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1058972 Posts in 43040 Topics- by 34985 Members - Latest Member: DevilBliss

October 30, 2014, 06:27:07 AM
TIGSource ForumsRecent Posts
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 on: Today at 06:03:19 AM 
Started by beestings - Last post by Dacke
What struck me most about the OP was the explicitly male point of view. Play as a boy, help a male bartender (with woman issues), help an old man (with woman issues). Watch out for the male-centric story telling and you'll get a more living game.

With regards to the question: what makes a game a game? I'm with C.A. Who cares? It's a fuzzy label applied to a bunch of stuff in order to make it easier to talk about. Depending on the context it can mean different things. In this context, you can use it as "something interactive on a computer" and that's fine.

edit: if you think you can establish a universal definition, you need to study some philosophy of language Wink

 on: Today at 06:01:29 AM 
Started by Derity - Last post by Derity
Looks really good and definitely one the best tumblr-based sites I've seen. The plain font is a bit dark though and I'm having some readability problems even with a decent work monitor (could be poorly calibrated though), but still I'd make sure it was a bit more readable. Also, the static two color background doesn't work so well for me because it can for example cut the text in half and doesn't follow the posts, if you get what I mean.

Loved the combat teaser though, it's got a great sense of weighty feel, but I could see the walking speed becoming a bit annoying when you have to cover some distance.

Cut the text in half? Any chance you can post a screenshot of the problem you're seeing?

- also, increased the brightness of the body font color

 on: Today at 05:55:50 AM 
Started by beestings - Last post by balldrix

A game is a kind of toy isn't it?

In the past I've played games like The Sims, Sim City, Dogz and Catz.  They are fun to play with but do not feel the same as games with objectives or collectables. 

 on: Today at 05:55:43 AM 
Started by DevilBliss - Last post by DevilBliss
Hello everyone,

I'm Christian A. Slater (pleased to meet you)

The DevilBliss Games Consultancy (which is me working solo) provides an unrelentingly objective and if need be exhaustively long-winded evaluation of your in-progress game at any stage of its creation, spanning from pre-production concepting across the entire development process right up until final polish and detailing.

Much wore wordy info and testimonials can be found here: http://www.devilblissgamesconsultancy.co.uk/

I take a non-traditional approach to monetising myself and my skills essentially I believe that no-one is in a better position to decide what my feedback is worth than a game's creators themselves, so the decision as to what and when to pay is completely and utterly down to you. You won't find a menu of services and pricings on this website plus you'll never receive an invoice or bill from me I'm confident that the value of the feedback will speak for itself.

For the last twelve years I've been immersed in in-house third party games evaluation for Sony Europe, playing and assessing hundreds and hundreds of titles in both code and pre-production design form and helping to nurture them to their full potential.

This has left me with what I feel is a deep instinctive understanding of what causes a videogame to turn out either good, bad or indifferent. Over the previous decade I've striven to hone this ability to accurately perceive the potential hiccups within a gestating game (from subtle through to serious) and then suggest an achievable remedy for them, all the whilst remaining true to the creator's original vision.

As their star has risen over recent times my focus and major source of professional satisfaction has naturally shifted towards smaller independent titles, hence my intention to provide an evaluation and feedback consultancy tuned towards the particular nature and unique needs of indie devs.

Above all, I am on your side, and that of your game (and of the player that plays it).


Christian S
[email protected]

 on: Today at 05:54:30 AM 
Started by Gwartney21 - Last post by Netsu
I like games and I like creating.

 on: Today at 05:52:21 AM 
Started by Gwartney21 - Last post by RealityShifter
Game creation combines so many skills, you could describe someone who makes entire games themselves as modern day Renaissance Men. Music, visual art, Writing ability, and Coding which I consider an art. I think the urge to improve skills naturally lead me to game design and development. I also love how games are interactive, allowing the audience to participate and hopefully empower them to want to create also.

 on: Today at 05:46:09 AM 
Started by JaJ - Last post by JaJ
I have released my october challenge game "Acheron Souls" on iOS today!
This was intended for last year's october challenge, but it didn't turn out to be that easy to finish and release.

Acheron souls is a Match-3 game with a focus on setting up combo's. It was inspired by Clash of heroes, dots and threes.

There is a full version and a free version. I want people to actually play the game, so the main mode is fully available in the free mode, but the full mode also includes 30 puzzles and a sandbox mode.

Full version link: https://itunes.apple.com/us/app/acheron-souls-full-version/id924868221?mt=8
Free version link: https://itunes.apple.com/us/app/acheron-souls-lite/id794941884?mt=8

A trailer can be found here:

 on: Today at 05:45:19 AM 
Started by jonkk - Last post by jonkk
Looking really nice man, love the whole vibe, and the little touches like the pencil shavings appearing when you hit the sharpener..

One thing I'm less keen on is the way the cars appear on the track, It feels like they're floating a little and not "glued" to the road.. If that makes sense, when they turn they sort of tilt from the middle which to me looks a bit funny and makes them feel a little disconnected from the world they sit in. I'm assuming this was a stylistic choice to emphasise the 3d feel? but It makes it feel a little loose when I watch the video, whilst I actually expcet the game to be super tight

Thanks for the feedback! Smiley It wasn't so much to emphasise the 3d, but more just trying to emulate the look of the sideways forces pushing the chassis of the cars a little when they're turning. Maybe I'll tone the effect down a bit. I still need to put a bit of ambient occlusion underneath the cars, to make them feel more grounded, maybe that'll help make it more clear that the tires are actually still touching the ground when the chassis tilts.

I actually never gave it much thought, because when I implemented the effect it looked so good when looking at it from a ground perspective, but you're totally right it does make them look a bit floaty from the top-down view. It'll look ace in the replays, though......  Gentleman

 on: Today at 05:32:42 AM 
Started by MaxGrecke - Last post by MaxGrecke
Just bumping because I'm available for work!

 on: Today at 05:29:28 AM 
Started by johnnoz - Last post by beeglebug

A little doodle I did last night, some kind of jetpack based platformer, I guess?

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