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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 1READ ME!
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John Nesky
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« Reply #140 on: November 30, 2009, 04:53:29 PM »

If you sort the Assemblee Part 1 threads by total number of views, it's clear that the least popular threads were sound related and the most popular were visual.

Not terribly surprising, I guess.  Undecided
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goldenratio
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« Reply #141 on: November 30, 2009, 07:22:10 PM »

I think that may be partially due to the overhead associated with sounds over visuals. Images and graphics will appear right in the thread, in any browser at all. If all the music was in flash players in the thread, they'd probably be more popular because its easier to actually view the submissions. I know for me sometimes they'd open in a new tab with some VLC plugin, sometimes they'd download and open in vlc itself, and sometimes they'd open in WMP. Pretty annoying.
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Sar
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« Reply #142 on: December 01, 2009, 12:23:11 AM »

I think that may be partially due to the overhead associated with sounds over visuals. Images and graphics will appear right in the thread, in any browser at all.

Not to mention that it takes longer to listen to a 4-minute track than to look at some sprites. Not to mention that it's far more likely people are browsing the forum with no ability to listen to sounds than no ability to look at pictures. I frequently look over threads from work, where it's trivial to look at images, but I just can't listen to sounds most of the time.

I expect as the second half progresses, more people will be far more appreciative of sounds, once they start trying to find music and SFX for their games and digging through all those resources.
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György Straub
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« Reply #143 on: December 01, 2009, 12:56:54 AM »

that, and the fact that visuals are more likely to inspire game ideas than sound effects or music.
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J. R. Hill
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« Reply #144 on: December 01, 2009, 01:41:48 AM »

that, and the fact that visuals are more likely to inspire game ideas than sound effects or music.

Yeah, most of the time the visuals are going to determine what kind of music is needed and not vice versa.
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Martin 2BAM
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« Reply #145 on: December 01, 2009, 01:43:03 AM »

that, and the fact that visuals are more likely to inspire game ideas than sound effects or music.


That's not true, I feel stuff when I hear to music too  :D
Some music makes me imagine things impossible to put in graphics.

I think that may be partially due to the overhead associated with sounds over visuals. Images and graphics will appear right in the thread, in any browser at all. If all the music was in flash players in the thread, they'd probably be more popular because its easier to actually view the submissions. I know for me sometimes they'd open in a new tab with some VLC plugin, sometimes they'd download and open in vlc itself, and sometimes they'd open in WMP. Pretty annoying.
+1
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« Reply #146 on: December 01, 2009, 02:56:42 AM »

Some music makes me imagine things impossible to put in graphics.

This is absolutely the case for some of the awesome music entries. It's well worth putting the time in to listen to them, just for that "How will I ever create something this epic" feeling Wink
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« Reply #147 on: December 01, 2009, 07:41:59 AM »

I have to agree with both nitram and Ed. When I usually embark on a project on my own, audio is the last thing on my mind.
With this compo though, listening to the awesome sound people have cooked up is giving me a much better idea of the feel I'd want to have in  a game.

It's still incredibly hard to decide when everything looks and sounds so great. As a traditionally art-starved programmer, I just want to use everything I see here. Grin
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« Reply #148 on: December 02, 2009, 04:33:51 PM »

When does Phase 2 start?

WHEN DOES PHASE 2 START?

AAAAAAAGH Hand Shake Left Screamy Hand Shake Right
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Syniphas
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« Reply #149 on: December 02, 2009, 05:04:10 PM »

I wanna play the games...


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Melly
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« Reply #150 on: December 02, 2009, 05:28:29 PM »

Phase 2 should start soon. Derek still has stuff to do about Part 1.

Also, you guys might wanna stop with the updating now, it's been over 2 days.
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Lon
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« Reply #151 on: December 02, 2009, 06:33:15 PM »

When does Phase 2 start?

WHEN DOES PHASE 2 START?

AAAAAAAGH Hand Shake Left Screamy Hand Shake Right

Dude, same here, I can hardly wait.
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« Reply #152 on: December 03, 2009, 01:06:55 PM »

While we're waiting, somebody might want to take down the notice on the front page that says "there's still plenty of time to participate in Part I!"
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Melly
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« Reply #153 on: December 03, 2009, 02:48:46 PM »

Patience.
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Loren Schmidt
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« Reply #154 on: December 03, 2009, 10:40:03 PM »

Woo, here's looking forward to part 2.
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« Reply #155 on: December 04, 2009, 04:08:03 AM »

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lowpoly
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« Reply #156 on: December 04, 2009, 08:52:56 AM »

since we're waiting around, I'll throw this out there:

would it be within the rules and spirit of the competition to allow for people making 3D games to be able to build out their levels in a 3D app in a similar format to the way someone would use a program like GM or Construct? For instance, in a 2D app, I'd use the provided assets to make tiles and arrange them in a way that would form a complete level which would then be exported out for gameplay. While not exactly a 1:1 comparison, I'd argue that it's a similar process to build out level geometry in a way to form a complete level, but relying on the provided assets for textures.

The real differentiating factor here is that I would have to export the entire level as a new 3D object, which in sense would be adding another asset to the game. But what I would argue is that the new asset is roughly the same as someone exporting an XML file from a tile editor. Any creative work ultimately falls under design, programming, and implementation, which I'm assuming make up the brunt of the second part of this competition.

I realize I may be severely stretching the interpretation here, but are we considering the actual gameplay level an asset, or only the things that comprise it?
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Sar
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« Reply #157 on: December 04, 2009, 09:33:29 AM »

I realize I may be severely stretching the interpretation here, but are we considering the actual gameplay level an asset, or only the things that comprise it?

Why would we regard the gameplay level as an asset for 3D games but not for 2D games?

Since nobody's posted very much in the way of level design (unless you want to count the various tileset mockups, most of which probably weren't assembled with much thought to playability), considering level design an asset that needed to be produced in Part 1 would severely restrict the possibilities of Part 2, so it seems very unlikely to me.
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« Reply #158 on: December 04, 2009, 09:42:53 AM »

I realize I may be severely stretching the interpretation here, but are we considering the actual gameplay level an asset, or only the things that comprise it?

Why would we regard the gameplay level as an asset for 3D games but not for 2D games?

Since nobody's posted very much in the way of level design (unless you want to count the various tileset mockups, most of which probably weren't assembled with much thought to playability), considering level design an asset that needed to be produced in Part 1 would severely restrict the possibilities of Part 2, so it seems very unlikely to me.

Yeah -- I mean, this is why people only posted 2d tilesets right, and not complete levels?

Seems such a distinction would apply to 2d as well as 3d games.  I don't see any compelling reason to consider any level (whether a 2d tile map or 3d world) an asset so long as its base components (tiles / textures) were created in Part 1.

But then again, that's just my opinion. Smiley

--clint
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moi
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« Reply #159 on: December 04, 2009, 10:24:18 AM »

since we're waiting around, I'll throw this out there:

would it be within the rules and spirit of the competition to allow for people making 3D games to be able to build out their levels in a 3D app in a similar format to the way someone would use a program like GM or Construct? For instance, in a 2D app, I'd use the provided assets to make tiles and arrange them in a way that would form a complete level which would then be exported out for gameplay. While not exactly a 1:1 comparison, I'd argue that it's a similar process to build out level geometry in a way to form a complete level, but relying on the provided assets for textures.

The real differentiating factor here is that I would have to export the entire level as a new 3D object, which in sense would be adding another asset to the game. But what I would argue is that the new asset is roughly the same as someone exporting an XML file from a tile editor. Any creative work ultimately falls under design, programming, and implementation, which I'm assuming make up the brunt of the second part of this competition.

I realize I may be severely stretching the interpretation here, but are we considering the actual gameplay level an asset, or only the things that comprise it?

Just make the gam you want, it's n ot like there is anything to win anyway lol.

ANYWAY, it doesn't matter anymore because it looks like the compo is dead ;/
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