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721
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Developer / Design / Re: Serious games don't need background music
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on: October 12, 2011, 04:18:03 AM
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Absolute silence can be the creepiest BGM sometimes. Imagine a boss fight with Death itself, with no sound at all.
Problem with absolute silence is that it is too easy to misunderstood as being glitch, than intention That's part of the horror, I think. Then again, I am glitchphobic. When computers do something that suggests they have a mind of their own, it just freaks me out.
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723
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Developer / Design / Re: The "Reasons to kill avoidable badguys" Thread
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on: October 11, 2011, 11:52:04 AM
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I feel that if your game has cannon fodder enemies in the first place, you're doing it wrong. Enemies are fought because they block your progress. The threat they pose should be enough of a reason to get rid of them.
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726
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Community / Townhall / Re: McPixel
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on: October 09, 2011, 01:12:32 PM
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Level ideas are greatly welcome! He could be stuck in an elevator, or shrunk on a kitchen table, or in a lab with a mad scientist, or in a disco, or riding a falling atomic bomb...
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728
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Developer / Design / Re: Pitch your game topic
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on: October 07, 2011, 08:35:12 AM
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Just play Demon's Souls or Dark Souls  Really? In my experience, Atlus games are the epitome of grinding. Oh well, this isn't the thread for that.
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729
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Developer / Design / Re: Pitch your game topic
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on: October 07, 2011, 06:52:30 AM
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All rpg battle mechanics are puzzles i.e. your always thinking about how to best defeat the enemy. In theory, yeah, but in practice a lot of RPGs is grinding and spamming with no strategy involved. I'm thinking of fights where every action counts. Dont get me wrong because that sounds like an awesome idea and someone should make it. But it just sounds like an extremely hard rpg.
Actually, it'd hardly be an RPG at that point because of the linearity and "intrusive" design (as in there'd often be only one way to win). So let's call it a puzzle game with RPG influences, not the other way around.
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730
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Developer / Design / Re: Pitch your game topic
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on: October 07, 2011, 06:26:04 AM
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An RPG where each battle is a kind of a puzzle. You don't get superhuman amounts of HP/mana, truckloads of potions, nor a million disposable weapons/spells. You always have the bare minimum to survive. Encounters are non-random and designed so that you must outsmart your opponents to win.
Example: You're a thief fighting against a rabbit and an archer. The rabbit is standing close to you, holding a potion. The archer is a great threat to you, too far away for you to reach him before he kills you. You aren't carrying any potions, so if you want one, you're going to have to steal from the rabbit. However, rabbits are very weak enemies, they haven't been a threat to you since the start of the game. You can't steal from an enemy with full HP, but you're too powerful to merely weaken it, you'll one-hit kill it!
That's why you'll have to use the scroll of confusion you obtained earlier. Since spells don't have range limitations, you can cast it on the archer (but remember that scrolls crumble after one use). The confused archer starts shooting at the rabbit, but fortunately he's too weak to kill it with one shot. Now's your chance to steal the potion before the rabbit dies. Hopefully you had the judgment to move right next to it before using the scroll. After killing the rabbit, the archer sobers up and you can start approaching him while he fires arrows at you. Save the potion until you're just about to die to get the most out of it. That gives you the strength to reach the archer, kill him, and win the battle.
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732
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Developer / Art / Re: show us some of your pixel work
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on: September 23, 2011, 02:54:41 AM
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 He is supposed to look like a bad ass, that's more or less worthless at swinging a sword. Quality animation right here. He does look like he has trouble handling his sword, like he's being dragged by it when he swings. Maybe you could make the sword oversized to justify that better (as well as the brief flash of anxiety on his face)? I'm thinking of him as a hyperactive, reckless potty mouth who thinks he's heroic although he's the weakest one around. Whenever he gets into trouble and someone rescues him, he acts like he didn't need their help.
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733
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Community / Competitions / Re: Ludum Dare 21! [Theme: Escape]
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on: September 15, 2011, 02:08:57 AM
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I've said it before and I'll say it again: humor is one type of mood, and not all games strive to be humorous. A general "mood" category would be better, since it'd reward comical/sad/heroic/surreal/nostalgic games for immersing players.
Anyway, this was a fun experience and I'm looking forward to do it again. I even finished 2nd in Community. Guess that gives me bragging rights for beating Notch, as long as nobody asks for the details. I was satisfied otherwise as well, only the aforementioned humor was rated below 3. After all, the only humor was probably the "Splat! Squeeze! Crunch!" kind of onomatopoeia on death, otherwise the setting was rather dark.
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735
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Developer / Art / Re: show us some of your pixel work
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on: September 12, 2011, 08:25:49 AM
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The first thread on TIGSource to reach 1000 pages. Not to mention that the quality is generally high, which I find more important.  Apart from my posts, of course.
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737
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: September 08, 2011, 07:10:53 AM
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1st pic: Main Menu Mm. Obvious since I can hardly make the title any bigger. 2nd pic: blue line look like pipe with water flow through(brighter) and purple "X" as enemy. Not quite. The blue vines are virus growth originating from the purple square nodes. The virus spreads semi-randomly, and the goal is to prevent it from taking over the red areas. I guess each level would have a countdown in the upper right, requiring you to survive until it reaches 0. It's like an action/tower defense hybrid: The player-controlled ship drops those green towers that automatically shoot at the closest node. Your job is to micromanage the towers and keep the moving X-shaped enemies from wrecking them. 4th pic: you're cheating.
bonus point?
A boss fight, a kind of endurance test. Your towers would target the boss while it performs lethal laser choreography, instakilling you and poorly placed towers on collision.
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738
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Developer / Technical / Retro programming
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on: September 08, 2011, 04:56:32 AM
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As someone who's been spoiled by oceans of memory and automated garbage collection, I'd like to get a feel of how things used to be like decades ago. I'm talking C64/Atari/Amiga programming. I have little experience with truly old-school machines but I highly respect them, especially the demoscene culture at that time. It seems to me that when you had strict limitations, breaking them was more rewarding and there was more competition to do so.
So, how do I get started with it? Do I have to order antique hardware somewhere, or are emulators sufficient? Which communities and resources would you suggest to help me learn?
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