|
641
|
Developer / Business / Re: MochiAds Terms of Service
|
on: December 17, 2008, 08:58:25 AM
|
|
My experience with MochiAds is this.
It's not that MochiAds doesn't generate enough revenue for the time you spent making the game.
MochiAds doesn't generate enough revenue for the time you spent filling the submission form.
|
|
|
|
|
642
|
Player / Games / Re: Bob's Game
|
on: December 17, 2008, 03:19:26 AM
|
|
GENTLEMEN.
This is the new Squidi. How can you not notice this.
|
|
|
|
|
645
|
Developer / Business / Re: Addresses of indie game blogs
|
on: December 14, 2008, 06:15:17 PM
|
If you make a good enough game( to save the president) I don't think you'll have to worry about it being spread over the net. A good start might be to post it here and maybe an editor will find it and front page it. Then you are world famous and will have to write autographs on your way to the supermarket. Many people read the TIG front page  Heh. You're a funny guy.
|
|
|
|
|
648
|
Developer / Business / Addresses of indie game blogs
|
on: December 12, 2008, 05:29:04 AM
|
|
I intend to employ some mailing carpet bomb tactics to market my games because my name is not Jason goddamn Rohrer and blogs won't blog about my games unless I shove them down their throats. Please to be giving me addresses of blogs that blog about independent games.
|
|
|
|
|
650
|
Player / Games / Re: We need a new term for "art game"
|
on: December 10, 2008, 03:56:55 AM
|
|
Art games don't want to cause emotions on the player? We're well and truly fucked then, because one of the fundamentals of art is that it can transport emotion between people.
Take Passage. To me, the main drive of it is that it made you sad - in a bit of a ham-handed way, granted - and then it made you think about why you were sad.
Of course, by my logic, I Wanna Be The Guy is an art game - it's a masterpiece at making you feel frustrated.
|
|
|
|
|
651
|
Player / Games / Re: We need a new term for "art game"
|
on: December 10, 2008, 03:46:21 AM
|
Yeah, I'd say games that don't value that fleeting, insubstantial, quality of being "fun" as the end-all be-all of games is a good definition.
"not games" then? I also don't think all art games have a "message", sometimes it's just the atmosphere and aesthetics that are the point -- Knytt, Seiklus, Endless Forest, etc. are like that.
OK this is because you're using the 'art game' definition for two kinds of games: * Games whose main drive is to pass a message or emotion on to the player; * Games that are pretty. I wrote a text onceI wrote a text twice
|
|
|
|
|
653
|
Community / Indie Brawl / Re: Indie Brawl: Character Submissions
|
on: December 08, 2008, 10:32:13 AM
|
|
Tentative Cabadath moveset:
Cabadath should have the longest melee range except perhaps Sexy Hiker. Does not move at all when idle, except perhaps for clothes flapping.
A - Quick frontal swipe. A> - Thrust spear ahead at maximum range. Has a bit of charge. Av - Similar to A>, but blips forward a couple of steps between charge and thrust. Slower recovery than A>. A^ - Thrusts spear at 45 degrees upwards. If an opponent is caught, they're impaled and take repeated damage or can be thrown. S - Extends spear axe-end forward, then pulls. Pulls opponent closer if it hits. S> - Teleports a few feet ahead forward or backward. Sv - Short-range attack: Cabadath reaches into the opponent and pulls a heart-like item out of them, dealing damage. This heart recovers energy when used. S^ - Calls a reddish tentacle up from the ground in front of Cabadath.
|
|
|
|
|
656
|
Community / Commonplace Book / Re: Uneksians [FINISHED]
|
on: December 07, 2008, 09:03:03 PM
|
Just noticed that there is one way to get stuck - that is if you go to the right after you move beli from the switch while standing in heart-place.
You can also get stuck if you didn't bring the beli down in the first place. The blocks aren't aligned in such a way that you can jump back out of the pit.
|
|
|
|
|