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1212464 Posts in 52625 Topics- by 43413 Members - Latest Member: gabev

May 05, 2016, 09:32:43 pm

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1  Feedback / Playtesting / Re: Shades of Violet... Lives! on: May 23, 2011, 01:53:26 pm
I didn't, but then, I just went ahead and assumed that the characters with breasts were probably ladies.
2  Player / Games / Re: badass finishing moves on: May 23, 2011, 01:49:48 pm
It's a perfectly solid brawler with some excellent and compelling character creation, easy-to-learn hard-to-master mechanics, and the opportunity to wrap a broken bottle around Sean Paul's danglers. What's not to like?
3  Player / Games / Re: badass finishing moves on: May 23, 2011, 03:56:12 am
Def Jam is awesome. (the playstation2 ones at least)

Shig is the one who is correct.
4  Player / Games / Re: TES: Skyrim has the dum on: May 19, 2011, 06:13:26 am
Yeah, I kind of see where they're coming from, but to me those skills aren't basic abilities so much as specialisations. Of course nobody's going to, to cite Bethesda's example, make a dude who "doesn't run." But what if I want to make a dude who's really good at moving fast? Oblivion's much-maligned city/countryside split system meant that Acrobatics wasn't up to much, but I love Morrowind's Acrobatics skill; if you have the patience, and are willing to make the sacrifices to other skills, to get that sucker up to 100, you can leap onto rooftops. In a game that traces an arc from "some nobody ex-con" to "reincarnated demigod", that level of superhuman badassery is appreciated.
5  Player / General / Re: Things that Suck on: May 18, 2011, 03:00:02 pm
The name of the new Apple reseller in York. That is a thing that sucks.

It's called Stormfront.  Facepalm x1bn

Michael Cera
What? I find him very sexy!

I would bum that boy senseless.
6  Developer / Writing / Re: Seriously, OBVIUS books that you must read if you want to become a good writer. on: May 18, 2011, 10:03:32 am
filosophiamanga, there are some general techniques for dramatic writing that will carry over regardless of what medium you're writing for. Of course, every medium has its own conventions, but there tends to be a lot of crossover, dependent on what you're aiming for. Good drama is good drama is good drama.

Games don't need a story, you're right. Some games would be poorer for attempting to bolt a narrative on there. But a good story can, when properly developed and deployed, hugely enhance a game. You say "lol all shoot-em-ups"; I say "fucking Half-Life Jesus Christ what is wrong with you" - a game which, of course, also proves that cutscenes are not a necessary part of storytelling, and that a linear story is not necessarily the enemy of good design (although there are some excellent examples of storytelling in the medium that isn't strictly linear; Deus Ex springs immediately to mind). I also think you must've played a different version of FFVI than me; you're given the freedom to piss about for a long time, but the story is absolutely there; plus, well, I don't mean to insult your intelligence by stating the obvious, but dialogue is writing. "Writing" is not just plot. Have you even played Portal? It's as good an example as any of a game which would've been an excellent anyway, but is elevated to the extraordinary by its writing.

Your "requirements" for videogame writers is also completely spurious. A writer does not have to be able to do any of that shit beyond writing; it helps if they have an understanding of the other processes, but technical ability is not a prerequisite. Hell, all you really need is communication; writers, artists, designers, programmers, riffing off and developing each others' ideas, telling each other what does and doesn't work, listening and reworking stuff that won't work when they're told. One good reason you have different people concentrating on different elements is so that you don't need one guy who can halfway do a bit everything; you can get five guys who are really good at what they do, and have them work together.

Jesus, I could do this all day, but maybe some helpful resources would be a better use of this thread. The aforementioned Campbell book, The Hero With A Thousand Faces, is a brilliant piece of work. Stephen King is a fucking hack, but he's a very successful hack who knows a thing or two about suspense and structure, and his On Writing is surprisingly informative. These are, of course, quite general; but the best way to become a good writer for games is to concentrate on being a good writer first and foremost.
7  Developer / Writing / Re: Great games with terrible dialogue. on: May 18, 2011, 09:33:48 am

is mostly a swipe at voice acting, rather than writing, but I wouldn't give dogs some of these lines to read.
8  Developer / Art / Re: Art on: May 18, 2011, 08:54:47 am
That is cool as hell; reminds me somewhat of Dave Stewart's colour work on BRPD. The title and chapter copy needs knocking forward a bit, though; that fuzzy white corona doesn't really lift nor incorporate. I'd err on the side of popping it up a little; maybe try a solid white outline, or a tone for the lettering itself that contrasts more with the rest of the scene's palette.
9  Developer / Art / Re: Art Advice needed on: May 18, 2011, 08:40:28 am
Not bad! The head's a little too big, though; I suspect what's happened is that you've misread the line where your neck meets your jaw and adjusted the proportions to compensate. It's a solid bit of linework though, just always, always be mindful of proportion. Check and doublecheck, all the time. It's worth it.

Here's a thing that's mostly aimed at people trying to break into freelancing, or otherwise get into doing art for a living, but there are some extremely valuable lessons for anyone who wants to make marks on paper: http://philintheblanks.com/blog/?p=546
10  Player / Games / Re: Cave Story 3DS on: May 17, 2011, 08:45:05 am
I prefer "reason" or "explanation" for shit that doesn't require excusing, but whatever peels your banana! Shall we get back to talking about Cave Story?
11  Player / Games / Re: Cave Story 3DS on: May 17, 2011, 08:36:47 am
Because jokes? Whoops!
12  Developer / Art / Re: Art Advice needed on: May 17, 2011, 05:11:07 am
what's composition?

Where everything goes, basically. Layout.

To answer your previous question...I got the idea by, well, just trying loads of different dumb-sounding things at various points in my artistic development. Drawing with roughly-sharpened sticks dipped in ink was a thing for awhile.

Here's an exercise I've found helpful in developing fine detail control, although it's kind of impractical for some people. Get a friggin' enormous bit of paper - like, six feet or so, the bigger the better - and a big ol' paintbrush, and try drawing something like a hand or a foot or something, something that's relatively small and that you've got an easy reference for. Don't worry about detail too much, just try to get a decent representation of what you're looking at.

Then draw the same thing at normal size.

What's happening here is that you're taking a motion that normally starts at the wrist and moving it to the elbow, or even the shoulder. Or even the hips. If you can get something satisfactory out of those movements, transferring that newfound level of control back down to the wrist can yield pretty surprising results. It's like pool. If you play snooker for awhile, where the balls and the pockets are the same size but the table's like twice as big, and then go back to a pool table, it's like you're shooting at basketball hoops.

...of course, unless you've got access to studio space, or a yard that won't mind some paint splatters, this isn't a terribly practical exercise. But try it if you get the chance.
13  Developer / Design / Re: So I had this cool idea. on: May 17, 2011, 04:51:47 am
You should include a button to switch between art styles, like on Cave Story Wii, except all it does is generate like thirty straight pages of bitching and moaning about how the game already looks perfect as it is.
14  Player / Games / Re: Cave Story 3DS on: May 17, 2011, 04:50:01 am
Looks good, but doesn't look like Cave Story.

o noes thye changed sumthing! boooo
oh for fuck's sake. change is not always a good thing, people who oppose it are not always ignorant fanboys who wont accept anything but the original. this does not look as good, graphically or otherwise, as the original.

OK, first, subjective, jeez. Second, it actually does look like Cave Story. Because it's Cave Story. I ain't saying change is always a good thing, but I think it's fair to say that people are just a little too precious about the original in this case.
15  Developer / Art / Re: Art Advice needed on: May 16, 2011, 08:38:24 am
Life drawing is never going to stop being a worthwhile practice; you can't do a lot of effective messing around with anatomy without a proper grounding in what makes it work in the first place. But there's no reason you can't pursue less representational art at the same time. I personally tend to get more out of cartooning than portraiture, but still try to do at least a few high-detail portraits a year just to keep my hand in - although admittedly this is partially because there's relatively easy money in it - and I sketch from life constantly.

As for shading techniques, try everything. See what you like. There is no "right" way. They're all worthwhile skills to learn but it really does depend on what you want to do. One of my personal favourite portraits I ever did was shaded with an old sponge and some inky water.
16  Player / Games / Re: TES: Skyrim has the dum on: May 16, 2011, 04:29:10 am
I also seem to recall seeing a photo of a Bethesda staffer who looked pretty similar to the lumpen monsters their facebuilding tech tends to produce, so maybe that's just what they think people look like.

Also the entire Bethesda staff is composed of mannequins with C-3PO joints.
17  Developer / Art / Re: show us some of your pixel work on: May 15, 2011, 05:21:28 pm
What the fuck.
18  Developer / Art / Re: Art on: May 15, 2011, 05:08:17 pm

This is finished. I think.

I reckon the skin texture could do with a bit of work; it's kind of nondescript as it is. Maybe some higher contrast and a ever-so-light dusting of specular highlights to make the scales look a little more reptilian? Everything else - particularly the armour - is excellent though.
19  Player / Games / Re: Cave Story 3DS on: May 15, 2011, 05:09:43 am
Looks good, but doesn't look like Cave Story.

o noes thye changed sumthing! boooo
20  Player / Games / Re: TES: Skyrim has the dum on: May 15, 2011, 05:06:05 am
Bethesda's games do tend to look rather stiff, but as Gabriel said, they also tend to have uncommonly deep and well-crafted worlds; to return to the perennial example of Morrowind, to say that that game has a non-existent story is basically to admit you've not played it. I'll happily concede that the plot depth of their main quest arcs err towards the shallow, but they're without exception overlaid on a backdrop  of often startling depth and complexity; there's always so much to do outside of the central story that to overcomplicate that would probably be a mistake. I've played Morrowind with characters that never even went near the ostensibly central quest and still had a fantastic time. They make games that tend towards breadth rather than length. They're games that tend to reward players who invest themselves in them; you do have to go looking for the best parts, but that's partially because the looking is rewarding unto itself. They are not games to play if you expect majesty to be ladled obligingly into your passive brain. They are games to get lost in. That may not be your bag, and that is fine.

Of course, it is fucking infuriating how they never seem to release stuff that's, you know, actually finished, but.
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