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481
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Community / Creative / Re: Learning through failure: why you're not making enough games
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on: April 24, 2010, 11:34:10 AM
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I'm not sure, but it seems like the talk was directed specifically at students and beginners. Beginners probably shouldn't get caught up in trying to polish and perfect their games, because they might expect and want them to be better than they're actually going to be. It probably has equally to do with learning as well as not getting burned out and frustrated on attempting to fix a failed game project.
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482
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Developer / Technical / Re: design of editors.
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on: April 24, 2010, 11:22:57 AM
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Um, I have no idea what you're saying. If you're asking how not to turn you editor code into spagetti based on all the different buttons doing different things, you could use a state machine so different keys change the state and mouse clicks do different things depending on the context. (You said 'x' button, but I'm not sure if you meant like a keyboard key or an actual graphical button). You should probably elaborate and define terms like "gadgets".
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485
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Player / General / Re: An introduction to games, for a non-player
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on: April 24, 2010, 08:14:54 AM
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Isn't this basically just a big "fuck you" to indie games?
No. Indie games alone can't show the possible range of experiences a game can produce, which I believe is the point of what LemonScented is trying to accomplish.
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487
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Community / Creative / Re: Learning through failure: why you're not making enough games
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on: April 23, 2010, 08:36:51 PM
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Looks pretty good, though I have no experience with whether to accept failure or whether to improve, since I still have nothing made yet. Trying to get myself into some kind of routine where I can get something done on a game everyday is my problem. I agree that early on, a beginning developer should focus on learning and doing as much as possible before attempting to make a real effort at a successful game, though.
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488
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Developer / Technical / Re: When real physics is not fun
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on: April 23, 2010, 08:09:00 PM
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Realism in a game is basically just a flavor or seasoning for the gameplay. Its almost never a good idea to have things be completely realistic. The problem with a game not being fun when realistic is obvious: The player is playing a game, not in real life. Games have their own set of "standard" rules that are common across many different games, like being able to control your direction of movement while in mid air, or double jumping even. No one even bothers to explain that one anymore. Since games are about control and interaction, the player needs to be able to see how the world works and with relative easy produce the results they want. In real life, most people have no idea how the world and physics actually work, mostly because they have little interaction with it. The only big example people have is driving cars in terms of velocity and acceleration. Not many people have fired any sort of gun, and even if they did, they weren't able to trace the path of the bullet since it moved so fast. So basically, a combination of previous game experiences that have a simpler system and players not being used to realistic systems makes it awkward.
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490
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Community / Townhall / Re: Thanks Tanks!
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on: April 23, 2010, 08:52:50 AM
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Some of the weapons like the plasma thrower are notoriously inaccurate. The shots always fly over the enemies. Also, its annoying to see your tank dying, it being too slow to get away in enough time, but not being able to order it to go back before its too late. Other than that, the game is pretty good. Haven't beat the last level yet though, I keep getting crushed.
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492
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Player / General / Re: Super Mario Galaxy 2
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on: April 22, 2010, 06:15:53 PM
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The combination of flowing music and Mario's acrobatic dance through the levels puts me in a dream-like state whenever I see gameplay footage.
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493
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Community / Townhall / Re: Restricted Recall
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on: April 22, 2010, 06:12:42 PM
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It moves a bit too quickly at times to the point where I feel like I'm stumbling through levels purely on instinct and retrying until I get the correct button pushing rhythm, but maybe I just suck at it. Nice concept though.
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496
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Developer / Technical / Re: Error creating Flash movie; ran out of memory.
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on: April 22, 2010, 12:27:44 PM
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I don't know if I would be worried about your game ending up on the other sites without the swf full of movies. I mean, if you're trying to get the most exposure possible, then sure, but other than that its probably better to make sure the movies are somehow with the actual game.
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497
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Developer / Technical / Re: Creating a 2D game library
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on: April 22, 2010, 12:20:02 PM
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Components are probably better. Inheritance alone will usually just leave you with large trees with half of each object's functionality being unused.
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498
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Player / General / Re: Thom Hartmann
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on: April 22, 2010, 12:17:37 PM
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I'm pretty sure they were referring to themselves as Teabaggers for quite some time until enough people told them that it was a sexual term.
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499
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Player / General / Re: Thom Hartmann
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on: April 21, 2010, 10:49:48 AM
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The Teabaggers are a group of conservatives in the US protesting against taxation and "big government". Unfortunately, they are woefully uninformed considering almost all of them only watch Fox News, so they'll complain about Obama raising taxes despite the fact that he lowered them, and they'll complain about all the tax money being taken while not acknowledging the fact that the taxes pay for services and things that they all use. They've named themselves after the Boston Tea Party protest without realizing that the name they're using is already the name of a sexual act, so you can see how much research they actually do.
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