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1411125 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

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1  Community / Creative / Re: Question about using commercial music in non-commercial work... on: February 02, 2011, 05:25:15 PM
Still copyrighted work. Generally the only reason YouTube videos get away with it is because companies don't give a damn, but you can find a lot that are banned from going on there. You should ask for permission, though it's doubtful you would get permission unless they're just generally nice people.
2  Developer / Design / Re: The "ugly baby" syndrome in game development on: January 24, 2011, 04:50:59 PM
Really it's all about presentation of the gameplay TO the user, not direct interaction with the gameplay itself. A lot of people didn't find Assassin's Creed fun, but as soon as it was presented with a series of elements unrelated to the gameplay (other than the weapon additions, I mean), such as a funner story and better variety of level structure (yes, I'm not counting that as the same as gameplay), people began flocking to the series in waves.

It's also generally why people can't get into certain genres or specific games, due to very poor (despite the developer's efforts) presentation - personally, I never got that much into RTS', because they never explain well enough for me how exactly the game is played. Of course, some people grow used to that, but that just creates a fairly small audience, and any attempt in sequels or patches and the like to better present the game can have tremendous backlash from the original players. I imagine Starcraft 1 is very hard to get into, yet a lot of people still play it - mainly people who have been playing since it's release.

A more recent example, again from Blizzard, is Diablo 3 - I never really got into the past games, but their work it has got me very interested in buying it upon release. And yet, lo and behold, when I went to certain forums to discuss newly release information, you get one person who speaks like an actual gamer who enjoys games and doesn't judge them based on their past adventures, and the rest are people screaming (via text) how "casual" the game has become.

Back in the day, developers could afford to appeal to niche audiences, but nowadays that's just not an option - people are going to have to cope with mainstream audiences loving their oh so special series.

Back on topic, how fun a game is is generally based on it's presentation. Think Portal gameplay versus Darksiders' portal gameplay.
3  Community / Creative / Re: Design Award Categories? on: January 10, 2011, 11:39:15 AM
Most Unique Production of Audio

By this I mean stuff like when the creators of Dark Sector recorded themselves crushing vegetables in various ways in order to get the sound of heads and bones cracking.
4  Player / Games / Re: Nintendo 3DS on: January 05, 2011, 12:04:44 PM
Good to know - overall, the 3DS is shaping up pretty well. Can't wait to get my hands on one Smiley
5  Player / Games / Re: Nintendo 3DS on: January 05, 2011, 11:21:02 AM
Also, for everyone who missed it on the DS (SHAME ON YOUUUUUUU)
ATLUS's excellent Devil Survivor is being remade with extra content, voice acting, and better graphics for the 3DS.

As someone who only played the game on an R4 and desperately tried to find a hard copy but couldn't because it was overshadowed by Strange Journey, I am overjoyed.

So get it. Support well-made well-written well-designed games.

http://nintendo3dsblog.com/large-batch-of-devil-survivor-overclock-screenshots#more-611532379

I was meaning to check the Devil Survivor titles out a while back, but never really understood what they were about. I read a bit of 'Strange Journey' and for some reason couldn't stop picturing a 2D Dead Space. I should look more into it though, because it looks interesting in terms of character design (at least, from the 3DS shots anyway).
6  Player / General / Re: I got Darksiders for Christmas on: January 05, 2011, 08:54:32 AM
I didn't mean "grown up" in a bad way - I wasn't referring to the game, I was referring more to the setting and the characters. Don't get me wrong, I love the Zelda titles, and Darksiders felt a lot like one.
I think a game where the main character's arms and legs look like entire other people glued to his body combined with staggering amounts of angst is more of the wet dream of masculinity of a 15 year old boy than a fairy man in a bright green jumpsuit and elf hat.



Fair point. I think I was probably looking for the term "dark" rather than "grown up".
7  Player / General / Re: I got Darksiders for Christmas on: January 04, 2011, 06:18:36 PM
I didn't mean "grown up" in a bad way - I wasn't referring to the game, I was referring more to the setting and the characters. Don't get me wrong, I love the Zelda titles, and Darksiders felt a lot like one.
8  Player / General / Re: I got Darksiders for Christmas on: January 04, 2011, 04:45:48 PM
I think they did a really good job overall of making it feel like a grown up version of Zelda - War's design is similar to the Draenei (sp?) of WoW though, as pointed out by my friend... not quite sure how, looking back, but it definitely looks like it in some way.

Still though, can't wait for the sequel - already love the designs for the other Horsemen that they've shown (or leaked, I can never remember).
9  Player / General / Re: Are There Any Other Comic Book Fans Here? on: January 03, 2011, 04:07:19 PM
I'll order that soon then - I like to know the past to comics I'm reading. That's probably why I prefer one-off series of comics, but lord, the art and story of the Marvel universe (in short paragraphs that people explain to me) are just so interesting that I want to get into it.
10  Player / General / Re: Are There Any Other Comic Book Fans Here? on: January 03, 2011, 03:15:41 PM
Anyone know how good Marvels is? I was looking up how to get into the vast Marvel universe (without having to buy all the comics - I simply don't have the funds for every one of them), and apparently that's a good jump-in point because it's basically describes a brief history of the Marvel comics through the eyes of a reporter.
11  Developer / Playtesting / Re: Minecraft (alpha) on: January 03, 2011, 12:42:19 PM
Never really found any mods of great interest, other than the grappling hook mod, but apparently that doesn't work with the latest update - last time I checked, anyway.
12  Community / Creative / Re: Making a world seem Open and Alive on: January 02, 2011, 06:15:28 PM
Those lizards increased your health / stamina if you ate them. I love developers that do that.

But yeah, I see what you mean - I love them leaving little things not necessarily part of the main game that can be interacted with. It's one of the many reasons I love Red Dead Redemption - just walking through a town, I came across a murderer (literally about to stab someone), a man wanting me to help him recover his stolen horse, some drunkard who thought he could beat me in a duel (and was wrong), and various other things. That game is just amazing in every way.

Fable though... I understand what you mean. I still like the game, but it is really too easy to manipulate things. In Fable 3 though, they've made it a lot harder and unrewarding to be a good character, due to the now heavy reliance on cash in the end of the game (that, if you  choose the bad options, you are greatly helped with). Since Fable 1, each iteration of the game has been simplified from the one prior to it, but with the addition of a few gimmicks. Fable 2 took away armour and various other things, and added a dog and the ability to buy more houses. Fable 3 took away the menus (which means you can no longer see what items you have other than weapons and armour), the experience system (though, admittedly, I like this new one, because it's harder to be overpowered to hell and back), and a lot of the interaction was simplified as well, yet they added holding hands and changing weapons.

Fable 1 was my favourite amongst all of them.
13  Community / Creative / Re: Making a world seem Open and Alive on: January 02, 2011, 03:04:16 PM
I'd say life between solid objects makes something feel alive. By this I mean visibly changing winds (rustling the trees, etcetera., or tumbleweeds), randomly created characters that still have some level of depth to them (think Fable, where each random citizen had a name, a social status, a sexual orientation, a house to call their own, their own view of the player character, and even their own families), etcetera.

You know, an environment that feels like it's developed in some way and has some level of thought to it, rather than blank corridors of lifeless objects. Fable did a great job, in my opinion, even though the interaction between the player and NPCs was worse than that found in the Sims.

Basically, a world that doesn't feel "placed", and interaction between the environment and the player - because nothings more lifeless than a world you just glide through. Here's looking at you, Theme Park World.
14  Developer / Design / Re: So what are you working on? on: January 02, 2011, 02:53:20 PM
Making cool little barcodes as user IDs and tweaking everything on my forums and writing code to delete old posts as new ones come in keeping everything fresh and filesizes down - not that filesize is a real object with text but still, fresh content.
The barcodes look like this: for "secure" tags and like this: for temporary utags.

Done with good old php, I figured it'd be easier for a person to compare some colours than strings.

What's the point of the tags, if you mind me asking? They look nifty, but I can't think of much use for them on a forum.
15  Community / DevLogs / Re: Overheat 2 on: January 02, 2011, 11:18:24 AM
So is just Iliou suitable for the name?

Fun fact: Iliou is going to be very modifiable; I'm hoping that user-generated levels will be a big part of the game's experience.


Iliou is much more memorable Smiley

User generated levels? Sweet, you hardly ever get to see them in games of this genre, if at all.
16  Developer / Technical / Re: Facebook, Flash, FlashDevelop & Actionscript 3 on: January 01, 2011, 05:56:18 PM
Yes it's much faster. And more powerful. And it's got less weird bugs. You can do loads of things in AS3 that you cannot do in AS2.

And this thread is about Facebook and Flash, not AS2 and AS3. You would have done better to start a new thread or post in one that was relevant to your question. It's not very nice to derail a thread asking for help on a given topic.

Ta for the answer.

Sorry about that, I saw "Flash" and "ActionScript 3" and thought the thread was just generally about them. I should pay more attention to the posts. My bad.
17  Player / General / Re: Moan about something on: January 01, 2011, 05:40:20 PM
I just had to configure the php5-cgi package with apache on debian

It was a little time-consuming and the documentation wasn't very good

Man, I feel for you. Nitpicky work.
18  Developer / Design / Re: What would YOU do with a procedural destructible 2D terrain engine? on: January 01, 2011, 04:58:21 PM
You could make it into Worms, but on a much grander scale, in which environments attack each other instead of the people. The player has their own planet/map, and the computer/enemy player has their own planet/map (I say /map, because a whole planet is a bit overkill, and so a single map to represent the planet each person is on should suffice). You both have a set amount of time to mine/drill for materials and the like that fuel your weaponry (oil to power a laser beam, metals for the guns, etcetera.), and then a set amount of time to allocate your found resources to your weapons. Then the two worlds attack each other, and the cycle begins again, running until one planet either gives up (possibly surrendering their resources to the other by doing so) or is annihilated of all life (represented by Lemming like NPCs in the map).

Essentially, War of the Worlds (literally) mixed with Worms.
19  Developer / Art / Re: 3D thread on: January 01, 2011, 04:33:53 PM
I WISH it was as easy texturing a sphere and putting it in the sky, thedaemon. I try to put it super high in the "sky", but when it's too far away from the camera it won't render it... theres probably something super easy to get around that but I have no idea what.

Just skimmed through and saw this, so forgive me if I'm repeating anyone else's help. Anyway, you can change the render distance of the camera in Blender, at least you could last time I checked (though that was well over a year ago now).

That or you could just give the illusion of distance - go to the camera view, and place it in the shot but very small, so it looks like it's far away. You'd probably have to dull the colour of the texture though, seeing as bright colours tend to bring things into the foreground when they're not wanted.

After Googling it, this person seems to have come across the same problem, and has had a solution presented to them:

http://blenderartists.org/forum/archive/index.php/t-65665.html

Edit:

Also, just something to note, increasing the render distance obviously increases the amount of time it takes for the shot to render, so doing the "distance illusion" thing I mentioned earlier would probably save a lot of time in terms of that, but also make it a tad more time consuming when using different angles to view the scene from (also, you wouldn't be able to have anything in front of it).

Overall though, rendering is the better way to go with that. You could always just use a plain circle, however, rather than a sphere, and have it's rotation parented to the camera... I'm pretty sure that's possibly in Blender, though I don't know, it's been a while. Another option is a skybox - essentially, a large semi-circle that goes across the scene and creates the sky (in case you didn't know). That, again, is probably the better option if you want a more complicated sky later, with stars/clouds, etcetera.

Edit Edit:

Also, texturing things that are far away is fairly easy, due to them not needing to be as high resolution as any foreground object's textures. At longer distances, no one will notice. That's just something to note for the future, so you don't spend a lot of time texturing something someone will never see up close.
20  Community / DevLogs / Re: Overheat 2 on: January 01, 2011, 04:26:17 PM
You're targeting this at an English speaking audience though, right? I'd suggest abbreviating the title or making a word that's catchier but based on it, because people tend not to remember long titles with foreign words.

An example of something like that affecting commercial games is if someone saw an advertisement for the game, and wanted to look it up later, but were unable to because they couldn't remember or spell the title.

It's a nice title though. Some parts of it are catchy, but together it's a bit of a mess, so using just a bit of that phrase would work a lot better - 'Iliou', 'Aftokra', etcetera.

The games looking nice so far though Smiley Pretty much on the dot with your original idea in the mock-up screenshot.
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