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1  Community / Townhall / Pico Checkmate - Cute Pixelart Chess in Pico-8 on: July 13, 2018, 12:37:17 PM
Hey Guys,

I recently made this pixelart Chess enigne in Pico-8. It was a bit of a challenge to get a solid chess AI working within the restrains of Pico-8, especially since this was my first Chess AI. But I barely managed to squeeze it in and the difficulty turned out to be quite spicy for an amateur like me. Let me know what you think!

https://krystman.itch.io/pico-checkmate

2  Developer / Technical / Video Tutorial Series - How to make games with Pico-8 on: July 13, 2018, 12:30:05 PM
Hey Guys,

I recently finished a very comprehensive series on how to make games with Pico-8. I walk through the entire process of developing a polished Breakout/Arkanoid clone from start to finish. I assume absolutely ZERO programming experience.





Let me know what you think!
3  Community / Assemblee: Part 2 / Re: Bitworld [Finished (OSX+WINDOWS)] on: January 26, 2010, 10:51:57 AM
Wow. This was the first game I tried from the entries and it set the bar pretty high for the follow-ups. The graphics are just amazing. You were able to squeeze so much life and juiciness out of those tiny sprites without betraying their style. I love it!

Unfortunately, my first experience of the actual game was a dungeon where the starting room has no connection to other rooms. It took time to figure out that it was a dungeon generator bug. Big Laff But the look & feel kept me trying. After a restart, everything worked like it's supposed to.

After a level or two, I started noticing that the combat starts to wear out a bit. I have no specific suggestion on how to make it more interesting. Possibly some item management or simple interactions with the environment (doors, chests, etc...)? I must admit that I didn't play exceptionally long so I might have missed some crucial mechanics.

Please do continue working on it. It's an outstanding achievement and one of the best entries IMHO.  Gentleman
4  Community / Assemblee: Part 2 / Re: Tiny Crawl (Complete- development continues!) on: January 26, 2010, 10:38:07 AM
Wow. It's close but I think I like this one the most so far. I love how you were able to condense and streamline everything down. Ingenious!

I also love the little effects like how the enemies melt down into individual pixel when you kill them. It makes the game feel very juicy.

I see that it is still unfinished. Please continue. I would pay money this.  Hand Money Left Well, hello there! Hand Money Right
5  Community / Assemblee: Part 2 / Re: The King, the Queen and the Jester (first-person dungeon crawler) [FINISHED*] on: January 26, 2010, 10:25:13 AM
I played through the first level and had to quit somewhere at the second.

I like this game very much. The visuals are pretty awesome. Extremely pixelated, yet hi-rez feel. Good job!

I also like the interface. How you were able to break everything down to just that HUD - excellent.

Nitpick - why do I always have to manually pick up a weapon before striking?  I see that other people also commented on this already. Maybe I missed it somewhere in the tutorials. I haven't really paid as much attention to them as I probably should have.

I'm also wondering if the game's mechanics are able to sustain interest over a longer period. Already at the second level, I'm getting a suspicion that I know how the rest will play out? Is that true? How many levels are there?

Still definitively one of the strongest entries IMHO. Outstanding work! Congratulations and thank you!
6  Community / Assemblee: Part 2 / Re: Mr. Kitty's Quest (Finished!) on: January 25, 2010, 08:43:51 AM
This game looks awesome.

Sadly, I have transparency trobules. It seems like I'm not the only one. This is how the game looks for me. I tried changing scaling and window mode but it didn't have any effect.



I'm using the newest MacBook Pro. I'm running the game in Windows 7 64bit on Bootcamp. Newest drivers and everything.  Cry
7  Player / Games / Re: IGF 2010 nominations on: January 14, 2010, 02:44:55 AM
Also, IGF is a big wankfest.

Sure, it is. That's the whole point. Name one Festival that isn't.
8  Player / Games / Re: IGF 2010 nominations on: January 13, 2010, 04:27:51 AM
So I guess to speak directly to Simon/Matthew/all the organizers: what the IGF needs more than anything else right now is clarity.

It may be that IGF could use a more defined mission statement to establish an unmistakable identity.

But on the other hand, I think you may be asking for something impossible. Nobody can tell you what you have to do in order to be successful. If they did there would neither be winners nor would there be any progress.
9  Player / Games / Re: IGF 2010 nominations on: January 13, 2010, 04:19:50 AM
Looked for the truly innovative stuff like "Cloud" and "Narbacular Drop", turns out it only won bullshit "student" awards.

Oh you mean "Katamari Damashii in the air" and "Quake without shooting but with more Teleporters"?

It seems like there is no such thing as innovation when you start looking at games only by comparing them to previous titles. How strange.  Roll Eyes
10  Player / Games / Re: IGF 2010 nominations on: January 13, 2010, 03:37:11 AM
It certainly isn't a platform game, but is TRAUMA really "new"? It seems similar to a lot of other ideas and styles of games.

I think quite a few authors from different media already agreed that you never can create anything new from scratch. Even if you close yourself off from all input, something slips through the cracks. And even if you think you didn't, the audience will always find something they can compeare it to. They have to. That's how we make sense of our world.

That being said, there are quite often games that repeat an established formula for the sake of repeating it. They don't add treat what came before critically, they don't open up new possibilities. They don't make any statements. I think it would be a mistake for the IGF to honor such entires. But I doubt IGF 2010 does.
11  Player / Games / Re: IGF 2010 nominations on: January 13, 2010, 03:25:56 AM
I think since IGF actually awards quite a lot of money

Meh. The grand prize (20 000$) is just ok but the 2500$ for the other categories is honestly quite low. If somebody (like me) comes from overseas, it doesn't even cover the travel costs. And that just if they win so they can't even count on it. So for most people, the entire IGF is something you invest money in, rather than get money out of.

And even the 20 000$ for the grand prize. In Cologne we have a local design price I was speaking of. It's super small and given annually to the best student final thesis from like 3 small, local universities. They have 30 000$ as a main prize. Their total sum of all prizes is exceeds that of IGF.

Quite honestly, the entire finance structure of GDC eludes me. The prices seem to be ridiculous. Either I miss something substantial, they do something super-inefficient or somebody makes a ton of money with it.

But I'm not complaining, the real advantages you get from IGF are of an entirely different nature and they are profound. But you get them already from being nominated. That's why I think figuring out ways on how to increase the number of nominations might be a good idea.
12  Player / Games / Re: IGF 2010 nominations on: January 11, 2010, 03:07:25 PM
Hey, I'm Krystian. I'm the guy who made TRAUMA, one of the Finalists. Oh boy, this is tough.

First of all, I'm sorry for being so late to the party. I just heard about this thread on TIG Radio. Obviously, I'm not really an avid forum poster. Reading through all the comments and about people who didn't make it is really heart-wrenching for me. I know I probably could be one of you guys. I actually sorta expected failure and was totally blown away that I did it after all.

I find the idea of the feedback really great. I thought it was very detailed and told me a lot about how people think about it. It some ways even more than user testing. It may be an expensive feedback for 100$ but I think the price is alright if you consider that you get a chance to get nominated. In my case the feedback was positive in general (shocker). There were a few very specific nitpicks, even some fundamental ones. I found it fascinating that the fundamental problems were offset by a majority of contrary opinions so I believe it was a polarizing general question. It had to do with fractured vs. more linear narrative. Game Design was worst. Audio was best. Which I find a bit weird.

I apologize if I "stole" a place. Uploading to IGF I certainly saw titles that I would have expected to get credit. Not seeing them is surprising to me and it makes me feel a bit uneasy of being nominated.

On the other hand, I tried to follow some of the suggestions here on how to improve the process and I believe we should be careful here. Because we don't have the whole picture. For once, we haven't actually played all the games. And the playable part isn't even that important. The important part is that some games, for one reason or another, received already a lot of attention pre-IGF. So they have a very strong hype going on. This - of course - often has to do with the fact that some developers are more vocal about their games in the community. It may also have to do with sheer popularity - some developers somehow already drew attention to them in the past and their work is regarded by many as valuable and interesting by default. This hype may create expectations that the actual game might not fully satisfy. Our image what the "strong" games are differs from the actual experience when you really are comparing them at face value.

TRAUMA didn't have much hype going on. I don't have many posts in my TIGSource profile. I posted a thread on TRAUMA but only very late and I believe in may have come off as a extended press release. I released a gameplay preview and it has been picked up in a few places but the amount of response prior to my nomination was rather moderate, I think. So Boing Boing is actually quite spot-on calling it "The biggest left-field surprise".

But even if it doesn't look like it, it doesn't mean that I didn't put a LOT of effort into that one project. I've spent over 1,5 years on this game. I wrote the first concept back in winter 2007. I had made some breaks in-between. The first level (there are 4 now) was my final thesis. I wrote a 100+ page thesis researching the development of adventure games, identifying crucial gameplay elements and carefully distilling a new concept out of it. At the same time, I experimented with different technology to figure out how to make that game happen. Hell, I've event spent more than a week building a robotic camera tripod out of LEGO Mindstorms to shoot spheric panoramas at night. It worked but then I ended up NOT using it because a different approach turned out to be more promising. And after that, it wasn't instant win either. It was nominated for a local design prize back in 2008 but didn't win. I also aimed to submit it for IGF2009 already but I realized the game simply wasn't there yet.

I'm not saying that that's why I deserve it, hell no. I just tell you all those things to remind you that not the entire tr00th is on the table.

The other thing is that while it may be easy to blame the judge, many of us may not fully realize how hard it is. The process of playing one game after another and having to compare games with each other that may be like apples and oranges. I have never been a judge in such a competition myself but I have some background in design education and I know that evaluating somebody's creative output is very, very, very difficult. The more entries there are, the more difficult it gets.

And from my experience, introducing tiered system or some mathematic solutions doesn't really help. It just gives the judges less control, makes the system more sluggish and complex, creates more ways to subvert or misuse the system and and creates more cracks for games to fall trough.

I would agree that having more categories and more memorable mentions is something that simply needs to happen if the number of entries continues to rise. I don't know about the others but for me, I couldn't care less about the actual prize money. For me being nominated and the exposure you get is the most significant prize. So maybe there is a way to increase the number of nominations on expense of the actual prize.

Finally, looking back at my experience in design education there is a certain understanding how competitions like these generally work. In oder to be successful you need to be able to see the big picture and come up with something that stands out from the crowd. Look at all the entires from this year or so, try to see the patterns. Just very broad: how do the games look like? What values do they focus on? Then do something that is exceptional.

So for example, I believe if you are doing a very niche genre (twin stick shooter, 2D platformer, tower defense), you already made it very difficult for yourself. Because now you lost one aspect in which you can distinguish yourself (genre) and now put yourself in a position where you have so much competition you need to prove yourself against. The only scenario where you can win is now "it's like all these other games but X" with X being actually being something truly awesome and something that hits you in the face in the very few seconds you even play the game.

In some ways the chances are better if you go the path less traveled but that path has it's own pitfalls and problems. For example, it is much more difficult to foresee how well your game is going to be received when there is little you can compare it to. It is no accident that I devoted an entire level of TRAUMA to exactly that topic.

So you need to stand out but that's not enough. Because now that you got people's attention, you need to add value. You need to add a reason for why your game is important and something that is worth for to be seen and discussed by others. You need to add a second, deeper layer to it. You see, the judges don't want you to fail, they want your game to be awesome. You just need to give them good reasons for why your game is awesome.

Here is a good analogy. One guy once applied to the design university I studied at. I was helping out at the judging process. Somewhat similar situation. No real genre restrictions. Everybody can send in everything they want, there is just a vague topic as a broad guideline.

A lot of people sent in websites, illustrations, sketchbooks, posters.

One guy sent in a cake.  Hand Fork Left Hand Knife Right

It certainly stood out. It was a very delicious cake and something the professors who judged him welcomed because the judging sessions were often getting very long at it was nice to have break with a piece of cake.

But then there was more to it. He also included a well-designed brochure that promoted a fictitious company, that makes all the cakes. There was a special service idea behind it and a unique business model that put a spin on the the topic and made a comment on society in general. The brochure was also good quality from a technical point of view with a lot attention on corporate identity and layout.

In such case, it is very difficult for a judge to reject such an applicant.

The lesson I took from that is in competitions like this you need to make things like the cake. You need to look at the bigger picture and make something that stands out. It also needs to have value and substance that rewards the attention it gets.

The other lesson I took from that is that cake is delicious and everybody is a sucker for cake.  Shrug


I have no idea if this is why TRAUMA got nominated. It's always easy to say such things when you were successful, of course. There was no actual cake involved. I might have been just lucky. I just hope the game actually lives up to the exposure it now receives. I'm very happy of course and I would certainly like to believe that it deserves the nomination but I'm not somebody who can make that call, I'm too close to my own project. And even disregarding that, I'm glad that I didn't have to make that decision, especially after reading the comments here. Being a judge in a competition where everybody has put so much heart into their entry must me like the worst job ever. Either that or killing baby seals for a living.  Shocked

(sorry for the long post, I'm emotional these days Tears of Joy )
13  Community / Townhall / Re: TRAUMA on: October 31, 2009, 03:55:23 AM
Thanks for the encouraging feedback guys. After a year, it's very difficult to keep the motivation alive.

@raiten Hey Marcus. I'm glad to hear from you again! ^_^

@JackNeil Well, yes and no. The animations aren't done manually. With around 30 photos per level that would have been insane. Big Laff
I arranged the photos spatially and used the Flash 3D Engine Papervision3D for animations. But arranging the photos had to be manually, as opposed to automatic solutions like Photsynth http://photosynth.net/Default.aspx

Here is a screenshot from the process. Each of the 4 levels has around 30 photos.



And here is a "map" of a finished level



Larger versions and some more development Screenshots are here
http://www.flickr.com/photos/krystianmajewski/sets/72157607028933611/
14  Community / Townhall / Re: TRAUMA on: October 29, 2009, 07:40:51 AM
Oops. My bad. Embarrassed Fixed.
15  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: October 29, 2009, 07:39:38 AM
Hello,



my name is Krystian Majewski. I was born in Poland but currently live in Cologne, Germany. I studied (and finished) design at Köln International School of Design.

I'm 28 now. I have been developing games since the age of 10 or so. Started on a Atari 130XE back in Poland. Did a ton of projects since then. Most of them didn't work out. However some did.

The earliest project I have information about was a sci-fi 4X game. You could colonize a small solar system. It was programmed in Visual Basic. It had a pretty unique interface. All interaction was solved not trough menus but by moving the inventory between various buildings and space ship modules. It also had a very different, more realistic scope when compared to traditional 4X games. Instead of controlling an entire race, you had just 10 guys. I was 12 back then. I had no internet or anything.



I went on doing a lot of very ambitious project. I tried to do a cyber post-apocalyptic Jagged Alliance clone but failed.



Went online to work cooperatively with some guys. Worked on a 256 player play-by-mail civilization/masters of orion hybrid. Never got anywhere with that either.



But then I pulled off a complete JRPG engine called Manga Mania. Came together with a comprehensive level/animation/graphics editor and even scripting capabilities. I made a small demo heavily ripping of Secret of Mana graphics. Went on developing a big game for it online. We managed to write a HUGE storyline. Complete with dialogue and everything. Project failed after that. But I released the Engine and attracted a small group of enthusiasts. Still receiving some sometimes emails because of that. Smiley



Then I finished with high school and went on working for NEON Studios in Frankfurt. They were working on Legend of Kay back then. Had my share of experience with the professional game development.
http://www.mobygames.com/game/ps2/legend-of-kay

At that time, I was also honing my visual skills. Got into 3D CGI. Did a lot of work there. Here are is a small gallery:
http://kisd.de/~krystian/early_graphic_design.html





Also, I did this nice music video back then:
http://kisd.de/~krystian/blue_skies.html

But I decided to leave NEON to study at Köln International School of Design. Did a ton of Projects there. I suggest you just check them out on my extensive Portfolio if you are interested:
http://www.krystian.de

Here are some examples. An animated short film I made on my own:






Or this crazy concept for a vehicle capable moving along walls called Delto:


http://kisd.de/~krystian/delto.html

Finally, I also made a small advergame called Excit.



You can play it here
http://www.ceeu.de/excit

I also wrote a extensive post-mortem here:
http://gamedesignreviews.com/reviews/excit-post-mortem/

And you can watch a video of that post-mortem here:




My most recent project is TRAUMA



Which I introduced on this Forum in this thread
http://forums.tigsource.com/index.php?topic=8946.0

Here are my two Blogs where I frequently discuss different topics with some of my colleagues. We even have a podcast:

http://www.gamedesignreviews.com/

http://www.gamedesignreviews.com/scrapbook

And here is my in all sorts of various social media thingies:
http://www.flickr.com/photos/krystianmajewski/
http://www.youtube.com/user/KrystianMajewski
http://twitter.com/krystman
http://profile.mygamercard.net/Krystman+DE
http://profiles.us.playstation.com/playstation/psn/visit/profiles/Krystman
http://www.kongregate.com/accounts/Krystman

Ok this was long. I hope this doesn't crash when I post it. That would be funny Big Laff
16  Community / Townhall / TRAUMA on: October 29, 2009, 04:35:33 AM
Hello everybody. I would like to introduce you to a game I've been working on for over a year now. It is called TRAUMA and I guess you could categorize it as a Point-and-Click Adventure. But it's very different.



It tells a story of a young woman who survives a car accident. Recovering at the hospital, she has dreams that shed light on different aspects of her identity - such as the way she deals with the loss of her parents. You can navigate with her trough those dreams and learn about her.

The game features gesture-recognition, real-time 3D and somewhat unusual photographic visuals. Also, I followed a design strategy that focuses on experience rather than challenge.

It is made in Flash and will be playable online. The release will be by hopefully the end 2009. Here is a tiny, tiny website with a first gameplay video:
http://www.gamedesignreviews.com/trauma/

Questions, comments and feedback are very welcome.  Wink
17  Developer / Playtesting / Re: In 60 Seconds on: May 04, 2009, 06:39:40 AM

Try pressing Alt + Shift guys, should you suffer from a non-qwerty keyboard layout. Maybe it helps  Shrug
[/quote]

It doesn't work for me. I specifically disabled alternative keyboard layouts because I would trigger them accidentally. I think it's just common sense for a game to take care of such details for the user.
18  Developer / Playtesting / Re: In 60 Seconds on: May 03, 2009, 11:17:57 AM
I saw this one on Bytejacker. I love the idea and the graphics but there are two things you should consider changing:

One major thing many game developers get wrong is not considering that there are different keyboard layouts. You are using the ZXC keys which are not always placed together depending on the keyboard layout in the country you live in. I assume you live in a country where the QWERTY layout is prevalent. I live in Germany, where the QWERTZ layout is used (among quite a few other central European Countries). Compared to QWERTY, in the QWERTZ layout the Z and Y keys are swapped which is makes the game basically un-playable.
http://en.wikipedia.org/wiki/QWERTZ

But it gets even worse. In France and Belgium, they have AZERTY which even screws up WASD.
http://en.wikipedia.org/wiki/AZERTY

The bottom line is - make customizable layouts, make presets for different countries or figure out how to respond to the key's location rather than to the letter (supposedly, there are some workarounds. I've seen that happen). Right now, people in most of Europe can't play it.

Another thing that I don't quite get: why can't I quit the game with ALT-F4 or the X in the right corner... you know... like EVERY OTHER APPLICATION?  Undecided
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