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41
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Community / DevLogs / Re: Pico³
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on: October 20, 2010, 11:10:52 AM
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Quite beautiful. I can almost imagine playing it, but not really. [By which I mean, I'm finding it hard to figure out how it's played.] It reminds me a lot of the artsyle games from Nintendo. I look forward to seeing this evolve.
True.
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44
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Player / Games / Re: TIGsource is an Illuminati-like consortium of shitty indie developers
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on: October 19, 2010, 11:29:50 AM
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The guy's not that much of a jerk, he's just very business-minded (as demonstrated by his post's title: 'TIGSource is running a scam'). He sees game-making as game-selling, while the general atmosphere here is, obviously, quite different. He was put off when people told him his game wasn't very interesting, or whatever, because he thought he had already demonstrated that it was interesting enough to sell. He doesn't want to make a great game, he wants people to buy it.
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46
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Developer / Art / Re: Improving a box art
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on: October 16, 2010, 06:44:40 PM
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Leave out all that fog and gradients everywhere. You may be led to believe that polish is adding more bevels and filters and gradients, by some of the graphic work out there, but it's not. Want your cover to get noticed? Be bold and direct, don't muddy up things. Consider what you want to communicate with the cover (think of something interesting/clever, don't be descriptive), then come up with a way to say it instantly, in a flash. Consider the composition starting from the general shapes, which must be readable from afar/at small sizes, then make things more interesting by adding details, if needed.
Here's some homework for you: come up with a concept for your cover that you can describe in a short phrase, something like 'all for one', or 'you'll shit your pants'. Then think of ways to show that visually, using metaphors, or irony, or comedy, or violence, or whatever, and make a few sketches like you did before.
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48
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Player / General / Re: 35000+ members holy shit they must all be legitimate
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on: October 14, 2010, 10:22:14 AM
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I must insist on this: We can get rid of the following:
1. Never post or only once 2. have a link in his signature 3. never lurk 4. Don't have a "notification when reply are post"
All condition must be met for ban hammer
This seems like a solid way to purge the current mass of spammers.
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51
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Developer / Technical / MochiAds in FlashDevelop
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on: October 12, 2010, 03:56:14 PM
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How the hell do I do it? I'm really confused by their code full of anonymous functions, and I can't find a simple guide anywhere (they're all for Flash CS or at best Flash Builder using MXML). I've got the preloader ad loading there by using MochiAd.showPreGameAd(), but how do I know when it's done? There's this 'ad_finished' property of the object one passes as a parameter, but the function passed there is triggered as soon as the ad is loaded, rather than anything else.
Thanks, anyone.
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52
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Player / General / Re: 35000+ members holy shit they must all be legitimate
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on: October 11, 2010, 06:20:10 PM
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We can get rid of the following:
1. Never post or only once 2. have a link in his signature 3. never lurk 4. Don't have a "notification when reply are post"
All condition must be met for ban hammer
This seems like a solid way to purge the current mass of spammers.
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53
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Community / DevLogs / Re: Gratuitous Profanity
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on: October 10, 2010, 01:57:31 PM
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I quite like Panpomma's stuff.
Guys, record yourselves, I don't wanna be the only one embarrassed once this game gets released.
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54
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Developer / Design / Re: Ban bvanevery?
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on: October 09, 2010, 10:16:49 PM
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I'd be really happy if a Youtube-like system for voting up or down posts was implemented (as suggested by Overkill), and those under a certain threshold getting auto-hidden.
No. System like this in forums usually do terribly (see: Forums with 'karma' systems). But karma systems are a totally different thing. For this, the trick would be not to show the points or otherwise praise the poster if he gets up votes. Perhaps just a 'vote down' feature, no 'vote up'?
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55
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Player / General / Re: NaNoWriMo?
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on: October 09, 2010, 03:41:21 PM
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I wanted to try last year, in Spanish. The Spanish community was very small, and I noticed a marked trend toward fantasy or sci-fi type of stuff, which really turned me off. In the end I didn't write even a page. Don't think I'll try this year.
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56
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Developer / Design / Re: Ban bvanevery?
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on: October 08, 2010, 07:16:20 PM
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I'd be really happy if a Youtube-like system for voting up or down posts was implemented (as suggested by Overkill), and those under a certain threshold getting auto-hidden. You might be surprised to know that I helped craft moderation policies over at the IGDA. You wouldn't be shocked to know that their forums were a mess. (...) We debated Mike Capps and Tim Langdell for most of 2009, so how bad do you imagine things got?
Hmm, but in July you still didn't know who Tim Langdell even was... (by that time he was a meme here): I will look up info on Tim Langdell...
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58
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Developer / Technical / [AS2] SharedObject paranoia
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on: October 07, 2010, 02:48:12 PM
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Note: this is for actionscript 2.
What are the odds of this: I can initialize a SharedObject, modify its data, then later on modify it again, and all seems well (I can access the data and it's there). But when I close then start the thing up again, only the first modification remains, all the subsequent changes disappear. The code uses flush() each time things get changed.
So, has anyone experienced something like this before?
Don't tell me to use AS3 instead, in fact I hate AS2 and am forced to use it here, because it's not my project.
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60
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Community / DevLogs / Re: Adventure Marne Bros
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on: September 30, 2010, 03:29:20 PM
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This is lovely. I tend to be bothered by fan games, but, well, this looks really nice.
Regarding project scope, didn't it get quite out of hand for a one-man side-project (from what I understood)? No wonder you're growing bored of it. How about scaling it back a good chunk?
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