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1411262 Posts in 69320 Topics- by 58379 Members - Latest Member: bob1029

March 26, 2024, 03:36:02 PM

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561  Developer / Playtesting / Re: Open Beta at Ars Regendi on: March 28, 2010, 10:37:50 AM
I think you need to repost that link. It's pointing to: http://"http//www.ars-regendi.com"
562  Player / General / Re: Power = Responsibility and Violence in Games on: March 25, 2010, 05:37:15 PM
Exactly, eva.

Eva is trying to say that games mean different things to different people. The same way an abstract art painting can look like something that should belong stamped on a folder or notebook, games can either be mindless toys or works of interactive art depending on the audience. Also, its been nearly proven that people are great at taking none of the credit in bad situations and all of the credit in good ones.

Good job, eva.
563  Developer / Technical / Re: Need a versitile way to program a 2D game.. on: March 25, 2010, 05:12:51 PM
While the platform is good, the Java language still seems too verbose for being a higher level language than C or C++.
564  Player / General / Re: Guess the Game! on: March 25, 2010, 12:12:08 PM
Argh, I just found out it was Megaman 5.
565  Player / General / Re: Guess the Game! on: March 25, 2010, 11:48:48 AM
#013 has got to be Megaman based on the circular joints on the tiger.
566  Player / General / Re: Guess the Game! on: March 25, 2010, 09:26:33 AM
Wild guess here, but is #010 Powerstone?
567  Developer / Business / Re: Playstation 3 question on: March 24, 2010, 11:38:11 PM
Everyone loves unnecessary love interests.
568  Developer / Playtesting / Re: Enough Marios on: March 24, 2010, 10:40:57 PM
Wow, its like you turned gold into double gold.
569  Developer / Business / Re: Playstation 3 question on: March 24, 2010, 10:33:17 PM
1. The idea of indie games is that the take subject matter and game types that major publishers won't do.

2. A lot of the reason they won't do it is becuse of instutalized logic of games. People don't want to play metroidvania style games.2D puzzles are dead. Games are about spending 20 million dollars, on 'safe' material(that last one is a little unfair but the general point exists.  
People DO want to play metroidvania games. Its just different types of people and different sized audiences. With all the choices (console, digital disribution on console system, handheld, iPhone, PC), its not all that difficult to determine a reasonable target for your game. 2D puzzle games sell on the iPhone and other platforms.
3. To FMV. Fmv came of age when a sega cd or even a playstation  1 could not really handle it. With the significant exception of C&C * no one has really tried handling it in the modern era -when the systems could handle it perfectly-you would need 8 gigs of hard drive to do it but thats what the PS3 has. Its part  of the systemic logic of video games thats what gamers don't want and that like 2d hand drawn stuff its dated and old.
And that's why no one watches cartoons and anime anymore because we have 3D rendering, right? FMVs and cutscenes, being part of the game, rely upon the game's style. JRPGs have plenty of 2D animated cutscenes which often fit because the games might be cel shaded. Many other games just have prerendered 3D cutscenes. I don't know too much about live action cutscenes, but you have to remember that in addition to making a game, a live action cutscene requires you to practically make a movie as well. The actors, set, script, and recording equipment all play into getting it right.
4. FMV has also always been done on greenscreens done first person, Etc.  Theres lots of historic systemic logic that have nothing to do with what can do.
You're going to have to clarify what you mean here.

5. i am not asking any major publisher for 500,000 at this time. The reason i am asking this is i am trying to justify funding to independent sources who i might say  lack some of the institutional biases. One of the people i am working with(who is not related to me i might add) has never played a video game before-i had a 15 minute discussion with her about Mario. Its fascinating and i highly recomend everyone try it. You can learn a lot of video games from her.
Um, isn't indie game development about NOT getting aid or funding from big companies in order to first create your game? Also, I'm not sure that getting advice ABOUT games from someone who has NEVER played one is a great idea.
 
6. I am assuming that Sony will if you ask them will certify just about anything thats not AO.(side note: for all the bitching about the 100 slots a year on XBLA if you asked them to put it on a disk i am sure microsoft would be happy to do so). They probabbly ask a publisher which helps with a distribution- but if they didn't have to fund a game i think a lot of smaller ones and maybe some of the major ones wouldn' mind doing that for a cut of the proffit. that one is more of an assumption but its a reasonable one, but the less risk your having them the assume the stronger the logic.
No idea what Sony or Microsoft would or wouldn't do, but considering that the PSN/XBLIG are available options to some developers, I doubt they are going to be so easy to sway for a console disc release. You don't see a whole lot of blatant crapware/shovelware on the shelves for their consoles. If a cut of the profit was the only worry, there wouldn't be many problems. Whether the game will profit AT ALL, is the issue. Nobody wants to put money up to support a project and have it go down the toilet.

7. The reason i am asking and why i don't think it hurts to ask and why indie games in general make some financial sence- you don't have to sell that many copies to get back 500,000. How many i don't know.
8. I can't know until i know the per unit cost from sony to make a playstation disk.
How much would you charge for this mysterious cutscene game? Will people want to buy it at that price? Will there be enough of them to at least break even?

I'm sorry if I offend you, but it doesn't sound like you're being objective in whether your idea is feasible or even wanted. There have been PLENTY of action adventure games "in which you control a 3D Character as the murder and kill people". The question is what sets your game apart from other similar ones. If its just the cutscenes, then you really need to ask yourself (and many other people via a game pitch/summary) whether its going to be enough.

570  Developer / Business / Re: Playstation 3 question on: March 23, 2010, 05:15:46 PM
Thats more or less the idea about the video format. However its not an interactive video-its an action adventure game with cut scenes. Lots of cut scenes. compressed to standard blueray compression.


Despite having a lot of cut scenes the idea is that the game doesn't have a real plot. The idea is to make a game about contrast-a stylized ultra bloody action game, with a sweet gentle rommance scenes shot like an indie movie, at cofee houses zoos, etc.Scenes with ninjas and scenes discussing tennancy in common.

    I think cut scenes are one of the most intresting devolopment that have come in the last 10 years in games and i want to explore that as an indie game maker, beyond a this is your next mission kind of way. . Is it a great idea-i am not sure. is it workable-yeah i think so-a wii could pull it off theoretically. However i want to know if its feasable.  How much would it cost to put out a disk?

Um, what? Maybe its just me, but that does not sound all that good.
A. If this is an indie project, how are you going to have more than 8 GB of (mostly) cutscenes and graphics? Sounds like a large amount of art and graphics work that would end up being for a AAA title team. The current budget would probably not be enough to fill a BluRay with HD graphics.
B. A game isn't a movie, so what exactly is your actual game idea? Aside from mentioning all these cutscenes, I didn't hear anything about how the game would be. Cutscenes and graphics can only bring a game so far before lack of gameplay reveals how shallow a game is. The kinds of games that have cutscenes as a key feature include the Final Fantasy series and MGS4, their success being influenced by the popularity of the series. Also, you have to consider that alot of games are going NO cutscene to try to keep the player immersed and interacting with the game.  
Obviously, I don't know anything about you or this project after only 2 posts, but so far it doesn't sound too good. Have you tried prototyping this on the PC or something? More information would probably clear some things up.
571  Community / Tutorials / Re: Allegro and C for complete noobs!! on: March 21, 2010, 02:24:21 PM
Well, its trying to access Program Files for some reason, except the path isn't in quotes, so it chopped off the path after the space in 'Program Files'. It would be easier to figure out the problem if it was clear what it was trying to access. That's my guess anyway. I hate compiling from source and I didn't follow the tutorial so I have no idea what really went wrong.
572  Community / Tutorials / Re: Allegro and C for complete noobs!! on: March 21, 2010, 12:49:37 PM
It should be C:\MinGW, not C:\Program Files\MinGW.
573  Developer / Playtesting / Re: Enough Marios on: March 21, 2010, 11:09:42 AM
I saved all the marios in the first level by mashing them together, but when I saw there were more levels, I just ran through with my gang, duplicating and dying to the finish.
574  Community / Tutorials / Re: Allegro and C for complete noobs!! on: March 21, 2010, 09:57:52 AM
File and directory names with spaces are not your friend.
575  Player / General / Re: Help me search for similar games to given game concept on: March 21, 2010, 09:46:10 AM
I don't know if I understand the concept. How do the NPCs try to make the sumo fall off? Is each platform for one player or all of them?

It sounds like you're talking about a game dealing with balancing your character/object on a surface, which is a fairly common concept.

If you're trying to present a concept or game mechanic, I don't think you would need to have actual sumos (although, I don't know what your assignment is). Simple geometric shapes should suffice for part of it. I doubt it would be hard to draw some kind of abstract representation of your game idea.
576  Player / General / Re: Cave Story on the Disney channel??? on: March 21, 2010, 09:26:42 AM
Considering its in the background of some virtual space on the show, I would think it would fall under fair use.
577  Developer / Playtesting / Re: Ruined- WIP on: March 20, 2010, 09:57:53 PM
The gems? I already got all 4 of those.

Also, I beat the dragon before the ghost thing which was pretty difficult due to the lack of patterns in its attacks.
578  Player / General / Re: phobias on: March 20, 2010, 04:39:59 PM
But TOADS, seriously, I can't even see some pictures of toads.

*looks at your avatar*
579  Developer / Playtesting / Re: Ruined- WIP on: March 20, 2010, 11:14:08 AM
Oh, so you can. My file didn't appear the first time I tried the new version. I guess I'll play more then.

EDIT: More notes!

-Error when hitting jump rechargers? If this requires a power up, I do not have it yet.
-------------------------------
ERROR in
action number 1
of  Step Event
for object obj_energyJump:

Error in code at line 16:
       timer -= 1
       ^
at position 6: Unknown variable timer
--------------------------------------
-While hopping across clouds toward the castle/tower, a combination of things makes it very difficult. Jumping too high moves you a screen up and you cannot see where you're going to land. At the end/beginning of a room, it isn't immediately clear that you are not, in fact, safe and that you have to keep moving before clouds disappear. Due to the "puffy" nature of the clouds, their bounding boxes are smaller than their sprites so when you jump off of them, you sometimes run too far and just do a tiny midair jump into oblivion.
-After beating the boss in the castle/tower, opening and entering the door, there is a pit you can fall into with no way out.
-While fighting the dragon, projectiles will come from odd directions and some times his tail will appear at the edge of the screen.
-While fighting the dragon, I was going to jump off the edge and give up, but I got hit and died, after the death animation was over I was alive will full health, fell all the way down to the sand area, and fell in quick sand until I died again except I got an error because I guess I died twice or something:
-------------------------------------
ERROR in
action number 1
of  Step Event
for object obj_player:

In script check_border:
Error in code at line 53:
           global.mapHCon[global.roomX, global.roomY] = 1;
                                 ^
at position 32: Negative array index
-------------------------------------
-I see you added an area above that sand area where I got stuck before.
-It is difficult to determine jump balls from spikeballs in the sand area.
-Near the top of the castle outside, the jump rechargers are very difficult to use. It seems like I fall too fast to use them well.(These are what crashed me before).
-I was able to just walk across the top of the castle outside underneath the blue gem, jump up to the jump recharge, and use it to jump to the gem, skipping the few rooms of platforming before it.
-I realized I could "stomp" through those black lines over vertical tunnels.
-While falling down to another room, I somehow double jumped into the air back to the upper room and was caught at the bottom in mid air, unable to move.
-Underground, is ther a way to tell between death pits and pits to other rooms?
-Had to cross lava room with no platforms? Oh I see there are platforms in the lava that are nearly invisible. Adjusting brightness on my screen doesn't seem to help.
-The platforming section with the teleporter bubbles under the castle is also difficult. I must have tried the first part for 15 minutes before I got it because it seems like I fall too fast. Also, there is nowhere to save once you're down there.
-ARGH, after another one of those teleporter bubble parts, the save at the end crashed me. I assume it was the same error. Frankly, I was a bit too frustrated to copy it.
-A later scene after you have activated all 4 structures has replaced the name 'Alec' with 'Player'


At this point, I think I am as far as I can go. All it all, it seems like a nice platforming game aside from the sometimes frustrating falling too fast issue.
580  Developer / Playtesting / Re: Ruined- WIP on: March 20, 2010, 10:45:43 AM
Well, that's a bit disappointing I was getting pretty far in the violet tower/castle and sky area in the other version (21?). I did check and the opening bug didn't happen again. I would have to start the game over though and I don't really feel like doing it right now. Can you make the game use an external save file so you can transfer saves between versions?

Anyway, I took some notes while I was playing the older version, so I guess you can just ignore anything you already fixed, which hopefully isn't all of it:


-The menu is confusing where left/right goes up and down the menu and up/down switches the submenu. Maybe have the submenus horizonal across the bottom instead of vertical at the right?
-Are you supposed to be able to stand on what appear to be gas clouds underground?
-After the bee battle, I thought the black energy ball was a power up, but it teleported me back to my ship, which would have been fine, except I grabbed it before the battery part. Maybe it should be after the part?
-A few collision issues: a few rooms to the left of the ship, there are 2 sandy blocks in midair that you just fall behind/through. There is also a downward tunnel to the left of the robot looking thing underground that has a thin black line over it that you can't fall through. Not sure if these are mistakes or just disabling paths to areas you haven't finished yet. If the black line is a game object locking the tunnel, it could probably stand to appear more like a locked hatch or something recognizable.
-Found a way to a dead end room with a red pot looking thing underground but couldn't interact with it.
-East from the ship on the surface, one room left from the second large charging ant thing, there was a ledge I was able to climb upon with my high+double jump, except there is nothing higher up and continuing to the right along the top gets you stuck somewhere in the ceiling.
-Sometimes the health ring gets in the way of seeing obstacles.
-When saving, got an error (saved too many times?):
-----------------------------
ERROR in
action number 1
of  Step Event
for object obj_savePoint:

Cannot open another file (maximum exceeded).
-----------------------------
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