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1411365 Posts in 69352 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 04:15:17 AM

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821  Player / General / Re: Eating Well and Eating Cheap on: June 03, 2009, 02:40:15 PM
Sir, you require spices. That or a high constitution rating.

EDIT: The correct amount of Garlic Salt gets me through anything. But I may in fact be Wario.
822  Player / General / Re: At last? on: June 03, 2009, 01:11:49 PM
Was that the same image?

I seriously doubt that Tim would post those here, publicly, under his own name. He's definitely not THAT stupid. (Though he may or may not be that malevolent.) This is probably a random troll trying to make Tim look even worse than he does already.
823  Player / General / Re: At last? on: June 03, 2009, 12:43:19 PM
Just out of curiosity, did everyone who posted in the Langdell thread get the PM?
No.
824  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: June 02, 2009, 04:49:09 PM
I've read some pretty condescending remarks from some of Tim's defenders, about the community, about how they are a bunch of amateurs and how the man made games when people were'nt even born.

To be fair, there's plenty of insults pointed the other way too. Deserved or not, they don't help.
825  Player / General / Re: So who won E3? on: June 02, 2009, 04:24:10 PM
The implication that E3 is a thing with winners and losers might bother some people here.

My personal opinion is: HOLY CRAP METROID WTF, must buy even if it sucks. So... Nintendo won.  Gentleman But that's not really fair because I am a Nintendo fanboy and an even bigger Metroid fanboy.
826  Player / General / Re: HOLY SHIT GUYS! PROJECT NATAL! on: June 02, 2009, 01:22:40 PM
it's amazing to me how so many of you seem to think that pushing buttons with your thumbs is the definitive way of interacting with a videogame. ultimate and eternal. nothing's ever gonna beat PUSHING A BUTTON.

Buttons are almost certainly the best device for a particular kind of interaction with a system: discrete, time sensitive choices.

There certainly are other kinds of interaction, otherwise we wouldn't have mice and dual analogs, but so far we've always had buttons to fall back on, as they are incredibly useful for the frequent need to make discrete choices.
827  Player / General / Re: No More Heroes 2: Desperate Struggle! on: May 29, 2009, 06:42:03 PM
I'd be very interested in hearing about this point... if and only if it can be articulated within a few paragraphs, with the assumption that I've already played the game and skimmed through the plot analysis on GameFAQs looking for answers in vain.

It was interesting, to be sure. I'm glad that I played it, so that I can point to it as an example of crazy ass game design (like Fathom, but more so!), but I don't think I could say I saw a specific point to it. Does it mean something specific to you?
828  Player / General / Re: MIND BLOWING NEWS KIDS on: May 29, 2009, 05:13:54 PM
I do not approve of these unclear topic titles.

But OMG, Toy Story is still my favorite Pixar movie.  Kiss
829  Player / Games / Re: Mobigame's Edge pulled because of the word Edge on: May 29, 2009, 10:43:20 AM
Tim Langdell had three GDC 09 talks. I didn't go to them, so I can't comment on their content aside from pointing out the titles:

Who Controls a Game's IP and Who Reaps the Financial Benefit?

How to Design Your Game So That its IP is More Valuable to Hollywood

How to Sell Your IP to Hollywood (Without Selling Your Soul)
Durr...?
830  Developer / Technical / Re: Frames Pers Second on: May 28, 2009, 10:13:06 PM
It's a surprisingly complex topic with more viable options than you have listed, but a direct response to your question is: If you ever want to change the frame rate later, the first technique will be a mess. Also, the second technique lets you specify velocities as distance-per-second, which is generally easier for humans to imagine than distance-per-small-fraction-of-a-second.

EDIT: And if you ever decide to implement bullet time, a slight variation on the second technique would be very useful.
831  Community / Tutorials / Re: tutorial: how to make games better on: May 25, 2009, 07:42:45 PM
i'd estimate that the majority of the games in the feedback forum here took a few weeks to make, and that can really keep a game down.
I assume that games that were made in a few weeks aren't even *intended* to become popular. There's no reason why you can't finish an experimental game in a few weeks if that's the sort of thing you're into.

Are there people who publish games after a few weeks of work who then complain that they're not getting enough publicity?
832  Community / Townhall / Re: Toast Boy on: May 25, 2009, 01:48:32 AM
...This is pretty much the opposite of what I was expecting, based on the title.  Wink
833  Developer / Playtesting / Re: Minecraft (alpha) on: May 22, 2009, 08:37:47 PM
The big endian color problem is fixed.  Tears of Joy

Attempting to load other people's levels fails. Also, sometimes when I restart the thing, I get some error message about a java.lang.IllegalStateException involving threads.  Cry
834  Player / General / Re: all of you stop saying "epic" on: May 22, 2009, 05:27:50 PM
Favorite fight (off the top of my head):



...Yes, it's fictional.

EDIT: This version has english dubs:


835  Developer / Playtesting / Re: Minecraft (alpha) on: May 20, 2009, 09:50:48 PM
This is what it looks like on a big endian architecture:



Otherwise, it runs just fine.  Gentleman
836  Community / Townhall / Re: FATHOM (Feat. Danny B) on: May 19, 2009, 09:39:03 PM
So the randomness is intentional then?

If this was a game that encouraged replaying, (I feel it doesn't, despite the people who look for alternate endings) then having randomness would make sense to me. People would have the opportunity to see both outcomes and might learn that there is a random element.

But I feel this is more like a movie, where half the people see one movie and half the people see a different movie, and they don't realize that they are missing something and learn about it unless they happen to compare notes.
837  Community / Townhall / Re: FATHOM (Feat. Danny B) on: May 19, 2009, 09:14:37 PM
Alright, so the thing that bothers me the most, which I don't understand, is the pit right at the start of the platformer level. It's totally reasonable for someone to accidentally fall in this pit, in fact I think someone earlier in the thread said that they did. But someone who falls in that pit ends up having a different experience from someone who made it all the way to the boss before falling. And I think it's likely that people who don't get to see the boss won't try it again. They will come away with a totally different impression, simply because they randomly fell into a pit by chance.

Given that water and death are supposed to be vaguely the same thing here, instead of restarting the first level after falling into the pit, I think you should just get rid of the pit entirely and not let the player actually die before reaching the boss. That way the player's experience will depend less on randomness.
838  Player / Games / Re: Evaluate the Best Indie Game Tools on: May 18, 2009, 07:53:41 PM
I don't like that I can't stay on the same page while voting on a bunch of tools.
839  Developer / Technical / Re: Rinku & Increpare (and more?) Learn Flash on: May 13, 2009, 08:43:24 PM
More important than the size of the stage is the number of pixels that have to be redrawn constantly. Big stages are not a problem if the game doesn't scroll and any animation is localized. Or, alternatively, if all of the graphics consist of a few carefully managed bitmaps.
840  Developer / Playtesting / Re: You Only Live Once on: May 08, 2009, 03:49:16 PM
Yeah, but pretty much nobody is THAT determined to steal flash content.

I was probably overreacting, portals actually tend to just steal from each other rather than from random places on forums, but I think it's still a good idea to site-lock it.
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