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23
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Player / General / Re: Does Pokemon Suck Now?
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on: February 08, 2012, 07:09:54 PM
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the original 151 had the highest number of memorable designs. that's what matters here. the later ones may or may not be more "original" but i don't think any of them (that i've seen) have the potential to become iconic videogame characters the way pikachu, bulbasaur, squirtle, etc. did. complaining about "animals" or w/e is missing the point by a million miles.
I wonder if this is actually true, or if it's just true for us. We saw Pikachus and Bulbasaurs and Squirtles everywhere. We saw it in Gen 1, then again in 2, again in 3 if we made it that far. They were even in gen 4. We've been exposed to these characters for years. Kids today have been exposed to them for... 5? Maybe less, maybe more. The point is: are these characters iconic because they're iconic, or because we grew up with them. Do the kids who play gen 5 share a similar view, or do they think Oshawat is the most iconic character they've ever seen, and laugh at the antiquated (from their perspective) Bulbasaurs and Charmanders. Pikachu will probably never go away. I don't know if Ash still has him or if they still make Pikachu toys or what. But the others? Are they still as prominent as they were when we played the games? I don't actually know, but I sincerely doubt it.
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24
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Developer / Art / Re: Teeny 25x25 Pixel Comps
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on: February 06, 2012, 10:07:11 PM
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Did BIT TRIP BEAT because I can. It was from memory, so I have no idea how accurate it is. Probably isn't accurate at all, really.  Also, someone needs to make a tiny game system with a 250 x 250 px screen that plays all these games (no cartridges! DOWNLOADABLE!) at chunky 10x resolution. Plus make it small enough that I can play it during class. :D
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25
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Player / Games / Re: iOS recommendations
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on: February 05, 2012, 08:30:36 AM
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no u!! the port works perfectly for me. what generation of iphone do you have?
the "ugly banner" is to keep the resolution intact
I have a 4S, and things didn't seem to be as smooth as they felt like they should have been (especially in comparison to other iPhone games). I could be remembering it wrong, though, or it my mind looking at low[er] resolution animations and thinking it looked bad. Also, when someone ports a game to a new system, I expect them to adapt the game to that system as well. This includes making the visible area of the game just a little bit wider so they don't need to put a big ol' banner there to "preserve resolution." When I play an iPhone game, regardless of whether it is a port or not, I expect it to fill the entire screen. I think that's perfectly reasonable, and Capcom simply failed to do it, for no real reason outside of laziness, as far as I'm concerned.
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26
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Player / Games / Re: iOS recommendations
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on: February 04, 2012, 04:48:01 PM
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Yeah, I thought the port was pretty dang horrible. I've heard it's better on iPad, but on my iPhone, it sucks.  It seems to be low framerate/resolution and they put an ugly banner on the right side of the screen just... because. And they improperly stretched some UI elements, made it hard to pick up where you left off if you stop playing, and otherwise turned a great game into a mediocre one at best. I would recommend spending the extra money to get the DS version, which is an excellent game. I wouldn't waste your time on this shitty port. Although I would recommend you try the beginning because it's free, I cannot recommend buying it on iOS. Also I'd like to reiterate I don't have an iPad so it could be all perfect and wonderful on that (but I seriously doubt it).
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28
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Developer / Art / Re: show us some of your pixel work
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on: February 03, 2012, 09:59:59 PM
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When I'm bored these days, I try to sprite something. It's working and I'm getting better, but I still have a long way to go. I'm very new at it, and I'm learning a lot just by trying it out! It's getting to be more and more fun as I go, too!  Anyway, here's some good things I've made in the last few days: sad guy with sadder heart:  floating face, crying (it was a sad week, okay?):  and an ANIMATION!   Anyway, I know most of you guys can do far better than this, but these are my first "real" attempts at spriting and I would love some feedback and advice. I've found I can only draw small sprites right now; if I go too big, it turns into ugly blobby messy junk. I don't know if this is a common problem or if there is a recommended solution. Any advice in this department would be very appreciated. The biggest size I think I can go at this point is the floating head's size, and even that has its flaws. I think my lack of skill comes out more in that sprite, but it's still good enough to post. I understand these things take practice, and I've gotten far better with just the little bit of practice I've had.
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29
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Community / Writing / Re: 30-Day Worldbuilding Challenge- COMPLETE
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on: February 01, 2012, 08:54:54 PM
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GAH I totally dropped this and I feel horrible.  Even doing the one or two days that I did was really fun! I might actually expand on this at my own pace. Congrats to all who had more dedication than me (most likely, um, EVERYONE), and I look forward to reading your worlds when I get the chance!
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30
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Player / General / Re: Exquisite Corpse 2: Felix Sit Annus Novus (COMPLETE)
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on: February 01, 2012, 08:51:52 PM
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Haha, this is awesome!  I think these are really interesting, because you get results that you ordinarily wouldn't if one person sat down to write it. The way this works just encourages a level of craziness and lack of planning. It's fun to read since it is not what one ordinarily reads. Also interesting to see how the narrator's voice (dialect? speech quirk? whatever...) got lost somewhere, and how the verb tenses change sometimes.  I personally love seeing how my entry fits in and how it influences the next person's work. Fun as always!
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31
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Player / Games / Re: 2D Platformers!
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on: January 29, 2012, 02:34:08 PM
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i tried running la mulana on wine about a year ago and it didnt even start.
but unless the op's mac is ppc-based he can run windows via bootcamp anyway so yeah.
also super meat boy DOES have a mac port.
I want to clarify a few things here. If the op does have a PPC-based Mac he cannot run Wine, which is Intel-only. Correct me if I'm wrong, but there are no ways to run Windows on a PowerPC Mac other than using VirtualPC. VirtualPC is broken on anything past 10.5, and would never run faster than 10fps when I tried it. Super Meat Boy does have a Mac port, but it's not perfect. It won't work with Xbox (or maybe even generic?) controllers and has bugs that simply aren't present in the PC version. Plus the port is Intel-only, so it won't work on PPC either.  There are a good amount of emulators that will run fine on PowerPC and Intel Macs, although I've heard DS emulation is horrible. Haven't heard anything bad about any other emulators.
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33
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Developer / Art / Re: Devlog POST-ITs
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on: January 21, 2012, 01:53:45 PM
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These are simply amazing! I, like others, now need to get back to work in hopes that a Post-It will appear with my game on it! 
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35
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Developer / Playtesting / Re: [LD22] Separation Anxiety
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on: January 09, 2012, 10:20:27 PM
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Hey, guys. I just uploaded an "Enhanced Edition" of the game. This is basically what the game would be like had it not been made in two days. I suppose it's more of a "proper" version of the game, and it's more of what I envisioned while working on the game. As always though, I was short on time and couldn't make things as smooth as I wanted in the original. This is that smoothed out version I had pictured at the start of the compo. The original, although I'm happy with it, does seem like it was made in two days. That feeling can be off-putting to many people (especially those who don't understand what it means to make a game), so this version should hopefully remove that barrier.  It doesn't add any new levels, but makes the experience far more presentable overall. If you've already beaten the original, this one will be slightly different, but again, no new levels. If you're interested, you can check it out here: http://www.tasteofmoonlight.com/games/separation-enhanced.html
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36
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Community / Writing / Re: 30-Day Worldbuilding Challenge- DAY 3: LANDMARKS
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on: January 03, 2012, 09:51:34 PM
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I just want to let you know how amazing and fun this has been! I never thought I would be good at this sort of thing but the ideas keep flowing. I can't wait to get into folklore, beliefs and traditions, history, and all that.  I really liked TaintedFork's intro to their world, it sets the tone very effectively. Thanks! I'm going off that track for a bit, just to lay down some facts. Hopefully I'll be able to get back into that writing style for some of the other entries. It just didn't suit the more fact-based things that we've had for the past few days.  EDIT: I might actually modify the last few posts to match the intro one if I can. The flow of the intro post is really good and hopefully I can bring that same style to the others. We'll see what I can do!
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39
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Community / Creative / Re: Most Moving Game
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on: December 30, 2011, 07:08:22 PM
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Another "moving" bit of Phoenix Wright is that it makes me paranoid.  After I play it, I start to think every single person around me is actually a criminal mastermind trying to kill me. I think that says something about how great (ie convincing) the game's writing is.
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40
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Player / General / Re: Web Browsers
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on: December 30, 2011, 03:43:17 PM
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I used to use Firefox, but I stopped when they introduced their rapid release schedule or whatever they call it.
It just became too hard to maintain, and extensions that work one week may not work the next week when Firefox 3000 launches.
So I [very reluctantly] switched to Chrome. Most of my Firefox extensions have some (usually crappier) Chrome equivalent.
But I hate hate HATE Chrome's interface - it's horrible! And I've never really liked Google's data "security" (or lack thereof) policies.
So I use Chrome, but don't really like it.
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