Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411317 Posts in 69331 Topics- by 58383 Members - Latest Member: Unicorling

April 03, 2024, 05:59:21 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 2 3 [4] 5 6 ... 11
61  Developer / Technical / Re: Game Engines for Indie Developers on: October 23, 2011, 08:23:32 PM
Yep, Acknex is quite solid engine, complete with Model Editor and World Editor too... Too bad it's lack of multiplatform capability.
62  Community / DevLogs / Re: Hollows Deep (new screenshot!) on: October 18, 2011, 06:26:53 PM
Sorry it's blurry, took the photo that way intentionally 'cause some of the pics have pretty big spoilers.

You're busted ChevyRay, I have 3d monitor and watching the picture from the right side of my monitor Blink
63  Developer / Design / Re: Serious games don't need background music on: October 18, 2011, 06:12:28 PM
Imagine if you're at war and you choose to hear music from your ipod in the middle of battle.
Metal Gear Solid 4
Yep, and snake was smoking with a cigarette during sniper battle too. In the reality, those thing can get you killed if done in a battlefield. Now I know that games are not reality, but some games just struggle to give the most realistic battle to their player.

http://jon.pieslak.com/asom/ is interesting in this regard. I didn't read the whole thread... I think music can compensate for the absence of some sensations that cannot be mediated via videogames at the moment.
I believe it's said "during deployment", not in the middle of battle. Yes, music during deployment can kill their boredom, and release their stress too. But music during firefight can just kill them.

I have to say that the 'serious' word give a lot of confusion since everyone, including me Well, hello there!, got their own definition about 'serious' game.
64  Developer / Design / Re: Serious games don't need non-diegetic music on: October 15, 2011, 02:12:15 AM
HUD:

More of this:
http://usmilitary.about.com/od/armyweapons/a/futurewarrior.htm

I believe it's possible(or maybe already implemented) to put health vitals, ammo count, mission objective, etc into the HUD. But still, there's no way they put a background music to be listened in the middle of battle.
65  Developer / Design / Re: Serious games don't need background music on: October 14, 2011, 07:09:48 PM
It's funny how people push their opinion to each other. :D
Like I've been said before, there are games that play better without music, some that can be played with or without, and some other play better with.
In the first case, the music really hinders the gameplay for example, in some fps games, you'll want (aw hell, I typed this all over again) to turn off any music just o hear footsteps of incoming enemy, this not only in multiplayer, but in singleplayer too. Imagine if you're at war and you choose to hear music from your ipod in the middle of battle.
The second case is where the game is already good enough where music is really just to add the feeling, I found this mostly in high paced games like racings, beatemups and shmups. I can turn off the music without getting bored with the game, and I can turn on the music too without getting disturbed(if the music is good enough, other wise, the game is considered to the 1st case)
The last case is where the game has serious flaw in design, the game can be tedious and boring in a matter of seconds(actually not that fast, most likely hours). I found this in most RPG(the funny thing is, I found I can play EoB series without any music and I can enjoy it for hours).

So the bottom line is that there are games that don't need background music, I'm not clear what serious refers to but there are indeed, games that don't need serious music.
66  Developer / Playtesting / Re: Laser Missile Bomb - Flash Puzzle-Shooter on: October 13, 2011, 10:06:58 PM
1st thing I noticed is, it's seriously lagged. I'm using quite recent hardware to test the game so I can't imagine if I use my 9 old hardware(yes, I still have one :D )
What AS version did you use? Also do you update the tiles at real time?
67  Developer / Design / Re: Serious games don't need background music on: October 13, 2011, 07:12:16 PM
besides, as i mentioned, in most games you can turn the background music off. if you can turn the music off why complain that games have music when they shouldn't? if it breaks the immersion for you, you can turn it off and leave the option for those who it increases the immersion for, there's no reason to choose one side or the other
Well said  Beer! Beside, the producer already paid the composer for the music, why should he remove it from the game Wink
But really, the title said that "Serious(or should I say, Immersive) games don't NEED music", 'don't need' is not the same as 'must not have any'. If it's already immersive games, it will always be immersive whether you play the music or not(but some bad music in the wrong place at the wrong time indeed can ruin the atmosphere).
68  Developer / Design / Re: Serious games don't need background music on: October 13, 2011, 05:39:20 AM
But from serious gaming I seek for true immersion, and music usage is one big flaw that constantly arises in these games.

In these games BG-music just doesn't work, ever.
Well, most people don't agree. You're an exception.
I do agree Beer!
Have you played FPS games where you'll want to hear footsteps from any nearby enemies? I'll definitely turn off any music on that kind of game. In fact, afaik, CS games don't have any bgm during gameplay.

69  Community / Creative / Re: Vote on My Next Project on: October 13, 2011, 01:36:03 AM
If you can finish the halloween game before halloween, then I'd say go for it. It will be a great momentum to finish a themed game before/while the theme is up.
70  Developer / Design / Re: So what are you working on? on: October 13, 2011, 01:33:23 AM
A personal project about me turning 19, ageing and related shit



Ninja Edit: also made a couple of songs
It's too dark to see anything  Blink
Playing around with Away3d 4 as well as converting my 3d flash game to fp11...
Quite a lot of rewrite since I was using ND3d Tired
71  Developer / Design / Re: Serious games don't need background music on: October 12, 2011, 07:37:43 PM
I'll put it to my note... If player want to hear BGM music, she(since I love to make female character for my game) must buy/find any portable music player.
72  Developer / Design / Re: Serious games don't need background music on: October 12, 2011, 01:55:40 AM
I personally always mute the music off in all serious games I play. It works great.

You're not alone Coffee Some games doesn't even bother to throw in any BGM at all
Sometime background music can hinder the gameplay itself.
Some may argue that some great serious game need some nice music, RPGs for example. Now if you look deeper, that game actually have serious flaw, boredom, having to hack through a dungeon w/o any music played can easily lead player to boredom. That's where music come to play, to 'hide' the 'flaw' the designer made, lack of immersion.
On the other hand, in some already great game like SMB, music is really as to lighten up the situation, you can play it without any music(even no sound at all) and you still can play it for hours
73  Developer / Design / Re: The "Reasons to kill avoidable badguys" Thread on: October 10, 2011, 06:47:53 PM
Score? I mean killing more baddies mean get more score, especially if you have the high score table.

Or let the enemy follow the player where ever he go. That way, if the player decide to skip them, the moment he stop to fight a boss or more powerful baddies, he will get himself pinched.
74  Developer / Design / Re: How to make a game scary? on: October 10, 2011, 06:31:58 PM
How about this?
http://www.worldofleveldesign.com/categories/level_design_tutorials/horror-fear-level-design/part1-survival-horror-level-design-cliches.php

There's 5 part which all is quite interesting IMHO.
75  Developer / Technical / Re: Questions about Unity and FBX files on: October 06, 2011, 07:02:57 PM
1.  FBX animation in unity must be bone animated I guess. Or maybe FBX just doesn't support vertex animation, just bone animation. Not sure about that since I only use bone animation Tongue I use 3DGS/A8 model editor btw.

2.  Yes, they will snap back in the next cycle of animation, unless you move it right where the cycle changes.
76  Player / Games / Re: RTS vs TBS on: October 04, 2011, 06:50:45 PM
I like TBS, it gives me more time to think(and eat, and take a leak, and the list goes on)
But I do also like the combination of both, Jagged Alliance (2) is the good example of that.
77  Developer / Design / Re: Would you play a fantasy game w/o a human race? on: October 02, 2011, 11:15:53 PM
I would play a fantasy game w/o human race, but I would love to play a fantasy game where I can bash/smash/stomp on human race Evil
78  Developer / Technical / Re: Flixel vs Flashpunk on: September 26, 2011, 06:16:19 PM
Learning Flixel is easier and faster than pure AS3.

Consider this situation:

I want to make simple game.
Do I go and pretend pure AS3 is easier because that's what will make me closer to professional programmer and THEN make simple game?
Or do I just pick Flixel and have sexy fun times?

I'm with you Well, hello there!
I learn to create flashgame with flixel first before I actually learn AS3. It took a while until I learn flash AS3 itself, that is when I have to put sponsor's preloader into the game...

So Flashpunk also use bitmap blitting eh? That's good if you want to create fancy "post-processing" effects in flash(bloom/blur/zoom blur etc). But the fact that blitting relies heavily on processor will create a bottleneck if you port it to mobile(android/iPhone).

Flash can utilize mobile phone GPU to render the Bitmaps and DisplayObjects to speed up the rendering process, while Flixel and FlashPunk that relies on bitmap blitting only use the processor(which is nowhere as fast as PC).
79  Developer / Technical / Re: Flixel vs Flashpunk on: September 25, 2011, 07:49:44 PM
I don't know about flashpunk, but flixel heavily relies on bitmap blitting. This works great on PC with powerful processor, but for those with weak processor(like mobiles) it can hurt the performance(frame rate) badly.
80  Community / Tutorials / Re: Getting There From Here - An Introduction to AI Pathfinding on: September 22, 2011, 11:56:45 PM
All of sudden, I want a cup of coffee... Coffee
I know how to use greedy/floodfill but the heuristic always get my self lost...
How do you get the


from the


anyway?
Pages: 1 2 3 [4] 5 6 ... 11
Theme orange-lt created by panic