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Messages - philandy

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Game Ideas / Re: Survival Pixelated!
« on: October 23, 2013, 03:40:30 pm »
Meh they're just waiting for a demo. I suggest you look for Sim City (2000 or higher) assets.

One thing I dislike about all those Zombie rebuild games is pacing - it usually requires tons of clicking every day so please add some auto buttons if you can. I agree though, it is an addictive genre.

Yeah I would love to have multiplayer in my submission. Good luck pulling it off iggyvolz! If you can't quite do it but you do have some time, you could put Kongregate API on it.

Chit-Chat / Re: Distraction = Enemy
« on: October 15, 2013, 02:05:41 pm »
MrPaffer, you would be blogging for you, or part of you. How do you define that?

Also, you could stop playing games but I feel sorry for people that do that. Let's say the only game I ever played was ET for the 2600 and I thought it was genius so I'm going to make a clone of it to pay respect for my love of the game. And then I make a sequel, even though it only got 100 plays. Why are all these people screaming about how awful my game is, it's the "best game ever!"

The moral is I think listening to the industry is important, a bit less important though than your audience.

Chit-Chat / Re: How Big Games are Different?
« on: October 15, 2013, 01:56:10 pm »
gamegirlxl, Stencyl forces you to mostly be high level with Actionscript, which is already high level in itself.

I suggest keep going with your raytracing stuff. Usually people find loopholes in the high level code to allow for amazing things to happen otherwise thought impossible. I've noticed the same 100 actor limits, but maybe you could convert some of them to tiles or background and get enough power bump to do enough for a somewhat limited MineCraft game (like some people force 2D with clones like Terraria), you could feasibly be the person who makes the first isometric clone with your Stencyl "engine" or perhaps 3D if you go deeper into Actionscript 3 code.

I'm a bit different in that I suggest using the code blocks in Stencyl for your 3D stuff even if it is a bit more work. We don't know what Stencyl will be in a few months, and if you share your blocks as behaviors with the devs, they may add them to a future version and then other people who are in the same situation as yourself can do exactly what you are intending to do without the same headaches. Or, keep fiddling and you may find out how to get 200 boxes, then 300, then 1000...and who knows.

But I suggest to keep it as a research project and do something more, sadly, mainstream with half or more of your time. A famous gaming example of this is Tekken Tag Tournament for the Playstation 1 concept that Namco talked about way back in the 1990s. They blew everyone away with Tekken 3 for the Playstation 1 using an overlooked double speed mode for the CD system and genius code. Supposedly it was impossible until Namco did it...doesn't that sound familiar, even in this thread? Why I mention Tekken Tag Tournament here is that I remember Namco saying they could do it, but they also said it would take too much research time to figure it out. In other words, there is still hidden potential in the Playstation 1, but are you going to go learn to code for that system so you can unlock that latent gem? I doubt it.

Chit-Chat / Re: Which network should we approach the world from?
« on: October 15, 2013, 04:01:42 am »
Irock, you rock. That is the type of question I was asking. You feel the problem, too?

Yes, Phil Andy is me, well short for Phillip much as I want to say that's me. I mean I as a person do not claim liability for what Phil Andy does unless I decide to be stupid and use Phil Andy to "get personal." I have pics (IDs) if I absolutely have to happen, preferably marketing rather than legal!

I think the Number None is a good example. Another is Boxer8, the company that was Ouya (but that's obviously a touch less personal as no one named their kid Ouya, ever...well hopefully not).

I want to add that for me that this has nothing to do with credit but the whole personal feel as you mentioned. Some mainstream examples are Shakespeare and artists. Mona Lisa could be considered Da Vinci as well. See? No studio name required, as you were suggesting, so perhaps there is a detachment syndrome in the industry that needs to be addressed? I really don't think Indie does much on this, as the Adult Swim games have an Indie feel to them, and perhaps could be considered Indie even though they probably have giant budgets more like mainstream games.

As far as importance, I agree this isn't a big deal. Based on your post and reflections I think what I'm doing is a good idea. But I must say you wrote a very inspirational reply. Thank you again.

Chit-Chat / Re: Looking for members to get site going.
« on: October 15, 2013, 12:03:10 am »
Fotogeluid, I'm sure they (we...?) would join if your site didn't look like a clone of an earlier NG or Mochi, but it's pretty clean right now.

Can I make a request for your site layout that no one does yet and it would be kind of a killer app for you? Make the entire design completely eliminate scrollbars except for in the div the immediate content is in and make that borderless all the way to the very edges of the browser window. This way flash developers could implement the mouse scrollwheel in game and players could trust that to work well on your site. It would be a good inbetween regular webpage content and fullscreen.

By the way, I'm joining your site because you mention stencyl, scratch and...what is sploder? Thanks.

News / Re: Server Fixes
« on: October 14, 2013, 11:36:17 pm »
Thank you, Jon (and team). I didn't even think to submit the forum post "freezing" issue which I noticed about 1/3 of the time. I hope it works! I will let you know if it keeps happening.

Do games have to be exclusively for the jam or can they be for other things like LD? Either way this should be fun.

Chit-Chat / Re: Get to know each other better
« on: October 13, 2013, 10:44:05 pm »
Hi, I am developing Depot for Ludum Dare October Challenge 4, with plans for November already.

I plan on migrating to HTML5 and relying on Scratch for talking to non-programmers about game development.

Chit-Chat / Which network should we approach the world from?
« on: October 13, 2013, 10:08:50 pm »
I noticed the advertising thread and something a bit off topic from it hit me.

Should we use a personal network mindset or a brand network mindset when approaching others about our work, or are there reasons to use either?

I could argue Phil Andy is either way and I haven't made that into a social thing yet, but I really don't want to oversimplify things either.


Chit-Chat / Re: Distraction = Enemy
« on: October 13, 2013, 10:03:39 pm »
>Do something else to an "okay that's pushing it" level to where you feel weird doing it, like it's invading your personal space, and run screaming back to Stencyl. Best if done in the same day rather than years later.

>Deadlines. And don't beat yourself over the head if you do it the night/hour/minute/second before. Ludum Dare helps here.

>Pseudocode / Flowcharts / Mapping / Organize. Notice I didn't put documentation or versioning in there - stay away from those like they're the plague as it's so easy to get caught up in new ideas that will sideline what you're doing.

>Dedicate time to other game projects. This might help with burnout.

>Set a day that no matter what you burn the mortgage on this project. If you can't do that, do it with another project. You might get some needed closure out of it either way.

Ask a Question / Re: Example of Good Foreground Parallax Scrolling?
« on: October 13, 2013, 09:20:00 pm »
Thanks a ton guys. Seems good foreground parallax is blurry or abstract!

I don't know about "good" Foreground Parallax, but maybe you could combine Stencyl's way
with some of the other methods out there to make it good.

In StencylWorks look up "StencylNinja's Foreground Parallax" on the StencylForge to see
how it works.
Interesting demo. Feels kind of claustrophobic though, but I think it represents how much it can be done without completely overwhelming the player. Thanks a ton.

Ask a Question / Example of Good Foreground Parallax Scrolling?
« on: October 13, 2013, 12:13:44 pm »
I'm wondering if anyone knows of a game that features (good) foreground parallax scrolling. Thanks!

Game Ideas / Re: Of Dwarfs and Giants [idea]
« on: October 12, 2013, 03:45:12 am »
It's an idea right now, but I do plan on starting work on this November 1 (doing Depot for October Ludum Dare).

Chit-Chat / Re: UN EP
« on: October 12, 2013, 03:22:45 am »
Reminds me of They still host a copy:

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