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362
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Developer / Art / Re: Art
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on: May 28, 2009, 12:09:19 PM
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Caliber9, I'm not completely following your suggestion. Maybe I'm just not clear on the terminology, but I'm not seeing the big difference in coloring that you're talking about. Could you maybe explain a little? Aquanoctis: That's a pencil sketch colored in Photoshop, so it's half natural. I really like the texture it adds. I should do more things with pencils. I should actually just draw more in general  I'm glad people seem to be liking these though. I must admit to being a little intimidated by some of the artistic talent I see on these forums.
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363
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Developer / Art / Re: Art
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on: May 27, 2009, 01:56:36 PM
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Yeah it did kind of end up being brighter than its surroundings, though the flatness of it was kind of intentional. Oh well.
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365
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Developer / Audio / Re: How Do You Write Your Music?
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on: May 26, 2009, 11:34:02 AM
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I mostly write a little bit, see how it feels to me, and decide based on that little snippet where I want to go with it, write some more, reevaluate, etc, until it's long enough. Then I spend a while cutting it up and rearranging it and building it up where it seems thin until it starts feeling kind of done-ish.
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371
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Developer / Design / Re: Ways to Adaptive Difficulty
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on: May 11, 2009, 06:10:34 PM
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Ah, this is a topic that interests me. Most of the work that's been done on 'adaptive difficulty' is pretty terrible when it masquerades under that name IMO; but there's a lot of game features which achieve the same effect without being artificially imposed (a few of which you mention).
One thing that occurred to me about externally imposed dynamic difficulty (where the game says 'oh, he's not doing so well' and makes itself easier) is that basically the only thing keeping you from being unkillable are the reaction times and granularity of the system. If the goal of the system is to make it so you can always succeed, then IF it reacted instantly and appropriately to every incorrect decision you made it would be impossible to die. I actually have a sort of half-baked game concept floating around in my head about a game where the 'adaptive difficulty' is such that reality itself warps whenever you're in danger of dying. I forget who it was (Daniel Benmergui?) who demonstrated a game prototype at the experimental gameplay sessions where the game actively tried to keep the player alive no matter what (though in that case it was to avoid paradoxes), but that was a similar idea.
I think JRPGs are actually a good place to look for ideas on how to have more organic difficulty. Control. For instance, contrast how leveling up is used in most JRPGs vs how it's used in most western games; in JRPGs, it's usually a method by which you can train up to face challenges, but those same challenges tend to still be approachable if you don't put in that training time. So the players can choose their own level. Conversely, leveling systems in western RPGs largely fall into one of two types, area control and meaningless. The area control type is where you more or less HAVE to have reached a certain level in order to be able to explore a given area (WoW). Meaningless is when the levels just don't fucking matter (Oblivion). So, the classic cliched exp/level system can actually be an effective and simple adaptive difficulty system.
Alternately, there are negative feedback systems, where the player is given powers inversely proportional to how well they're doing. An obvious example would be Final Fantasy 7's limit breaks, ultra powerful attacks which charge based on how much damage the player characters are taking. This promotes a volatile match with a lot of turn-around. A western example of much the same system can be seen in the warrior class in WoW, who also generates ability-usage capacity through receiving damage.
I'll post more ideas as they occur to me. I think that there's so many ways to play with this, and most of the 'adaptive difficulty' systems I see proposed are just so ludicrously artificial and inelegant when it's just as easy to propose actual gameplay rules which achieve the same effect.
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372
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Player / General / Re: Wanna be a legend?
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on: May 10, 2009, 01:56:42 AM
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I tell them to "suck up my not sucking-it-up" THAT'S WHAT SHE- Hm. I don't understand what she said.
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373
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Player / General / Re: Are we rockstars or what?
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on: May 08, 2009, 05:23:59 PM
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i dont get the rockstar thing.
also, this is the internet. you should be used to it by now.
im going to quite you on this when you release a game. Don't be silly, Fish is never going to release a game.
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374
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Player / General / Re: Wanna be a legend?
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on: May 08, 2009, 05:22:07 PM
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Fake dialog is the crutch of a poor writer? So anyone who writes fiction is inherently a poor writer? 
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375
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Player / General / Re: Are we rockstars or what?
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on: May 08, 2009, 03:35:23 PM
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i dont get the rockstar thing.
also, this is the internet. you should be used to it by now.
I'll eat pork rinds with god. In a land that speaks only with its eyes. No language, no dildos, no fucking laws! Where the whores can't sell their pussy. Or use their twats to gold dig. A land where us warriors run free with our big dicks out, and our fucking hair wild. Gaayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
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376
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Player / Games / Re: Ludum Dare 14 - April 17th-19th
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on: May 07, 2009, 12:19:12 PM
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My game did pretty shitty overall, but with decent ratings in theme and humor. This is to be expected as I really kind of rushed it out and didn't do a very good job. Now that I know I can, though, I will do something much nicer for the next LD 
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378
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Player / General / Re: So I just saw Star Wars for the first time...
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on: April 30, 2009, 05:53:52 PM
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ITT: Core Xii doesn't know what inanimate means Why the hell would a company spend resources developing a "cute" trash compactor robot? Haha yeah people never buy one product over another because one's cute, how stupid of me. I'm sorry if I insulted you, but that's the way I see things. Okay here's how I see things. Someone whom I've seen nothing but mediocrity out of just suggested a number of my friends and family, as well as a substantial majority of the community he was posting in, had below average intelligence because they liked a movie. And then he got upset because I attacked his intelligence, such as it is.
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380
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Player / Games / Re: Introversion's Disastrous 2008
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on: April 30, 2009, 02:14:52 PM
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Because most normal people would not get carried away like that Haha are you retarded? That's exactly what normal people do. All the fucking time. You have noticed the economy collapsing because of people basically doing exactly that? (among other reasons, obviously). Man these last couple of days you've been kind of off. SOMEONE obviously needs to be working on their game more!
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