost transparent but incredibly functional and perfect. The rest of the HUD does the job, but I'm routinely impressed by the attention to functional details like that in some Nintendo games. Most designers would make the HUD smaller, push it off to the sides of the screen or even at the bottom, but they didn't sacrifice legibility and they recognized that players are going to be mainly looking at the top-middle of the screen so they... Found. A. Way. Great Job!
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318
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Player / General / Re: The Third & The Seventh
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on: January 09, 2010, 12:51:03 PM
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definitely incredible, but it's got me thinking...
So bear with me, this is an amazing feat by any CG standards let alone one guy, but I'm not sure if the hyper-reality is exactly a good thing for the sake of the film itself. Of the hundreds of posts/comments I've read since seeing this thing on vimeo absolutely NONE of them have been about the content of the film, and by content I mean message/intention.
So I ask: "Were this a film, or were he not to mention that this was entirely CG, what do you come away with after watching this?"
EDIT: I'm not trying to take anything away from the work here, I just think it poses an interesting schism between form and content(function). I can't help but fantasize about the first times that individuals laid eyes on their first photograph, or saw film for the first time. Sure, we could pick up reality with greater fidelity in regards to motion and color, but it was probably the knowledge that it's an abstraction of reality onto a surface that is the real mindfuck. The mindfuck here is that almost _nothing_ is real in this film and perhaps for the first time we can't believe it.
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