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1411372 Posts in 69353 Topics- by 58405 Members - Latest Member: mazda911

April 13, 2024, 01:44:01 PM

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201  Community / Creative / Re: comicompo3 | CHECK YOUR PMs OFTEN. on: May 14, 2010, 03:15:30 PM
I'm on it.
202  Developer / Design / Re: Design for a community-moderated online gaming service on: May 13, 2010, 07:58:59 PM
You might find this an interesting read.
203  Player / General / Re: What's your favorite ART FILM? on: May 08, 2010, 12:22:19 PM
Metropolis disappointed me quite a bit. It felt like just a lot of eye-candy, honestly
204  Community / Competitions / Re: MTTJ #1 - Theme Submissions on: May 06, 2010, 05:41:01 PM
I like 'allusion'.
205  Community / Competitions / Re: MTTJ #1 - Theme Submissions on: May 05, 2010, 07:27:17 PM
- Lacking video, audio or input.
- Literally impossible.
206  Community / Creative / Re: comicompo3 | CHECK YOUR PMs OFTEN. on: May 05, 2010, 06:15:29 PM
Shit, it's approaching fast.
207  Player / General / Re: What's your favorite ART FILM? on: April 29, 2010, 06:52:53 PM
I can't write down a single favorite film because I'm a huge film nerd and love many a film.

For a while now I've been delving into more obscure Asian cinema, so if anyone wants Malaysian film recommendations, or whatever, hit me up.
208  Developer / Technical / Re: Akihabara - an HTML5 game engine on: April 29, 2010, 06:39:06 PM
Core Xii, just let up a bit. You're so tense you're gonna bite through your upper jaw.
209  Player / Games / Re: wtf!?! new NES-inspired Nifflas game out in a couple weeks on: April 29, 2010, 06:23:56 PM
Don't talk about 'graphics' like they exist in a line that goes from bad to good. I really, really hate that. Stop doing it.
210  Community / Creative / Re: comicompo3 | it has begun on: April 27, 2010, 06:03:45 PM
Loving the team names.

Let's see which team finishes first.
211  Developer / Design / Re: Funkbot3000 - Rhythm-based Game Design on: April 23, 2010, 09:42:54 AM
Hmm, I don't understand when I'm supposed to press the buttons indicated. I don't feel I'm getting any significant feedback on how well I'm doing. But I liked the hearts floating off to the robot, and the general aesthetic.
212  Developer / Design / Re: Funkbot3000 - Rhythm-based Game Design on: April 19, 2010, 05:32:45 PM
Sure there are. My favorite example: Rhythm Tengoku. There's also Audiosurf, Otocky, Rez, Electroplankton--all of which do not involve pressing buttons to the beat, but do have a strong component of rhythm in their gameplay.

Parappa the Rapper is DDR-like, but notable because it allows you to improvise by pressing buttons rhythmically but not following the commands strictly. Vib Ribbon converts the visual cues to shapes that you have to quickly parse and react to with your fingers.
213  Developer / Technical / Re: Embedded SWF and currentFrame on: April 16, 2010, 04:57:34 PM
Could be that it was written in AS2. I know it becomes more difficult to do stuff that way.
214  Developer / Audio / Re: October November December on: April 15, 2010, 07:48:06 PM
Been really enjoying this. Don't know what to say, but it's totally great.
215  Community / Townhall / Re: Ceramic Shooter: Electronic Poem on: April 12, 2010, 06:44:38 PM
This is totally fantastic. I loved it. Really like what you did with the rather surreal narrative here.
216  Community / Townhall / Re: Time Never Stops - A short "art game" about life. on: April 12, 2010, 05:43:16 PM
I played this in Spanish; 'preciona' should be 'presiona'. :)

The message seems to be quite heartfelt, and it's something that happens in many families. I like that, but I think this work is rather naive in its approach, in that it has a single, unilateral message, and just in case you didn't get it, it throws a brick on you in the form of a written moral. What I'm saying is that it feels rather flat, and as such, doesn't really provoke me, didn't get to me. Perhaps you oversimplified the otherwise rather complex situation that you portray.

I'm sorry; perhaps this critique was uncalled for, since you were inspired by real circumstances, of which I have no knowledge (other than what one can infer from playing the game). I'm just taking this at face value, so bear that in mind. You're the one who really knows what this game is about.
217  Community / Townhall / Re: Ogmo Editor on: April 11, 2010, 07:34:08 PM
I was told about this by Greg earlier. I don't have a project that requires any level design for now, but I'll be sure to give this a try when I do. It sure seems useful.
218  Developer / Design / Re: The difference between meaning and intent on: April 07, 2010, 04:05:40 PM
I guess you're right. It's too bad that I think it, ultimately, sucks. That's okay, though--I hope cool stuff comes out of that.
219  Player / General / Re: Transformative Experiences via video games on: April 07, 2010, 04:03:19 PM
Unless the player plays the game exactly how the designers envisioned, you might as well toss authorial direction out of the window, because it becomes very hard for the player to “get” whatever the message is.

I urge you to read a thread I made recently.

So, a game-play environment has always been simply a playground. It is a place for a player to express himself in.

Can it not also be a place for them to explore what the game maker(s) laid out for them? Do you really think that most games are about enabling the player to express themself?

Your thesis suggests that one may not have a transformative experience if it's not explicitly communicated to one by an artist.


I haven't had what you call a transformative experience with games. But then again, I can't recall such a thing happening to me in other contexts, either.
220  Developer / Design / Re: The difference between meaning and intent on: April 07, 2010, 03:16:32 PM
there are arguably a couple of different indie game movements right now actually

Mayhap. But these lack the fantasy that the avant garde movements have in my mind. They're just not amazing enough.

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