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Everything posted by clyde
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The new pejorative use sounds a lot like the old pejorative use; either way it's coming from squares. Hipsters are the spear-head of the mainstream. They are the first to recognize that the unacknowledged is actually cool. They do this largely because the currently popular does not satisfy them, so they seek out otherness. When music associated with black people was considered to be inferior, hipsters were the segment of the population that recognized that it was cool and eventually helped it gain popularity (they were tastemakers). Back then, "hipster" was both used by people-in-the-know to self-identify and by squares to demean. At least, that's what wikipedia says.So basically, if you use hipster as a pejorative then you are a square. If you use hipster as a superlative, then you are a hipster. Edit: This sounds like a braggart-lie, but it just happened without me seeking it out (so whatever): An 86 year old jazz-musician who I happen to know just came by and. I asked him what "hipster" means. He basically said "People that like jazz." I asked him if there was a racial connotation, he said "No." For the record, he is white.
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Badfinger nailed it.I was thinking of what a more extreme example of being in a circumstance where someone would be accused of being a hipster would be, like if someone told Buckminster Fuller to check out Spaceship Earth.
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Maybe it's a west-coast/east-coast difference. The typical usage I see is exemplified by this example:Person 1 says "Have you heard of [band-name]? They are awesome!" Person 2 says "I used to listen to them before they got famous." Person 1 says "You are such a hipster." Maybe it's different on the west-coast, either way I love the word "hipster". In the 50's there there were Beats. In the early 21st century, there are hipsters. It's used as a pejorative by the muggles, but some of us (i.e. "Hipsters") own the term and take pride in it. It basically means "tastemaker" to me, but people have differing reactions to the concept of tastemakers existing.
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If any of you have ever had your own work recommended to you (especially instances where superlatives were used), I would love to hear how you managed a response. I can't imagine how the awkwardness could be avoided.
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I want to just tell you that you are worth a great magnitude, but you probably won't believe me; you'll have to convince yourself. One of the things I'm really grateful of is that I an currently in a position where I feel appreciated, find one of these. Ideally you would have a place where you can both feel appreciated and earn enough currency to pay for the ability to live in society, but oddly such circumstances can be difficult to find. So you may consider just finding a place where you can earn currency and finding another place where you are appreciated. It seems that you are working on the currency-source, but I know that in my personal history, I have conflated the two and have concentrated on finding a source of currency at the expense of finding a place I am appreciated. This is problematic because lacking a place where you feel appreciated over a period of time can make you less attractive to employers. Luckily, it is not very difficult to find opportunities to provide free-labor. While these do not necessarily lead to being appreciated, they do provide ways into circumstances to figure out whether or not it is a place where you may be appreciated. I recommend thinking of a thing you enjoy doing, a place you want to hang out, or a cause you can get behind. Then go to the institution where this is happening and volunteer some of your time as you continue your search for income. If you feel that you are being taken advantage of, leave. I guarantee you Ucantalas, that there is a situation that can benefit from your particular perspective and efforts. Staying somewhere that treats you like shit is robbing the place that would appreciate you of their well-deserved Ucantalasity. Get specific as you experiment. -Can't stand the idea that some people can't afford food? Find a group that feeds the hungry. -Want to make games? Become very active in a game-making community -Are you particularly good knitting? Start making hats for bald people you meet. These efforts may lead you to sources of money, but more importantly, they will remind you that you are fucking awesome and increase your awesomeness (as long as you put effort into not to being an asshole too. Being an asshole takes bites out of your awesomeness, but if you fuck up by being an asshole, don't give up. Stop being an asshole and find circumstances in which you are appreciated to increase your awesomeness even though you lost a lot of it).
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Thanks for the Async Corp recommendation. I've heard recommendations before, but Jake's mention came at the right time for me. I spent a few hours yesterday getting the fourth color in async mode (eat it) and introduced the game to Capt. Hastings last night who responded with "Were you trying to make me lose sleep? Because I'm going to play this all night." Also.. I hope Chris is ok with being called a hipster, because nothing says hipster like responding to a recommendation of a game with "Oh I was invited to a bar in New York City by someone on Twitter and they showed me this game... whilst in development." It's the hipster-curse. I have often had moments where I ask myself "Do I want to tell them how I know about this? Or should I just nod because they won't believe me and they'll think I'm just trying to impress them with what (understandably) sounds like braggart-lies?"
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It's a pretty good as a Disney animated film. It's completely formulaic, but they subvert some expectations (for instance, the villain isn't the focal challenge for the protagonist). I laughed a few times and really enjoyed the musical performances. There is also a really cool scene that is just fractal eye-candy. I would recommend it for cultural relevance but if you are looking for something that makes you think, look elsewhere.
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It's a super fun competitive first-person shooter (if that helps your decision). I'm not playing a variety of games right now, and Titanfall is great for just pulling off awesomeness within 15 minutes.
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So does anyone else get Fus-Ro-Dah dragon-shout vibes from the official vocal performance of "Let it go"? When she does the "Here I stand!" part, I'm like "If she was singing this at a wall of riot-police, I don't think they would be able to move her."
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clyde replied to Jason Bakker's topic in Game Development
As with everything else, I'm finding out how much is required in order to have a really cool dynamic, sawing sound. Creating a noise sample is easy enough in OpenMPT. At first I was thinking that the change in the sound would happen in the actual clip, but no. In order to get a real sense that your lazer is biting into the target, it seems that there would be a constant, looping high-pitched drone (probably at a low volume) that has a sudden increase in volume and a sudden decrease in pitch at OnTriggerEnter(). Then the pitch would lower further, as the lazer is getting closer to the center of the sphere.The pitch and volume would return to normal OnTriggerExit(). Here is a buzz sound if it's useful to you. For some reason, Explorer won't open it, but Unity uses it just fine. You won't be able to hear what it sounds like unless you loop it. Of course, the samples you uploaded are way better though. -
Post Your Game for Playtesting and Feedback!
clyde replied to Jason Bakker's topic in Game Development
Now I'm frantically trying to learn how to use OpenMPT so that I can get you some proper samples. I was thinking about your game again and I feel weird throwing ideas at you, but I'm going to do it anyway. I think that if you made it so the two points lerped back towards each other when the controller sticks are at rest, it would give the player-controlled object a lot more tactility. -
Random.Range includes the min, but does not include the max when you use ints for the min and max. This is different from using floats for the min and max in which case both are included. What a strange thing to do. Why would you do that? http://docs.unity3d.com/Documentation/ScriptReference/Random.Range.html
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I'm enjoying this match-3 tutorial. This is perfect for where I am right now. I'm not comfortable with Lists or GetComponent or using methods from other scripts. This dude goes through it nonchalantly which would infuriate me a month ago, but it's neat to see how he creates a genre I'm very familiar with by using tools I'm only somewhat aware of. When he added a bouncy physics material to the blocks, I was like "I love how Unity just has toyish components attached". The ability to play with things like color, pitch, and physics values while trying to figure out how to make something is one of my favorite parts. https://mtc.cdn.vine.co/r/videos/9BFD44A6011067961052483969024_1bf48f58508.4.8.7755000183410900051.mp4?versionId=vm_PsmLaKN0Eph_GCRdW2y7VugE4hGwv
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No, it's beautiful though. I think the pitch is determined by velocity? I've played Sounddrop on the iphone, which has a similar set up (though the default is much slower which seems to affect the process of composition). I've also played which has different similarities (the inherent pitch of the ball changes when it bounces on the platform). But I give the the most credit for inspiring me. The major difference in Hanenbow is that the angle of the platform determines the pitch. I played a lot with my game this morning, and I really want to focus on the idea that all the notes in the chromatic scale are created by multiplying pitches by 1/2, 3/2, and 2. I'm struggling with creating a intuitive interface with which to experiment with the toy. I'd like the game to have more of a setting-up-dominoes type of feel.
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I'm watching match-3 tutorials today.
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https://mtc.cdn.vine.co/r/videos/1D6CCE0EB51067842776680550400_17f2be032ae.4.8.11240034683944039644.mp4?versionId=sQW1zLjNAOnePUaHkYiKX6D0MNJ6o0bj
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One of my cats is killing a squealing baby bunny in front of me. None of these techniques seem to work.
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One of my friends just put this post on Facebook and it looks useful to me. Hopefully I'll read it next time I find out that something is not the way I want it to be. http://www.forbes.com/sites/travisbradberry/2014/02/06/how-successful-people-stay-calm/
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Progress Report for week #10 What were my goals for the week? Which of my goals did I accomplish? -I rested a lot, physically and from making games too. I slept a ton. In fact, it was weird because I couldn't figure out when I've been making games. I would get up, go to work, come home, take a nap, play a few rounds of Titanfall, eat something, talk with Capt. Hastings for a bit and go to sleep. Where is the time to make games when I am making them? Another thing I noticed is that I have been in a foul mood this week. I've felt impatient and angry. The hallucination is that everyone is taking advantage of each other and I just want everyone else to do everything for me so that I can sit back and do whatever I want all the time. While this is probably true, it's an overly simplistic generalization that makes me feel like a rotten miser and it's miserable. Oh look, "miser" and "miserable" are likely related; neat. I'm really looking forward to working on games again this week. One of the reasons is because I wonder how much of my shitty week had to do with some form of withdrawal from concentrating on making games during my free moments. It might be unrelated, but we will see. There were some positive effects of rest. I was able to step back and think about how much I progressed in ten weeks. I was moving the goal-posts so often for my personal expectations that I easily lost track of my general motivations to be able to create in this medium and just grow a maker's appreciation for the form. My thoughts this week were far more specific than this, but I can't remember what they were. I'll try... let's see.. I thought about monetization during the beginning of the week. This is a difficult concept for me since I think money is evil. I think this quotation by Dr Cornel West in his 2001 preface for Race Matters best communicates how I feel about the subject in general: I want to make sure that I am promoting nonmarket activities such as caring and sharing, nurturing and connecting. I want to encourage quality relations and substantive community. I thought a lot about how I could acquire funds in such a way that I do this. It's a weird thing since money is basically just the power to tell other people to do work for you. As I try to think of sources of income that would actually promote things like community and proselytism of increasing the capability of others, I have to keep my priorities clear, otherwise I end up creating a complex illusion that I am doing something that I am not doing. I didn't come to any conclusions, I'm just trying to give y'all an example of what I was thinking about during a rest-period. I suspect that I would not have wandered into these considerations without rest. Accomplished! -I played a ton of my musical ball game. It's really fun. I tend to place the 3/2 platform and the 1/2 platform in a funnel shape and then instantiate balls above it so it bounces back and forth. It typically creates a tune that is novel at first, but is totally stuck in my head now. I made the pitch-changing platforms into prefabs just because I wanted to be able to use more. I haven't made that build yet. I also got some responses from friends who played it. On two occasions, they did not realize that you are supposed to click on the blank green space. They spent the entire time rotating platforms and being polite. This brings me to my goals for week #11. Accomplished! What are my goals for week #11? -Make some improvements to the musical ball game. I don't know which ones I will get to, but here is a partial list of improvements I'd like to make: . Make it so platforms are horizontally scalable prefabs that can be instantiated intuitively. I can do interesting stuff with more platforms, that's kinda how I can make songs. . I'd like to have the capability to position the balls while they remain kinematic and then switch physics on so that they all fall at the same time, intuitively. . I need to put something in the game that encourages people to click on the blank screen. I don't want written instructions. The best idea I have is to have something flying around that they might try to catch, a pop-up that they want to close, or a sewing pattern in the shape of a ball painted on the background. I don't have any good ideas. Does anyone have any ideas how to encourage people to click on the background so that they instantiate a ball without explicit instruction? . I could do a lot with this game. Eventually I can design levels that dynamically create songs when solved, but right now the sandbox portion seems to be the thing to develop. I'm considering some new types of objects such as a cannon that can shoot balls away, little animated characters that walk in and steal balls or whatever, maybe a placeable object that destroys balls on contact. . I don't intend to do all of these this week, just start doing a few of them. -I have some other things I'd like to do, but they should remain a low priority. . I'd like to build a sequencer. . I still want to work on the visual novel dialogue-system. It's almost ready for general use and I feel ashamed that I haven't made a narrative game yet. What challenges might I face and how can I prepare for them? -I found mold in the attic. I'm kinda freaked out about it. I'll have to make some progress in that area this week. This is both a distraction and something that will compete for my limited time. -The grass is starting to grow which means that someone will have to mow it. -I've stuck to using the left mouse button and the mouse position exclusively. I can think of ways to scale the platforms such as dragging the platform (rather than the button on it), but making that intuitive is a difficult matter. I may have to simply put more things on the screen and give them simplistic idiosyncratic uses. Maybe adding a handle to the platform will inform the player that it has an additional ability to permute. - Making a switch for balls being kinematic might have unknown consequences since the isKinematic bool is currently being used a fair amount in my script. It may not be a problem. If it is, I think I can just declare an additional bool that will allow for further circumstances. - I haven't come up with any brilliant ideas of how to get people to click on the screen. Why do people click on empty screens? I do it just because I assume something will happen. How can I get people who are not me to assume something will happen when they click on the screen. No idea. I think other people will have better ideas for this than me, I'll ask around if I don't get suggestions here. -As far as adding new types of things to the screen, I don't want to clutter it up. I have two potential solutions for this. 1. If the objects that are already on the screen can be transformed by gameplay, then that would add to discoverability and keep things looking clean. 2. I could have little characters wander in forming a specific theme for the game. They could have their own abilities. This would be neat, but it would also require a lot of effort and I'm concerned that players would become frustrated by not getting the abilities they want immediately and reloading the game constantly for a preferable seed. So here we go, let's see what I manage to accomplish during week #11 yay!
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clyde replied to Jason Bakker's topic in Game Development
My initial impressions of the Bros prototype. -
When I look at it, I feel like I need to put a little more weight on my front-left not to fall in.
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As someone who doesn't live in San Francisco, but ends up reading a bunch of stuff about it because he follows people who make video-games, I have a question: Video-games come from San Francisco; I hear a lot about inflation of property values making life difficult there; who is making the simulation heavy game about the income inequality San Francisco faces? I would think that a embedded sentiment would he oozing out of 2014's games, right? 2015? I'm just curious, I don't know what people should make, it just seems like this would be a thing.
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This happens sometimes in the rom-com K-dramas I watch. I'll go ahead and inform you how this will go down. The one that is a spoiled rich kid (and probably the rudest most inconsiderate of the three) is going to be told that she will be cut off from the family-fortune unless she gets married. This will be the impetus for the two of you to go ahead and confirm what everyone else has already suggested (that you make a good couple) by entering a fake relationship. The guidelines will have to be set though (this won't be a problem since you would never actually be attracted to them and they would never actually be attracted to you) so you will have to write a contract up about when public affection will be necessary. After a lot of awkward moments, some close-calls and a few genuinely sweet heart-to-hearts, something bad will occur in one of your lives. You will feel that it's not your concern (it's a fake relationship after all), but you won't be able to sleep and you will make them some hot porridge or something. This will likely be when you meet their old flame. Turns out, he's kind of a dick. You will express this, but she will just accuse you of being jealous and slap you in the face with the contract. Your anger will turn to tears and you may confide in a friend about it. This friend will undoubtedly ask you "You don't actually like her do you?" You will not answer "no" fast enough and we will all know that the heart has made it's decision. This won't be the end of your story though. The two of you will have to accept that you now depend on each other (even though your minds say you shouldn't) and you will have intermidant fights that result over the ego's unwillingness to compromise or let the other person interfere. Don't worry though. At some point the two of you will make enough mistakes (*ahem* getting back with exes briefly) that both of you will realize that the thing that remains constant and stable is that which you have no power over, how much you care about each other. This reality won't make you "happy" per-se, but it will be something that provides you with an integrity that encourages you to perform at your best. Edit: Has one of you gotten too drunk and had to be carried home by piggy-back? If so, it's pretty much a done deal.
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Inspired by the most recent episode of thumbs, I bought badjam.biz...
clyde replied to jharp's topic in Idle Banter
If you are interested in providing a portal(? I am not really familiar with web-hosting but I get the picture that hosting data centrally is expensive while just collecting links is labor-intensive) for bad games, then I would be interested in submitting mine. It's really difficult for me to commit entire 48 hour periods to making a bad game, but I do intend to extrude bad games slowly, over a lengthy period of time. I don't know what you are offering, but if you want bad or broken games I'm down with providing some. -
If he's vegan or a recovering alcoholic, then you are doing really poorly.