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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 03:28:56 AM

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1  Player / Games / Re: What makes you decide a new game is worth your time? on: April 13, 2018, 07:25:18 AM
I've played too many games in my time.

I'm 28 and don't play anything but PC games anymore.

I look for top of the line indie games, the good stuff.

Basically I want games that bring something new to the table.

If I wanted to play a FPS, I'd go back to quake.
If I wanted to play a moba I'd go back league.
Terraria got a bit stale, but it was great the first twenty times.
FTL is always a good fallback.
Can't forget Minecraft.

I want a new feel, a new tech, a new something. I beat a significant number of games, and they need to be worth my time.
I value those games that manage to detail a hip new set of game mechanics.
2  Developer / Design / Re: Unity feel discussion on: September 05, 2017, 02:34:24 PM
You are building a game base on how a player feels.
While it can be useful, bear in mind that players are not a source of high-quality data.

It's like reading animal guts for information.

So that thing about Unity feel? Doesn't seem like a problem to me.

So if it's because of your engine, it's usually stupid to switch unless you have a proven track record.

The overall feel of Unity can't be removed.
3  Community / Creative / Re: Worst Game Names on: March 12, 2017, 07:28:27 AM
Princess Pony once topped the apple store in the two most highly searched categories.

Apple changed the ranking system since then, though.

If the name increases the sales of your videogame ten fold then you win!
4  Developer / Technical / Re: The happy programmer room on: February 16, 2017, 04:14:21 PM
Will the setup work in non-unity C# programs?
5  Developer / Art / Re: Please judge my animation...something is off on: February 04, 2017, 12:00:45 AM
Well first off, he looks like he's power striding. Is that intentional?
6  Developer / Design / Player as AI (space age nonsense like SS13 or FTL) on: February 02, 2017, 05:09:45 PM
In the context of a real player acting as 'the robot that does stuff'
What does it take, to make an 'AI' role that a player enjoys?

What role should a developer give player 'AI'.
And with both human and AI roles, does it make sense to force a player into one role specifically?

Note that I'm not saying the player is artificial intelligence, just that a real person is serving a function not attributed to a bunch of humans.

AKA omniscient system control, flight computer use, maintenance droid and fighter deployment, and weapons control integration.

Now in SS13, the AI is mostly restricted to a glorified door bot, camera usage, and a handful of text channels.
AI rating: Psychologically devastating.

In FTL, the player is essentially acting in the role of omniscient ship control. Various functions include:
Captain: Ordering people to their stations and away teams, Ordering drones to patrol the ship.
Weapons control: Firing mah lasers, though aiming is a chance thing.
Subsystems control: Choosing what systems to power in order to protect the crew. Choosing what doors to open, close, vent, or barricade.
AI rating: Singleplayer mayhem.
7  Developer / Art / Re: How to create complex GIFs on: January 20, 2017, 02:32:52 PM
I once saw someone make multiple timings in Adobe After Effects.
Essentially you need a real animation making tool!

It should be noted that syncing two primes is gonna cost you, unless you use a good tool to fudge it.
8  Player / General / Re: Salutations! Driven individuals? on: January 18, 2017, 03:07:36 PM
We have populous well-maintained discord.
Surely a live chat is better than a dusty old forum?

https://discord.gg/XszCW
9  Developer / Art / Re: Requesting art critique of my current video game WIP on: January 18, 2017, 12:10:12 PM
The angle of the shadows make me think that the building isn't aligned with the sun properly.

Maybe add something to the sides so the building looks like it was positioned properly?

Either the sun should approximately fill the room at high noon for the light, or the sun should be avoided for the warmer parts of the day. It looks like the sun's current path is to start from the southeast and move to the northeast, lighting up the building during the start of it's arc, and overhead the rest of the day.
10  Community / Writing / Re: [Paid] Cut-Scene Writing on: January 01, 2017, 01:35:24 PM
You need someone to write your descriptions as well.
A list of robot bits is a terrible terrible advertisement!
People aren't going to buy your video game because of "variety of robot bits"
Moreover, most of the people who say they buy because of "variety of robot bits" would've bought the game anyway.

You need a written out teaser.
You've got text next to pictures, at most a robotic description of a videogame that could still be anything. As well, you don't advertise any sort of humanity for the main character, like a splash or a human head.
https://youtu.be/cByCh6u3VTw?t=5m19s

Everyone gives me the quite sorry excuse "It's about a robot" THAT is a writer speaking, not someone monetarily successful speaking. Do you want to make your videogame popular and successful, or make it a piece of whimpy looser garbage?
They'll come for the man, and stay for the 'robot'

I'm sure you could get a random goof to write a better teaser! Now see, raw descriptions are terrible at selling a videogame. What you want is to touch upon /show the reason people buy videogames, without ever saying it. Make them feel something, and hint at what is to come.

Find someone, and 'sell' your videogame in person. I guarantee that a list of features will be the last thing you mention.
11  Community / Writing / Re: World Building on: January 01, 2017, 12:42:41 PM
You might consider how long stuff has existed-
For all of human history mars has existed and beyond.

Consider what has existed forever, and what has existed essentially forever.
Demons are often the latter.
But it sounds like you only want Mars to be the thing that has existed forever.
It's like order of operations except on really big numbers.
And what I mean by forever is that nothing on Mars predates Mars itself. Therefore for your narrative the earliest anything can exist is by existing with Mars forever. Therefore anything else has only existed essentially forever. This sort of thing adds a huge depth to whatever story you tell.

The opposite of this is everything springing out of nowhere for no reason, which is kind of a terrible world building hack that adds nothing to your story.

However you take care of it, writing in order, floating details, or just outright retcons, any object that looks aged shows it's own story merely by looking at it. Any lore spinner, tells or shows what he says as well.
12  Developer / Technical / Re: What are you programming RIGHT NOW? on: December 30, 2016, 12:17:58 PM
I assume they just play around with it until it appears correctly. IDK

But the problem is similar to a zig-zag. You zig from the start of the image, to the end of the image.
Essentially you are trying to zig when you are already zigged, and thus must now zag.
So the GPU is instructed to start from the end, because your computer conveniently stopped right there.

Assuredly there is at least one zig for both, but I couldn't tell you which is which.

and I have no idea where I read the article that says opengl reads back and then forth deep in the mechanics.

Think of it like a reversed print stream! You start from the terminator! Also big endian little endian suddenly becomes relevant on so many levels.
13  Developer / Art / Re: Critique my Portfolio/Art on: December 22, 2016, 11:10:50 AM
Mmmm, I'm no artist, but around the area of the eyes it looks flat to me. As if the closer eye has retreated to a 2d plane to pair with the other eye. It clashes with your full 3d look.
on Fig. 3 the lighting doesn't seem to match from the central eye vs the left thigh. It's more important to have a coherent direction than perfectly blended shading. Again, I'm not an artist so I don't know how you would fix that.

I want to know the exact reason you flipped the character! It really does matter. And the direction of lighting. Don't. Be. Vague.

Most girls I've seen with invisible kneecaps have difficulty in athletics, and that her standing and expression should at least barely reflect that. Aka you can feel the determination and enthusiasm of someone who runs around all day.
Anything other than a perfectly flat and disguised expression! That is just my opinion. Remember that dressing up in makeup and athletic gear tells the story of a gymnast. Yes that's right, a single picture is telling a story!
moreover, it's not any one thing you have to change, you just need more consistency in this story.

The left foot floats above the ground slightly, It's incredibly unlikely to find a surface sloped like that, and if you did, nobody would stand on that exact spot in that way because it wrenches a joint or two.

I've never seen a girl curve that much at that height and leg length. But you don't have to be real, just anatomically correct. Extremely long muscles, especially as found in a leg, become more flattened. I mean if you've seen different muscles on a girl, feel free then. Any girl with muscles that thick builds like a man, while showing female joint structures.
14  Player / General / Re: Anyone interested in starting a Progamming group? on: December 18, 2016, 02:50:43 PM
Alright, a couple things:

There is a developer subforum for large scale projects.

You might be far more successful in the competition subforum, for something like the Ludum Dare.
You could prove yourself that way! Or if super lucky, and with a dedicated team, warm up for your next project.

The best chat around is the new Discord, and I doubt you need much to start a new one. Go ahead and make one.
There is already a Tigsource Discord chat, which tackles a large variety of game-production issues.
https://discord.gg/fCtyCbv
If all you wanted to do was get help and talk game design, we've got that in spades.

Also note that most people have little time to dedicate to a random project. Expect a lot more interest than assistance.

It should be noted that if you go the Ludum Dare route, you will earn coolness points and make your future projects more successful. If you start something that looks cool to people, you will get more replies.

If you expect any real backing, you should either shoot the Ludum Dare or make a useful, high quality design document. Most people including me, have no idea how to do this. You'd best do the dare.
15  Developer / Design / Re: Pitch your game in 88 characters or less! RIGHT NOW! on: December 10, 2016, 09:40:01 AM
Cooperatively climb using each other collect toys and dodge the doggies to reach nirvana
16  Community / Townhall / Re: First ever steampunk sandbox RPG with a multiplayer coming soon! on: November 28, 2016, 09:43:32 AM
Looking at those initial promotional pictures, all I can think of is: fix the shading.
17  Developer / Design / Re: Simple Feedbacks on: October 18, 2016, 05:13:25 PM
Your keyboard clicks, your mouse clicks, and your Iphone electrocutes you.
18  Developer / Business / Re: Comic book to "kickstart" a game on: October 17, 2016, 11:07:06 AM
Making even a short comic for the uninitiated, I've heard, is not an easy task. Whereas if you design a commemorative coin, or just write a short story you won't be overwhelmed. Do you have any experience in sequential art?
19  Developer / Business / Re: Comic book to "kickstart" a game on: October 17, 2016, 02:22:33 AM
It sounds like a great Kickstarter reward.

Why on earth would you mention making a comic, but not mention the game itself?
20  Community / Creative / Re: Is my game too difficult or too confusing? on: October 08, 2016, 07:38:15 PM
After thinking for some time, You should make a tutorial level with everything drawn more obviously.

maybe one segment devoted to reading graphs.
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