Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1076056 Posts in 44157 Topics- by 36125 Members - Latest Member: Deffstarr

December 30, 2014, 06:46:17 AM
TIGSource ForumsPlayerGeneralGame making wannabes.
Pages: 1 2 3 [4]
Print
Author Topic: Game making wannabes.  (Read 5992 times)
GregWS
Level 10
*****


a module, repeatable in any direction and rotation


View Profile
« Reply #60 on: March 22, 2009, 05:49:41 PM »

"Ridiculous, though awesome" sounds about right!  :D

I know exactly what you mean about 3D being stronger though.  The level of detail in Metroid Prime's ruins just couldn't be done in 2d; the atmospheres are just so bloody brilliant in that game!  Tears of Joy
« Last Edit: March 22, 2009, 06:18:54 PM by GregWS » Logged
ஒழுக்கின்மை
Level 10
*****


Also known as रिंकू.

RinkuHero
View Profile WWW Email
« Reply #61 on: March 22, 2009, 05:51:10 PM »

Well, there are different kinds of awe -- I agree that the awe of size is harder in pixel art than in 3D, but some other types of awe may be easier. For instance, 3D models never really look human to me, whereas pixel art portraits do. They seem like puppets or toys by comparison. Even the faces very detailed 3D models, like the ones in Fallout 3 or The Path, seem doll-like compared to pixel-art portraits. Which is probably why the Suikoden series and many other jRPGs continued to use 2D portrait art even after they became 3D. I think polygons just can't yet handle the complexities of the human face as well as drawn/painted art can.
Logged

ChevyRay
Guest
« Reply #62 on: March 22, 2009, 05:59:29 PM »

True; yeah the awe I was speaking of was purely regarding size.

Yeah, there's also always this Uncanny Valley problem when it comes to working with realism in 3D. With pixel portraits I usually only get that feeling when people create really high res faces, and the lack of depth and proper human emotion in the eyes really stands out.
Logged
Greg Game Man
Level 5
*****


i have to return some videotapes


View Profile WWW Email
« Reply #63 on: March 22, 2009, 06:05:05 PM »

well even if Masna made/finished no games so far (did he?),
fish's "made games"-count is pretty much where Masna's is. (or is it?)

The only difference is that Fish can talk controversial one-line-crap all day and everyone seems to take him serious, unlike Masna who instead gets some nice bashing. Is the whole Fish-case a big in-TIGS-joke or am I simply overseeing some vital facts?

obtw: His Photoshops are nice, I really like them, but no games there.

im with you.. i think its cause fish is just really passionate about games, and what he says makes tons of sense..also he seems like a cool guy, like his talks are funny and not boring because he isnt a total basement-dweller, he seems like he has a life. and i think thats why we all like him :]
Logged

ஒழுக்கின்மை
Level 10
*****


Also known as रिंकू.

RinkuHero
View Profile WWW Email
« Reply #64 on: March 22, 2009, 06:07:50 PM »

if I recall, Phil Fish also used to work for a game company, so he has experience as a game designer even if he hasn't finished a game.

but anyway, I think masna's post was in bad taste, but he's 13 (according to his profile), so I think we should give him a break. I've said and thought far stupider things when I was 13.
Logged

Greg Game Man
Level 5
*****


i have to return some videotapes


View Profile WWW Email
« Reply #65 on: March 22, 2009, 06:10:39 PM »

everyone starts somewhere

/thread
Logged

Fuzz
Guest
« Reply #66 on: March 22, 2009, 06:23:36 PM »

Regardless of FEZ, fish does GAMMA, and his graphic design work is incredible, so that's enough for me.  And being a proud GM user, I have to say that I can't stand this "programing it all yourself is the only good way" bollocks.  There's a reason gaming got a whole lot better when Nintendo hired Miyamoto, a designer, not a technically minded programmer, to work on their games.  Designers are good at design, and part of that is knowing the right level of technical detail, and not having to worry about it beyond a certain degree.  Architects have engineers do the math, because we're strong at design, not the highly technical aspects.  Engineers do the math because that's their strong point, not the design of buildings.  No different with game designers and game programmers.  There are always a gifted few that are good at both, and indie or mainstream, they stand out from the crowd.  But really, think about it, cactus' work is brilliant, and he uses GM because it works.  I think Paul has even said he could use more complex methods, but he uses GM because it works.  Obviously, when GM is limiting a design, then a different tool must be selected.  But when it doesn't weaken a design, then there's no reason it shouldn't be used.  Programming things entirely, as opposed to using tools, is the technical, non-designer way of approaching the problem, and as a designer I can't help but think it's really stupid, and takes away from the act of designing, and instead puts one's focus on technical concerns.  Sorry to be abrasive, but this whole thing really frustrates me.
I thought you used Flash mostly? But I do agree with you mostly, although I don't see a problem with using something more difficult as generally something more difficult is more capable.
Logged
GregWS
Level 10
*****


a module, repeatable in any direction and rotation


View Profile
« Reply #67 on: March 22, 2009, 06:26:05 PM »

Nope, 5 years of GM with far too many unfinished games.  Smiley

I am planning on learning Flash though, because GM is not the kind of program to make games with vector graphics.
Logged
Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #68 on: March 22, 2009, 07:24:29 PM »

Whoa, geez! I leave the forums for a few hours, and it turns into a real-life Indie Brawl. Can't we all just get along? Beg
Logged

Pages: 1 2 3 [4]
Print
Jump to:  

Theme orange-lt created by panic