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1411264 Posts in 69322 Topics- by 58379 Members - Latest Member: bob1029

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41  Community / Creative / Re: What Inspires You? on: June 09, 2011, 07:38:11 PM
FLCL, I would have to say, might be one of my biggest influences. In particular, the lesson I take away from it is not to be afraid of making things a little nuts. Because despite all the crazy, I personally find that FLCL has a rather affecting story within it.
42  Developer / Art / Re: Turn-based comix on: June 09, 2011, 01:58:58 PM

a little black comedy anybody?
43  Developer / Art / Re: Turn-based comix on: June 09, 2011, 10:17:23 AM


edit: oops. too slow.
44  Community / DevLogs / Re: Clementine on: June 09, 2011, 08:30:44 AM
The new graphics certainly add some clarity, but it sacrifices the 'old time film' look. If you could manage to add some more clarity to the old graphics, I think I would go back to those (or at leastthe monochrome/sepia-tone colour palette), as the style seemed to fit pretty well. Though, when it comes time to add more variety to the cave, the new graphics would likely be far easier to work with. Monochrome colour palettes can be a challenge.
45  Community / DevLogs / Re: The Archer on: June 09, 2011, 08:18:38 AM
Those totems... They blow my mind... The tears, they keep flowing  Tears of Joy

I too love those totems. I often don't notice them at first when I look at the screenshots (maybe they register as trees at first). But then I take a closer look and notice the figures looming out of the shadows. It's great.
46  Community / DevLogs / Re: The Walled Garden on: June 09, 2011, 08:14:55 AM
I am intrigued.

I think the logo with the sword angel would look better if the angel and the text were on the same background. So it would be more like the angel would be standing on top of the words rather than on top of the text box.
47  Developer / Art / Re: Bigass fucking paintings yeah! on: June 06, 2011, 05:30:37 PM
There is something deeply appealing to me about that central figure/gunman in the first painting, particularly his face/mask. Sadly, some of the faces, particularly the two in the upper right seem too clear and out of place to my eye; it's really the roughness and rawness of the rest of that painting that draws me in.

Digging your work, though.
48  Developer / Audio / Re: Show us some of your music! on: June 06, 2011, 04:30:12 PM
When I did my first pass (I should be doing another pass soon, but audio won't be changing) of additions/changes to my Ludum Dare 20 jam entry a few weeks ago one of the things I did was record a soundtrack.

I'm fairly pleased with how it turned out and so, for whatever reason, I felt compelled to share it.

http://www.student.cs.uwaterloo.ca/~jflsempl/girl_ost.zip

There's definitely some tracks on it that I far prefer over some of the other tracks. I'm by no means an expert musician, far from it (I think I'm probably trying to be too much of a jack-of-all-trades with my game making). All the same, I think I came up with some pretty decent noise for parts of it.
49  Developer / Playtesting / Re: Dr. Precarious: Case of the Deadly Party on: June 05, 2011, 07:56:22 PM
Certainly, it's understandable that a 48 hour game doesn't have a bit more depth.

That systemic generation for murders is definitely intriguing. Playing around with that sort of system would be a good way to create dynamic, yet more, I suppose, natural and believable, murder mysteries. I would wager that something like that might have been rather overambitious for a 48 hour period, though.
50  Developer / Playtesting / Re: Orchid - New Flixel Game on: June 05, 2011, 07:24:24 PM
The game had a really nice soothing and somber atmosphere. I liked playing it.

After finding the first two petals I had to look at your blog post to figure out how to unlock the rest.
I didn't like how the method for unlocking most of the petals involved something outside of just a natural exploration of the game. It seemed a bit too meta. For me it broke the mood of the game and lessened the possible impact the petals might have had.
51  Developer / Playtesting / Re: Dr. Precarious: Case of the Deadly Party on: June 05, 2011, 06:14:34 PM
I played on Precarious mode and was disappointed that it was really nothing more than 'Guess Who'. Admittedly, though, what you have is fine; a more in depth murder mystery would be far more ambitious and difficult to make. This just wasn't something that particularly grabbed me, though. I suppose what I'm saying is it's just not my sort of game, so don't take this criticism too harsh.

Even on Precarious difficulty it didn't feel like there was any real challenge. Particularly with the notebook automatically tracking clues for the player, and the simple nature of said clues, I found that beating the game was simply a matter of not being colour blind.

It also sort of rubbed me that the first murder didn't happen until after I had falsely accused someone of murder. Almost as if I triggered the murders myself by randomly decrying someone a murderer. I suppose here I'm just reading too much into a simple game though.
52  Community / DevLogs / Re: Lone Survivor (Psychological Survival Adventure) on: June 05, 2011, 04:59:44 PM
I just have to say that the palpable sense of atmosphere from just these still shots is delicious.

With the promise of hallucinations, I'm hoping for some good exploration of the protagonists damaged psyche, but I'm looking forward to this game in any event.
53  Community / DevLogs / Re: Clementine on: June 04, 2011, 08:02:29 PM
As an alpha, I suppose, there's not a lot here yet.

The vast cave system makes me assume it's going to be some sort of exploratory game. Assuming this is the case, I'm hoping you make the cave more interesting to explore in the future...I'm not sure if collecting gems and lunchboxes(? toolkits?), while presumably trying to find Clementine, is enough incentive for me to want to explore everywhere when every part of the cave looks just like any other.

The monochrome graphics definitely give it a good 'old times' feel, like old film, appropriate for the time of the song.

The respawning is a little odd, in the sense that there was at least once where I respawned and had no idea where I was (I don't think I had been there).

I'm curious to see where you go with this.
54  Developer / Playtesting / Re: how to be a girl on: June 04, 2011, 07:12:27 PM
1. A man making a game about how to be a girl is... weird?!

Is this actually something I should be concerned about? Is not being a girl somehow taking away from what I have to say on gender stereotypes (ignoring whether or not I'm actually any sort of successful at it getting my point across)?
55  Developer / Playtesting / Re: how to be a girl on: June 04, 2011, 07:08:25 PM
Thanks for the great feedback so far.

not what I'd hoped for

Sorry.

maybe there's a deep hidden message but all I'm getting so far is that girls are generally vacuous, don't like having to think about things and like pink.. I get that the main character (without character) is 'different' but that's basically what you're saying about all the other females I've encountered right?

I guess the idea here is more along the lines that the 'vacuous' girls represent stereotypical girls (and I admit that I'm maybe misrepresenting some stereotypes here). And as opposed to trying to say anything about these stereotypical girls the game is meant to be more about these stereotypes being forced on the main character.

Played until I reached the tragic conformity ending. Didn't feel particularly satisfying, mostly because the narrative flow of my playthrough was rather flat. Met a few cryptic robots, saw a few neat sights, but it never felt like the game was building to anything. Nor did it feel like the atmosphere was so oppressive that I felt this collapse of self was inevitable.

I agree that I don't really build into any sort of ending; which means that, the conformist ending in particular, comes across as rather abrupt.

I felt I was already taught to dislike the stereotypical vapidity of the "friends" and the gender-norms imposed by the mother by the first or second conversation. Forcing me to sit through it ten to twenty more times every time my exploration was interrupted just made me dislike the developer.

Which is of course a problem with making a game that's intentionally frustrating. It's difficult to direct that frustration where I want it (the gender stereotypes and the characters forcing them on you, rather than me and the game in general), which is something I have probably not done a very good job of.

Played again and got the wasteland exploration ending. This felt a bit more satisfying, mainly because running a straight shot away from home somehow resulted in me being interrupted only once with a slumber party. I guess your intent was for this path to demonstrate unwavering dedication to ditching the gender norms, while taking side roads represents a wandering mind easily open to any form of distraction? Didn't quite work for me if so, because I wanted to explore the world as a distraction from the unsatisfying distraction of the conversations. Regardless of meaning or intent, I totally did not get the correlation between taking side roads and being compelled to return to the house, which made my first playthrough quite irritating.

I definitely drag my point on a bit(understatement) too long.

The player is meant to want to explore the world as a distraction from the conversations; the idea being that the mother and friends stop the player from doing what they want.

There's not meant to be any correlation between taking side-roads and getting interrupted, really. This, I think, is sort of a result of the combination of a few things. One simply being where I decided to place the ending (I had everything laid out before I went to add the endings), so it's an unfortunate coincidence, of sorts, that the ending is in a straight line from the house.
The other thing lies in how I implemented the interruptions. This is an artifact from the original LD20 jam entry, because I did not change how they were handled, really, when I went back to add endings. The interruptions are random, being more likely to happen the more you have explored. They happen only when you enter a new area, up until the point where the game stops you from exploring further (conformity ending). The idea behind this is that I wanted the interruptions to be unpredictable, in terms of when and where they happened.

I'm thinking now that I should pick a smaller number of interruptions at the start and somehow, slightly randomly, scatter them through the world. The thing here, though, is I still want to keep it unpredictable when you'll be encountered, and I think I want the interruptions to be more frequent the farther you are from home (sort of like they're trying harder to stop you and make you conform the more you explore, or something?).

Giving us some more movement speed (possibly unlocking the ability to run after a while) and cutting down on the resetting roadblocks would be a good way to go, in my humble opinion.

Rather than spontaneously letting the player start running, I'm considering now (along with a lower, more stable number of interruptions) that I could increase the player's movement speed a little each time they're interrupted, so by the end they're going at a full run. Hopefully this would feel more like an increasing desperation to escape, rather than being rewarded for getting interrupted (something I want to avoid).

My criticism: the execution of the theme feels very forced and you don't give the player any interesting decisions to make. I think you could challenge gender stereotypes more effectively by allowing the player to engage more fully with the world you have created.  I really felt like I was watching a video.  While a lack of control within the context of a game could be seen as a mechanic of the game itself (especially if the game is about the oppressive expectations of society), in the case of your game I think the player may simply get frustrated that he or she can't at least explore the consequences of reacting to the environment.

The idea of having more consequences for interacting with and exploring the environment is good. Among other things it would maybe give the player more incentive to want to continue exploring, despite knowing that they'll eventually get another frustrating interruption. The problem, though, is I'm not quite sure what those consequences would be.

Played until the basement ending.

I've been wondering if the basement ending is too obscure (partially because I think that, of the three, it's the ending that works best for me, despite having no real build into it, just like the other endings). There's not really any cue as to when the basement is open. At the same time though, doing something like visually opening the door would, I think, make it too obvious. I don't really want to make it the obvious ending; I think the intent here is that the conformity ending is the one you'll get if you don't actively look for another.

However! I don't really think the point that's being made here is all that worth making. I really don't like that you play a stereotypical goth girl, trying to be a stereotypical goth girl without any other goth kids or media around to encourage you. People aren't born into random stereotypes. And it generally doesn't strike me that there is anything all that much less trite and boring about being a "goth kid" than being a "popular kid." I really didn't feel like this was challenging gender roles at all (which I felt that it was attempting to do). There are a lot of built-in societal roles for girls (and boys), places to conform and fit in, and one of them is this purple/green miniskirt/leggings + shirt with a broken heart on it + dyed black hair pulled over one eye + dislike of color pink and parents.

I felt like the game was trying to preach a point about how stupid non-goth girls are and I just was really disappointed. I definitely would have appreciated it more if you'd portrayed the main character as a full, real, confused person, instead of as someone who just has already decided which stereotype to fulfill but is surrounded by people who chose a different stereotype.

Oh dear. Not my intent at all.

When I designed the character I think I was just trying to make her a little visually interesting, as well as differentiate her from the other stereotypical girls. It hadn't really occurred to me that, in combination with the player's actions, it would seem as if the girl was just conforming to a different stereotype. I think I had intended for the character to be much more of a blank slate, but I completely failed to do that with her visual appearance. This is quite worrisome though as a possible genesis for a 'one stereotype is better than another' misinterpretation.

Sorry for being harsh.

Nothing to be sorry for.

P.S. People are complaining about the sound but I loved the building buzzing noise. Hurts your ears but does it for a reason!

The music is one thing that's not going to change. I'm actually quite happy with how the soundtrack turned out, which is why there's a download link (though I certainly don't expect everyone else to like it).
56  Developer / Playtesting / Re: Tristan and Iseult - "Advance Wars meets JRPG" on: June 02, 2011, 09:39:16 PM
I've always loved this sort of game. So far I have only played up to the beginning of part 2, but I'm really enjoying it.

It would be really nice to be able to see the stats for units, though. Maybe just a quick little speech bubble type thing with a simple attack/defense rating when you mouse over a unit. This could also show whether a hero is with the unit or not. It would allow the player to get a bit of a gauge as to just how much tougher a knight is compared to a soldier, for example. It would also make it clearer whether heroes make the units stronger or not (I don't think they do, but I'm not certain and maybe haven't played enough to notice). This could also help with judging a unit's priority if you listed their turn number (like by having priority 3/12 or something).
You should also think about allowing the player to see movement ranges (or attack ranges, in the case of archers) when mousing over units. I, for one, have a habit of parking my guys just barely out of reach of the enemy when playing this sort of game. Not being able to quickly check enemy ranges does mean I don't bother doing this, so if that was your intent it works as is.

I really like the unit graphics...they're charming. If you wanted to make the graphics style more coherent I almost feel you should make the terrain more pixelated, to fit with the units, rather than trying to give the units more detail. You might also consider making team colours more prominent, particularly on the enemy units. The calvalry of both sides are too similar, and the colouring of friendly soldiers is a bit too similar to the of enemy knights at a glance.
I think not having cutaway battle graphics works pretty well here; combined with the units being made of multiple little guys on the map it gives the sense of a slightly larger scale to the battles.

I noticed, at one point, that it was a little awkward to have a character change sides of the screen in a single scene. I think this is mostly because of the way characters slide off the screen when done talking (so there's a visual disconnect with direction) and because there's no sense of movement in the scene. Maybe if you had him (it was Tristan who did this in the conversation I'm thinking of) turn around in place, rather than leaving the screen and coming back from the other side, it would work better.

It was a little annoying in the larger battles (of which I've seen one), that when switching to the next unit, they were centered in the middle of the screen, not in the middle of the battle window. In the wider battle, this made it so my units were often too close to the left side of the battle window, so I couldn't see all of my calvalry's movement area (the movement area also gets drawn outside the battle window), or tell what enemies were close, without panning. You might also want to consider allowing the player to pan the camera with the arrow keys, rather than having to use the compass thing.

The final thing is, you might think about allowing two wounded units to combine, like in Advance Wars. Because those strength 1 soldiers running around are bloody useless.

Anyways, I look forward to playing more of this when I get a chance. I'll let you know if I come up with any more feedback when I do.
57  Developer / Playtesting / how to be a girl (updated) on: June 02, 2011, 07:41:35 PM
A few weeks ago I fixed up my Ludum Dare 20 jam entry. I added music and a few endings.
I've been sitting on it for a while, but decided I wanted to try and share it a bit more.

The games is 'how to be a girl' and it's an instructional sort of thing.



It's made in Flash with flixel and you can play it here:
http://www.student.cs.uwaterloo.ca/~jflsempl/girl/girl.html
or here, for a smaller resolution version:
http://www.student.cs.uwaterloo.ca/~jflsempl/girl/small_girl.html

It's not perfect, but I'm proud of it.
I don't think I'm likely to change it much now (certainly not extensively), but any feedback on what you think I did right and wrong would be much appreciated.

Edit (July 2, 2011):
There's a new version I've gone and made. You can play it here (only a 1200x600 version for now):
http://www.student.cs.uwaterloo.ca/~jflsempl/girl/girl_wip.html
(Edit July 6, 2011: Went ahead and just replaced the old version with the update)

If you want to see what all I've changed, you can look at this post here:
http://forums.tigsource.com/index.php?topic=19865.msg579938#msg579938
58  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: June 02, 2011, 07:14:03 PM
Hello good sirs and ladies,

I'm Jonathan, a Canadian student, currently in somewhere around my fourth year of a bachelor of computer science at the University of Waterloo.

I'm not really sure what first got me into games. But somewhere along the line I decided it would be cool to make games for a living. Then, a little further along, after getting deeper into indie games, I decided that I was, specifically, interested in games as a medium of expression. Similar to my interest in writing (short stories and comics, mostly, but maybe something a little longer in the, maybe near, future; nothing published).

I like to think I'm sort of a jack of all trades when it comes to making games, though I'm mostly a programmer and designer.

I've participated in a couple Ludum Dares in the past (16 and the recent 20). I've also made a few games at events held by my university's Game Development Club, which I help run. And had a lot of discussions concerning game making with other student developers.

I recently started a website/blog thing, which can be found here, though there's not much on it yet.
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