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603
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Developer / Design / Re: Horror in an RTS?
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on: January 26, 2009, 10:39:26 AM
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They ambush you at a narrow passage, and kill Jenkins Well that's what he gets for rushing in like that.
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604
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Developer / Design / Re: Horror in an RTS?
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on: January 26, 2009, 01:27:39 AM
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The essential conflict I see is that RTSes are primarily about the revealing of information and horror is primarily about concealing information. If you can figure out a good way to resolve that conflict, that should be most of the problem solved right there. Perhaps something like fog of war... but more so? Or somehow feeding unreliable information to the player...
Edit: There's also a kind of intrinsic conflict between the intimacy of horror and the kind of overview that most RTSes require. That one may actually be more difficult to solve; perhaps actually cast the player as a commander in a command center, to make the threat to his/her danger a little bit more real.
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605
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Developer / Art / Re: Feminine Form
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on: January 25, 2009, 11:40:38 PM
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Personally I've been feeling down on my art skills recently. I've been letting them rot. So if I get snappish about art stuff, that's probably a big part of the reason why :D I made a tremendous amount of progress in two years... and since then very little. I may have lost my dedication. I aim to get it back.
BTW, I totally hear you guys about having to say 'enough' in order to get the job done; in fact, this is one of the primary problems I'm coping with in my quest to produce personal game projects now. All I can say is... if one can put oneself in a position where that choice IS a choice, then that's great. Myself, I don't get to choose; I'll probably always be anal.
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606
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Developer / Art / Re: Feminine Form
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on: January 25, 2009, 10:35:16 PM
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I suppose, but myself I'm not willing to do anything if I can't do it right. Even if he decides to make that choice, though, he should make it with full knowledge that he IS making that choice. So I'm glad I brought it up.
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607
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Developer / Art / Re: Feminine Form
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on: January 25, 2009, 10:29:27 PM
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All those are good things to know, but any artist will tell you that you should learn to portray reality before you start stylizing it.
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608
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Developer / Art / Re: Feminine Form
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on: January 25, 2009, 09:40:47 PM
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Neither of those have anything to do with the skeletal/muscular structure though. I'm no expert, but my observation has been that aside from the average size difference there's no difference between women and men in breadth of back. I don't hold any truck with 'ideal' feminine forms when there's no basis for it being either ideal or feminine.
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609
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Developer / Art / Re: Feminine Form
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on: January 25, 2009, 08:37:57 PM
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Hm, I'd like to take a moment to point out that a lot of the things that people seem to associate with the feminine form don't really have that much to do with actual physical differences between male and female bodies. Things like: Back is too broad I have seen a number of ladies who are very broadly built, and I would even consider them quite attractive. I'm frankly a little tired of seeing all women in visual fiction have approximately the same frame with minor variations. This is kind of OT though so I'll just leave it at that; I'm just reminding people to not draw what they think they see or what they want to see, but what's realest and most interesting.
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611
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Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash
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on: January 25, 2009, 07:58:15 PM
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If parent has a child array called raindrops, it's probably not a basic DisplayObjectContainer but rather some class that you've derived from that. If you type cast the parent as this derived class, then the compiler will accept it: instanceDelete(this, RainChildController(parent).raindrops); Glaiel's suggestion works because MovieClips are inherently 'dynamic' classes, which means that member variables and methods can be freely added and modified at runtime. If you can type it as the proper class, though, it's a better practice.
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612
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Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash
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on: January 25, 2009, 07:44:22 PM
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Oh wait no I see the problem. 'raindrops' isn't a child of every DisplayObjectContainer, so the compiler doesn't like seeing a DisplayObjectContainer being used that way. If you're removing a child from a parent display object, you can use removeChild; only use instanceDelete if you're removing it from an array.
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615
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Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash
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on: January 25, 2009, 06:55:49 PM
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Honestly I don't think 'root' even exists in AS3 any more. I have just spent so many hours fixing bugs resulting from careless use of root that it's hard to even look at the word any more.  root did refer to the top level, except that it didn't always. Root is a fucking nightmare. Root bad. Parent is only used for DisplayObjects, and always refers to the container immediately containing the display object in the display list. The closest analog to 'root' is 'displayobject.stage', but that can only be used when it's on the display list (otherwise it doesn't have a path to follow to get to the stage, see?) All that is neither here nor there, though. "if(parent) parent.removeChild(this);" should work just fine.
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616
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Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash
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on: January 25, 2009, 06:36:58 PM
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I never want to see the word 'root' out of ANY of you  parent should always be defined as a DisplayObjectContainer, it would be weird if it gave you shit for treating it as such without type casting. When has that happened to you?
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619
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Developer / Art / Re: Feminine Form
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on: January 25, 2009, 04:15:59 PM
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Narrower shoulders, broader hips, rounder skulls, more tapered hands/fingers, average height difference of about 4 inches. Many of these have kind of cascading effects on the placement of musculature and whatnot. I suggest you check out Derek's figure drawing totoreal.
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620
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Developer / Audio / Re: Mistress Increpare's Music Challenge [Briefs Out]
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on: January 25, 2009, 03:52:50 PM
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Kobel, I do believe I hear a tuned bass note in it. With all due respect mistress, nearly any sound sample of a certain length may be perceived to have a tone. A piece of pipe hit with a hammer is untuned percussion, but a bunch of pieces of pipe of different lengths is a glockenspiel. I can't be held responsible if the samples I've selected sound like they have a tonal relationship. I also wasn't aware that pad-scratching counted as untuned percussion. I sort of assumed that everything that came in Reason's percussion sample directory would be fair game. I wanted to give the piece a little more character than could be achieved with basses, toms, snares, and cymbals alone. If we want to get picky, then would NES-style noise-snares count? It's all a matter of context and intent. mjau, your thing rocks.
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