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1604
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Developer / Design / Re: Can We Improve On: Harvest Moon
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on: September 14, 2008, 03:39:50 PM
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See, Benzido, I think that the point you're missing is that everybody likes Harvest Moon because of different things. You liked the crop growing aspect best, but I sure didn't, and barely even grew them. Seems that what you want is more like (as Seth said) Sim Farm or John Deere American Farmer... Regardless, your game (which fleshes out a portion of Harvest Moon) has merit, but I probably wouldn't enjoy it.
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1606
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Player / General / Re: TIGSTWG X: Werewolf Nation [DAY THREE]
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on: September 14, 2008, 02:59:10 PM
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None of you three have given me much reason to vote for your admittance over another. I am still holding on to my power, so I suggest you seek my vote; it will be an almost sure ticket out of the beach. Prove your innocence, my friends.
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1608
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Community / DevLogs / Re: Impossible isometric levels
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on: September 13, 2008, 11:32:31 PM
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It's a great idea! Echochrome is the closest I've seen to this, and yet it's still different. Will you make some manner of level editor? I'd love to play with one.
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1610
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Player / General / Re: TIGSTWG X: Werewolf Nation [DAY THREE]
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on: September 13, 2008, 02:12:28 PM
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We won't know if the remaining one is a wolf or human, so why should we let them in? Granted, the two left on the beach will die if both a lynching and a deep one's abduction occurs, but such are the odds. For the two that remain outside, their best bet, as Inane himself pointed out, is not to vote at all, and cross their fingers that the deep ones don't take them. The two admitted into the town could change all that with votes of their own, though...
I am inclined to vote against the missing Battlerager; his disappearance is sign of his shiftiness. I have found no good reasons to let any of the beach folks in, other than Gainsworthy, so far.
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1611
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Developer / Design / Re: Crush/Fez/&c. style geometry in games
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on: September 13, 2008, 12:42:45 PM
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You should play it, it's great and short. To describe it while trying not to spoil it too bad: it has the 'logic' and continuity of a dream.
What about Viewtiful Joe? I've only played the DS game, but in that one Joe has an ability to slice the screen and move the two halves independently, so that a stream of water falling from the top can put out a fire that's not directly under it, for instance. Maybe the series has some Braidish examples with the time mechanics that I'm not aware of, as well?
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1612
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Player / General / Re: TIGSTWG X: Werewolf Nation [DAY THREE]
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on: September 13, 2008, 10:35:18 AM
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Inane, sir, let me remind you that two people could get admitted into town. This will doom the other two that are left behind, of course. Unless something strange happens with the lynching? I'm not quite sure how these things should be carried out.
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1613
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Player / General / Re: TIGSTWG X: Werewolf Nation [DAY THREE]
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on: September 13, 2008, 10:24:40 AM
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Oh?
...Oh! My goodness, I totally forgot that we admitted you yesterday, Mr. Hideous. I'm so embarrassed. *Blushes.*
Well then. I will hold my vote until I find a second person worthy of being admitted into town, as Gainsworthy seems to already be popular enough.
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1614
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Player / General / Re: TIGSTWG X: Werewolf Nation [DAY THREE]
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on: September 13, 2008, 05:22:05 AM
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Oh, yes. Gainsworthy, I have voted to get you into town in the past, but this time I shall not. I have concrete evidence that signals Tobasco to be friendly, so that's where I will cast my vote. Hopefully that means that we will get him out of the wolves' reach before they feast on his flesh, for they seem to be aiming for every single confirmed human. Of course, with the cultists, I have no idea what will happen once he gets in.
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1615
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Player / General / Re: TIGSTWG X: Werewolf Nation [DAY THREE]
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on: September 12, 2008, 11:09:32 PM
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Cyber95, sir, I understand what you're saying completely. The only solid lead I have is that Tobasco is certainly human, as he did not hesitate to vote against Jstckr, who turned out to be a werewolf. That means that there are no wolves in town, as I am not one, and Xion... took his own life, in a most Shakespearean way.
Fellow humans from the other side of this gate, I trust you will be cautious with your lynchings. I also hope we don't get any more wolves into town; we have enough with the cultists and these other mysterious deaths.
I have a few more thoughts, but I won't point fingers until I'm moderately certain of them.
((Neon, you have a 'last words' post you can make if you want, in which you cannot divulge any information that is not public knowledge.))
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1616
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Player / General / Re: TIGSTWG X: Werewolf Nation [DAY THREE]
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on: September 12, 2008, 10:52:22 PM
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Oh my God.
I originally thought that this town would be our salvation, but it seems more likely that we got an express ticket to Hell!
((I don't understand half of what's going on, holy shit.))
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1617
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Developer / Design / Re: Crush/Fez/&c. style geometry in games
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on: September 12, 2008, 05:50:30 PM
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Those are really interesting, and they certainly fit the criteria. They open the doors for other kinds of games, too... Like, um... Maybe Knytt Stories' An Underwater Adventure? Nah.
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1618
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Player / General / Re: dem apple folks are at it again
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on: September 12, 2008, 05:34:43 PM
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Yeah, I love the iPod Touch's interface and all that. I'd certainly love to get one if they came in higher capacities, but alas. Also, expensive. I wouldn't mind if it became a viable platform for games development either!
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1619
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Developer / Art / Re: Uncommon Art Styles in Games
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on: September 12, 2008, 05:02:17 PM
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I've always wanted to create a 3d renderer that used an impressionism dot-painting style. I guess Love is leaning in that direction. My idea was that you could ray-trace in realtime, since you only needed one trace per paint splot.
How were you planning to maintain frame-to-frame coherence as the camera moves?
It's definitely a huge problem, I agree. I'd originally planned to just redraw the entire screen with semirandom splots every frame. The flickering could get pretty painful. It adds a lot of life to the picture though. High contrast areas would be all flickery, whereas low contrast would seem relatively calm. Oh, and you'd totally use z-buffering to keep the front splots in front. I love the idea of the impressionist painting style. I think that if instead of rapidly painting on top all the time you just changed the color of the splots when the new color is only slightly different, and drew a new one on top if that is not the case, it would not make it flicker too much. Also, when watching the Muto video, all I could think of is "but they're just painting white over all that nice graffiti!" Good video, but... destructive. Stuff needs to grow back, now. Just me?  Yeah... indeed. Also a lot of white paint on the floor and everywhere. The end result is awesome though, so I'm not sure what to think!
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1620
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Community / Bootleg Demakes / Re: Aquarium [FINISHED]
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on: September 11, 2008, 11:35:22 PM
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So cute! Congratulations, and I hope that you get around to finishing it, Oracle.
Also, my condolences to you and your family regarding your grandmother.
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