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TIGSource ForumsPlayerGeneralFight Thread Pollution! Post here if it's not worth a new thread!!!
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Author Topic: Fight Thread Pollution! Post here if it's not worth a new thread!!!  (Read 2311713 times)
gimymblert
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« Reply #24480 on: February 17, 2016, 06:14:15 AM »

 Gentleman done
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mks
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« Reply #24481 on: February 17, 2016, 06:16:29 AM »

whats the difference between this and a nintendo network ID

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Your Nintendo Account is your master account for all Nintendo services. Similar to a Google Account or Microsoft Account, it provides a single, unified login for all services under its umbrella, along with basic information (name, email, age, Mii, etc.). It's simply the connective tissue for all things Nintendo.

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The Nintendo Network is Nintendo's collection of online gaming services, which currently includes your unique online identifier ("Nintendo Network ID"), Wii U/3DS friends list, eShop account, and Miiverse account. This is very similar to an Xbox Account/Gamertag, if your are familiar with this.

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Where's the Spelunky 2 DevLog, Derek?
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o
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« Reply #24482 on: February 17, 2016, 06:55:31 AM »

Still don't get it. How is it actually different?
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gimymblert
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« Reply #24483 on: February 17, 2016, 07:50:59 AM »

The nid is tied to machine, so to migrate to a universal personal account they created this to allow for soft conversion. SO the nid became a sub account to the Na
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Pfotegeist
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« Reply #24484 on: February 17, 2016, 08:17:04 AM »

We always have Id now we have Nid. A little bunny told you.
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gimymblert
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« Reply #24485 on: February 17, 2016, 08:24:43 AM »

is this indie? looks indie



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o
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« Reply #24486 on: February 17, 2016, 08:25:36 AM »

The nid is tied to machine, so to migrate to a universal personal account they created this to allow for soft conversion. SO the nid became a sub account to the Na

What no

The network id is a universal account. I use the same account for my 3ds and wii u.

So again, what is actually different about this?
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gimymblert
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« Reply #24487 on: February 17, 2016, 08:40:10 AM »

you use it on your console, not on your internet pc tablet smartphone without buying any nintendo product?
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mks
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« Reply #24488 on: February 17, 2016, 08:43:40 AM »

Warning - while you were typing a new reply has been posted. You may wish to review your post.
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For upcoming services like MyNintendo and Miitomo, as well as future Nintendo smart phone apps, only a standard Nintendo Account will be required.

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Seems to me that you'll need a Nintendo Account to enjoy their smartphone stuff (and probably to access the online features the NX will have).
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Where's the Spelunky 2 DevLog, Derek?
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« Reply #24489 on: February 17, 2016, 08:46:47 AM »

Oh it's for smartphone stuff. Now i get it, thanks.
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Alevice
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« Reply #24490 on: February 17, 2016, 01:47:24 PM »

i dont seem to be able to register my NA in mexico
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b∀ kkusa
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« Reply #24491 on: February 17, 2016, 01:54:36 PM »

you can register with another country. You'll be able to change it afterwards once it supports your country.
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gimymblert
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« Reply #24492 on: February 17, 2016, 05:03:00 PM »



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Torchkas
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« Reply #24493 on: February 17, 2016, 09:37:52 PM »




This channel is really good. Even if you're not interested in game audio it should still be worth a look. It will probably give you some good insights.
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ProgramGamer
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« Reply #24494 on: February 17, 2016, 11:55:19 PM »




Holy shit this is a good video
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randomThrowAway
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« Reply #24495 on: February 18, 2016, 03:05:55 AM »

So this is going to be stupid, but how else than by asking can I get the answer Smiley

If you have a mobile game with clients/server, do I always store all assets in the client? Before thinking about it, I'd have guessed "yes" because sending some picture over the internet vs simply loading it on the device blah blah.

But on the other hand, we want to keep the client as small as possible, right? So for example, if an RPG has hundreds of (player-equip-able only) weapons each with their own art, and the player will only acquire ~5 over the cause of a normal playthrough, would it still make sense to store hundreds of almost never used assets in the client? The weapon's picture would be loaded once upon acquiring it and then stored in the client, I guess?
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Pfotegeist
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« Reply #24496 on: February 18, 2016, 06:41:32 AM »




Holy shit this is a good video
Yes. But he did skirt around the implication that multiplayer games are about making someone else's life difficult and putting effort and respect into such a pointless socially destructive goal. (unless people learn to cooperate)
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airman4
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« Reply #24497 on: February 18, 2016, 08:03:09 AM »

is this indie? looks indie





I died of laugh when he went to san francisco make his game and everybody told him to F**** the hell off LOL
I understand his pain tough Sad
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Schoq
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« Reply #24498 on: February 18, 2016, 08:12:36 AM »

honest question: has a good game in fact ever been made in san fran specifically? that place seems to be mostly for shady tax dodging tech startups

I guess spelunky?
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Torchkas
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« Reply #24499 on: February 18, 2016, 11:46:42 AM »

isn't jon blow stationed in sf? he's one of the founders of indie fund too.
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