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1411364 Posts in 69351 Topics- by 58404 Members - Latest Member: Green Matrix

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201  Developer / Audio / Re: Show us some of your music! on: March 23, 2011, 03:52:41 PM
Conker is not banned. It's a silly joke from Derek because he posted a thread about how he had never played Cave Story.
202  Player / General / Re: Something you JUST did thread on: March 22, 2011, 04:43:39 PM
Wrote a blog post about two fascinating and bizarre dreams I recently had in the same night.
203  Jobs / Collaborations / Re: TIG wiki on: March 15, 2011, 04:21:28 PM
Sweet, I had been wondering when somebody would start this up again. I loved the old TIG wiki.
I'll try to contribute to this now and then when I get time.
204  Player / General / Re: Something you JUST did thread on: March 11, 2011, 09:58:54 PM
Watched the eleventh episode in the second season of Dollhouse.
Stuff just got really weird.
205  Developer / Art / Re: Art on: March 07, 2011, 09:53:58 PM
I like the original face; it's more memorable.
It's not as if the features are disproportionately or unrealistically large. Just... kinda large.
Anyway, I like it.
Although... I get a little confused looking at it, because there she is, carrying swords, and she has this nice smile on her face. Not like a villainous "I'm going to kill you, and I love killing!" smile... just a happy smile. That throws me off a bit.
206  Community / Townhall / Re: TIGSOURCE GUEST ARTICLES on: March 07, 2011, 06:49:54 PM
[If you want to post this, let me know in a PM, and I'll send you a picture for it. If you don't want to post this, you might be crazy; we don't get to hear from this man often! As far as I know, his last interview was in 2003 or something.]

Aaron Bishop is an independent game developer who may not be as familiar to members of the indie gaming community as he is to the open source software community (where his games are a bit more well-known, it seems). He is the creator of Egoboo and Soulfu, and he recently announced that he is working on a new game, plainly codenamed "Mystery Project X". I thought this might be a good time to interview him for TIGSource, but, since the details of this new project are still a secret, it is not the core subject of the interview.


MS: Some people may not be aware of who you are, since you were more prominent in the open source software community than in the "indie games scene". Can you say a few things to introduce yourself?
AB: Who am I? Well, nobody too important I guess... Really I'm kind of a hack when it comes to writing games — most of my ideas aren't original, instead they're just a bunch of ingredients that taste good in other games, all stewed together to see what we get. Probably the only thing that sets me apart from anybody else is that I'm like one of those old one-man-bands — I do almost everything myself.

MS: What are your feelings on the current status of your first project, Egoboo? Did you expect people to continue working with it for as long as they have?
AB: Hmm, Egoboo... That's a game I wrote 12 years ago after having a brief dream about what it should be like — I really wish I could go back to 1980 or so and start over knowing what I do now... Thought there would be more development over the years, but it was a bit of a mess code wise — plus the control was never well developed.
MS: Do you think the direction the game has been taken in is similar to what you would have done with it had you continued to develop it yourself?
AB: If I'd continued to develop it myself, random level generation would've been in a lot earlier — had a nice algorithm working in a little test program, but just never moved it over... Egoboo is grid-based so it's pretty easy math-wise.

MS: Have you been disappointed with the lack of continuation in the development of your second project, Soulfu? Why do you think it has not received as much attention?
AB: Nah, I'm not disappointed that SoulFu hasn't seen much development — it's really my own fault in taking so long to get it out the door... What was cutting edge in 2002 wasn't nearly as great in 2007.

MS: How was your experience with selling Soulfu? What do you think you could have done to be more successful?
AB: Well, I tried to sell SoulFu as HonorWare — where people would just send me money and type "I paid Aaron" or something like that, but it didn't work too well. Certainly could've made more doing it a different way, but it was more about trying an idea and seeing what happens. Didn't really market it either — at that point I was just trying to cut ties with it and get on with my life.

MS: You eventually released Soulfu for free, as "NiceWare". (In order to unlock the full game, players must swear that they have done something nice each time they play.) Was this your intention from the beginning, or was this because of poor sales?
AB: The NiceWare thing came about because the HonorWare thing didn't work — Plan B, so to speak. Again, it's another idea I wanted to try, and I do wonder what nice things people have done... I know my little niece gives out hugs!

MS: What are your feelings on open source games in general? Should more people be releasing the source code to their projects?
AB: My opinion as far as OpenSource games go is that the code really isn't that important -- yeah it makes the game tick, but the artwork is the real painstaking/time-consuming part of it. Back in the x86 assembler days, code was important — but now there are so many libraries (OpenGL for example) that the hard parts are done for you...

MS: What can you tell us about your next project?
AB: Mystery Project X is still under wraps — it's designed to be less artwork intensive than the last project, but will hopefully make up for that with multiplayer networking and physics modeling.

MS: How did you come to be interested in game development in the first place?
AB: I've been designing games ever since I was a little boy — it's a shame they take so long to write... I love thinking of ideas for games and have several hundred I'll never get around to (some of which are actually originalish).

MS: Do you have any interest in interacting with other game developers? Have you ever thought about attending events like GDC?
AB: The only game developer that I'd be interested in working with is Richard Garriott — though my brothers and I might get something together one of these days...

207  Developer / Art / Re: Art on: March 06, 2011, 09:49:06 PM
Another idea. There's a place that used to be a Fuddrucker's restaurant that was über-popular and I'm thinking of claiming that spot for this.

Do it. Do it for great justice!
208  Player / Games / Re: Let's Talk Zelda on: March 03, 2011, 12:12:40 PM
I'm not going to read this whole thread, and what I'm saying now is probably not relevant to what we're currently discussing, but I just want to make it known that I adored Phantom Hourglass. I'm really looking forward to Spirit Tracks, which I have not yet played (I'm waiting to find it cheap on ebay or something).

The new game doesn't really interest me very much.
209  Developer / Art / Re: Art on: March 02, 2011, 03:31:35 PM
Bones: That sculpture is looking really nice so far.
HiVE: I definitely prefer the look of the darker one.
Bluefire: No introductory post or anything? I may retract my previous comment if you don't turn out to be any kind of regularly contributing member of the community.  Droop
210  Developer / Art / Re: Art on: March 01, 2011, 04:20:01 PM
You can draw whatever you want, Bluefire.
It looks nice. Smiley
211  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: March 01, 2011, 03:26:13 PM
Hahahahahaha!

It's funny how much our eyes are clouded by our recognition of software limitations. Ugly should be timeless.
212  Community / Versus / Re: A Skirmish in the Manner of Canines -- THE GAME IS ABOUT AIRPLANE FIGHTING, YO. on: February 27, 2011, 08:29:26 PM
I am sorry to report that A Skirmish in the Manner of Canines will not be completed before the competition deadline... as may have already been slightly obvious.
Tobias has been busy with his real job, so he has not been able to work on this much. Meanwhile, I have been at work on a musical project that will ideally (though mayhaps not so much realistically) be a half-decent source of income (the real job I have now doesn't pay fantastically). Alas, the need for money has overcome the want to make really cool stuff! (Well, in my case, I'm still making [hopefully] cool stuff, but it's not games, so it's less interesting on a certain level.)
All this said, however:
Last we talked, the plan was still to continue on with the project. You can hope to see more progress in the future! Once things get started up again and we're back into things, we'll probably start something in the devlogs section of the forums, so expect that at some time in the relatively near future.
213  Developer / Art / Re: Jawesome Shark Ripoffs on: February 26, 2011, 03:13:44 PM
That needs to be an official smiley for sure, Evan.
214  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 23, 2011, 08:37:49 PM
That's exactly how Minecraft looks
...sans the pretty lines, and those make all the difference for my eyeballs/brain, apparently.
215  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 23, 2011, 08:34:29 PM
If Minecraft looked something like that I'd be significantly more inclined to buy it.
216  Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!! on: February 23, 2011, 04:59:53 PM
Cubic environments are the new cel-shading.
I still like cel-shading. Am I not cool anymore? Sad
217  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: February 21, 2011, 07:40:13 PM
Yeah, the first style is cool and distinctive, but it's very hard to read and it's not pleasant to look at for more than a few seconds; concentrating on what's going on is difficult.
218  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: February 20, 2011, 06:31:03 PM
Fortune cookie compo:
Eat a fortune cookie. Take a picture of the paper inside. Post it in your topic and make a game about what it says.
219  Developer / Art / Re: show us some of your pixel work on: February 20, 2011, 12:05:31 PM
Shiny:
Trying?!
Crazy


That (the animations, but also the character herself) is one of the most beautiful things I have seen in a long while.
220  Developer / Audio / Re: Show us some of your music! on: February 17, 2011, 02:04:21 PM
I also have one older song called... Um I forgot. What is it... Oh! Got it! Cavepass! That's what it's called! Here it is:http://www.mediafire.com/?woxk60tw3tng3om. It's a little dark(I think so but my mom says she thinks it's funny. No, really!  Lips Sealed)
It does sound kind of funny in addition to being dark. Like a crazy circus.
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