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44
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: September 07, 2010, 04:13:49 PM
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Done and done, should be all ok now I hope. Now with the issues sorted out and fixed up, I can hopefully work on any other available games on this project, if you'd be ok with that Podunk. Thanks for re-allowing Meong into it, despite all the up and down with that project.
it'd be nice if you could get rid of that ugly GM splash screen. just a minor niggle.
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46
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: September 07, 2010, 02:44:41 PM
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one final note: for all of this outcry for re-making the project, there's one big flaw: it's not the project that needs reassessing, it's the collaborators' priorities. the people not working on their games are gonna continue not working on their games regardless of a new website/whatever.
EDIT: with that said, i'm going to go and delete everyone off the list who i don't know personally is working on their games. feel free to sign up for whatever your little hearts desire. if you were working on a game and were deleted YOU'D BETTER HURRY UP AND RE-SIGN UP FOR YOUR SLOT!!!
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47
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: September 07, 2010, 02:43:04 PM
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So guys, when was the last time Podunk posted on this thread? I've PMed him about allowing Meong back in and whilst the guy who's taken up the other version said he's fine with it, Podunk's yet to respond to it.
Anyone heard word from him?
you gave up on the game and made a huge fit about it and was consequently dropped from the project, then you whined your way back in, and then you dropped it again. now your game's slot has been taken up by someone else and you decide to finish it. well, tough beans; maybe next time you can commit and stick with it.
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48
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: September 07, 2010, 02:40:22 PM
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i gave it my all for the first month, including giving feedback, sending out mass-PMs 10 at a time due to TIGsources' antispam measures, programming the list, manually dropping people from the list, whatever. then it turns out everybody is lazy and can't help but spend 3 months making a poor remake of the world's simplest shooter;
kind of no incentive to keep track of this when people are just wasting my time.
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49
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Developer / Playtesting / Re: Dunjin
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on: August 08, 2010, 05:49:06 PM
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if you didn't take the lag to be intentional (especially when the game, after a refresh, still manages to lag a bit, though not as severely), you must have been trying really hard to sever the connection between this game and the source material. regarding my choice of words: purely semantics. get over it.
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50
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Developer / Playtesting / Re: Dunjin
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on: August 08, 2010, 04:12:51 AM
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i forgot to mention one thing: the reason i felt the game was a "fuck you" to the player was exactly because of the lag. when you see it from my perspective -- that is, worked on the game that this one is based on -- you should understand that the act of misleading the player in the original was both intentional and (in the case of the "tragedy" theme of the mini-ld it was submitted for) relevant, and it was the relevance to the theme that made the intentional fucking with the player justified. in the case of dunjin, the intent didn't seem to be there, and so all you were left with was the intentional misleading of the player with no justification, which i thought was sort of like playing a joke on the player at their expense.
JUST EXPLAINING THE WORDS "FUCK YOU" WHICH I FEEL SOME OF YOU NERDS ARE GETTING HUNG UP ON, INSTEAD OF, YOU KNOW, PROCESSING THE ACTUAL MEANING OF MY WORDS.
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51
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Developer / Playtesting / Re: Dunjin
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on: August 08, 2010, 03:59:01 AM
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He means that getting through the game doesn't reward the player; like there's no point. And I agree with that to an extent. The game could've used a (much) better, ending.
Interesting. I have a hard time seeing it, because I didn't feel rewarded from the original game either (at all). I enjoyed them both, though.
So the 'fuck you' part was completely irrelevant, then.
my comment has nothing to do with the ending to your (zack) game -- in fact the narrative/gameplay in the original "game" was more or less just a vehicle for the meta-narrative as cactus and i had planned it. everything including the story, music, artwork, etc. was created simply as an afterthought -- a front for convincing the player that what he was playing was, in fact, a game that someone had tried reasonably hard to make. the TWIST came with the inclusion of intentional bugs -- bugs that would different from computer to computer (yet be consistent to a player's machine). these bugs ranged anywhere from simply lagging the game to making certain levels impossible to complete (while making them incredibly easy to complete on other machines). the whole idea was to see a narrative play out in the DISCUSSION of the game, and not necessarily within it, and to that end, the thread shows that the experiment was pretty successful. this did mean that if you weren't there for the original staging of the game, you basically missed out, and i get the feeling that you (chevyray) either missed out on the dungeon discussion when it was in full swing, or you are generalizing your own personal experience as the experience of the majority. someone mentioned that the lag in the game disappeared after their first refresh, and that's something i also encountered, but i assumed it was a natural byproduct of dungeon's intentional bugs. in my case, the lag didn't completely disappear, but it did get a bit more bearable (and it was at this point that i was able to complete the game). if it really is the case that the lag wasn't just a poor implementation of dungeon's poor intentional bug system, i retract my "this game is a fuck you to the player" statement, but jesus you sure did choose an unfortunate game to copy. in addition, everything i said about the "dungeon" elements of the game being completely unnecessary, i still hold true in my opinion.
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52
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Developer / Playtesting / Re: Dunjin
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on: August 07, 2010, 04:03:28 PM
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EDIT: That "ignorance and shallow-mindedness" is not directed towards Podunkian, who actually took the time to explain himself in detail and not just spew drivel, despite the fact that I can hardly see a polite soul like Zack intentionally leaving his players with a fuck you.
it's not an intentional 'fuck you' -- i'm saying it's what the gesture feels like to the player. it's like being intentionally mislead/betrayed without any payoff to justify it. the project is basically marred with a total lack of cohesion that could have easily been avoided without the terrible fake lag gimmick and ripped graphics. in fact, take out the ripped graphics (i say ripped [and i know i am opening up a can of worms here] because adding one pixel to the side of a torch doesn't make a sprite suddenly not ripped), and you would've (undoubtedly) had a better game. as i've said before, you've taken the worst parts of dungeon and unnecessarily shoehorned them into a game that gains absolutely nothing from the connection. AND THAT'S MY PIECE.
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53
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Developer / Playtesting / Re: Dunjin
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on: August 06, 2010, 11:48:10 PM
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boy, pickin' a fight with arturo's something a meme spouting nobody such as yourself should well to avoid; i've dealt with bigger (heh, and i mean BIGGER [by which i mean fat]) turdlings than you.
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54
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Developer / Playtesting / Re: Dunjin
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on: August 06, 2010, 11:00:15 PM
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Whooaaaah!
Just step back for a second and think about it, does it really make sense that somebody would imitate the style of Dungeon mainly from laziness? Or...? What then?
People, it's an homage, get over yourselves. Imitation is a form of flattery.
don't know where you got this idea that i need to "get over myself" -- what i'm saying is that it doesn't really work? all dunjin is is a platformer with intentional bugs, and it doesn't have the context of tragedy to make the frustrations of dealing with a planted "bug" be rewarding. look at the original dungeon thread, and you'll see a definite sort of narrative playing out in terms of the players' eventual understanding of how the game works, and when the conclusion is finally reached, you can see a lot of people are appreciative of the experience. dunjin has neither the "tragedy" setting nor really the right forum for this narrative to come about, and even (for what it's worth, according to the newgrounds guidelines, newgrounds reviews aren't supposed to be in response to other reviewer's comments), so it doesn't really do or say or accomplish anything besides replicating a really boring game and leaving out what i thought to be the only interesting bits of the original dungeon.
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55
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Developer / Playtesting / Re: Dunjin
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on: August 06, 2010, 09:05:01 PM
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just posted my feedback on the newgrounds page. basically my opinion of the game is that it's "all of the frustrations of the original "dungeon," but none of the things that made people appreciate the trick afterwards -- leaving you with more or less a huge "fuck you" to your players.
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56
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: August 03, 2010, 02:49:03 PM
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You know that at some point you're going to have to have a semi driven by trucker ninjas plow through the screen and attack you. This must happen.
This should be in EVERY game. Ever. I'm trying to follow the link at the moment but it doesn't seem to work. I'll let you know when I've had a go! The Dam Busters wheels are starting to turn now. I'm doing it in AS3. It's my first Flash project, but I've got into the swing of things pretty quickly and feel fully in control of the project. Very pleased with that  cool -- be careful what i said about using the project as a "learning experience" though. i REALLY won't be cutting any slack in terms of cutting games being unfinished or unpolished due to inexperience (though i don't say this about your game specfically: a few of the games that've been shown'll by other users recently look like they're also falling for the same trap) SO JUST BE CAREFUL is all i'm saying, and quit if you're don't think you'll be able to pull out something that won't look horrible compared to what else has been released for the project.
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58
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Player / Games / Re: Streemerz
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on: July 25, 2010, 07:01:18 PM
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In contrast to the downloadable version, this flash version seems a lot laggier to me on my pc. Maybe only the sound stutters a bit, but the downloadable version felt a lot smoother.
the audio's a bit laggy due to how flash handles sound. if you find the graphics laggy as well you can try right clicking the game and setting it to "LOW QUALITY" mode. i've heard that this SOMETIMES help. but the standalone version will invariably always perform a bit better.
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59
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: July 17, 2010, 09:12:19 AM
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I'm here to say that it's become somewhat obvious Sharks will still take some time to be completed. I don't like to say that I've abandoned it, as I really don't like to abandon a project, but stuff's come up, coupled with some burnout, that make work on it slow.
As such I can't really promise a date when it will be completed, so Podunkian is free to remove me from the list if he so desires. Maybe if I complete it before another user takes it it could be used to fill the slot, but that's also up to Arthur.
i'll let it slide, since you DID get TWT done, and the early version of sharks you showed was on the road to ownage.
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60
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Jobs / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: July 14, 2010, 11:26:08 PM
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I was kind of intending this central mechanic to be something the player just notices by themselves. (Hopefully, by the time they reached the third screen.) I suppose I should swallow my pride and make the first sign a bit more explicit. don't do this. it's very, very bad design, and can be really dangerous in a game that superficially feels so generic as silver sword does without knowledge of this mechanic, because people might never notice the mechanic and forgo it as a boring gauntlet clone. EDIT: not, of course, to imply that your game is a boring gauntlet clone -- i mean to say that people might not "get" the mechanic, and end up quitting the game before ever having the chance to
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