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Everything posted by clyde
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[Dev Log] Shadow and Colossus: Back in Action
clyde replied to Spenny's topic in Wizard Jam 1 Archive
That was pretty great. -
The art-style in Work Drinks complements the environment represented in an interesting way for me. When ever I'm in this type of scenario, I'm carrying a ball-point pen and a folded piece of white paper. I typically end up with something in the same color-palette of this game and it also tends to have a lot of loose cross-hatching too. The voice of the narration is in the present tense, but seems to be walking through the memory of work drinks rather than actually experiencing it in the moment; this objectivity aspect of retrospect helps along the involuntary and unexplained estrangement depicted. Work Drinks is a snapshot of a mildly uncomfortable common experience, and it feels like it's presented as that photo rather than as the actual experience. Work Drinks has a few ways of obscuring its narrative. The mid-ground Bumps and the first-person drinking make the exposition difficult to read. I think this fits well with the environment described. Loud music and ritualistic drinking make hearing other people talk more difficult in clubs. Notice that there is no sound in this representation of a place where sound is somewhat explicitly implied as a significant obstacle. I see two layers of obscurity represented in Work Drinks. There are the easily identifiable icons of blockage and distraction being represented with their concealing tendencies included, paired with poor design choices closer to the level of the media used for the representation. The choice of small white font, scrolling across diagonal off-white and dark-gray cross-hatch gives it a shimmer that makes the text unpleasantly noisey. The author's use of this wider tool-set to hinder the textual message makes me consider both the obvious details that create difficulties in communication and socialization, and a less definable rough interference that is probably even more of a limitation. All the details in the story are distant with the exception of the particular terms and theories with which the narrator uses to explain and describe their unease. Nothing about the scenario has managed to engage the narrator, the circumstances are just this viscosity that they are moving through because they haven't identified a solid reason not to.
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It's up, it works, but there is no cover photo displayed.
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A person with a potentially racist avatar complimented my game in a Steam forum. I'm not sure what to do about it if anything. I considered the possibility that it was an anti-racist attempt to reappropriate a cartoonish blackface, did a reverse image search and the only hits are from someone using the same avatar on white-supremacist websites. I can't imagine that anything I say or do will change their mind. I don't like it though. I'm not sure if it matters whether or not I like it. Maybe I can delete their comment since I started the discussion?
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What engine did you use? Was it Game Maker? Edit: I think it was actually Unity. So what you do is you export the webBuild format and that gives you a folder that has a file called index.html Zip up that entire folder (the one with index.html in it) and upload it as an HTML game. Make sure that the resolution you put in your project export settings is the same as the resolution itch.io asks for. Chrome will no longer play the Unity browser builds. I'm trying to remember this all off the top of my head, so I could be wrong, but I can open it up and check when I get home if you haven't figured it out by then. Second edit: I should read. I haven't uploaded a Processing game to Itch.io
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It's certainly worth publishing if you've already made it. Just make a very noticable note that it doesn't work in the specified browsers that it doesn't work in.All the engines have their flaws and the flaws are often limited platforms that you can export to. If you end up making another audio twine, I would recommend TyranoBuilder. That way you could offer windows and mac builds to the people who don't want to install Chrome or Opera and it is super beginner friendly. I'm going to make a video tutorial soon so y'all can see what I'm talking about. It won't help for this jam, but you might find it useful if you enjoyed your time making What Happened To Us?
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I've been playing this as one person; as in, I'm controlling both characters. As I get better at it, the narrative which is implied by me controlling both of them is kind of interesting; it's like I am the power from which they draw and they have become my puppets so I both control them and battle them for my own monstrous entertainment while they believe that they themselves want to do this. I get the impression that you developed it while testing it by contolling both players. I think that might have led it it a QWOP-like direction, where the goal which forms (in single-player) is to just get nice volleys. I would be interested in seeing something like this control-scheme (with two wizards) being played in a shmup. Both wizards can still be killed, but the player challenge becomes destroying patterns of enemies by reflecting the magic-missle between them.
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How did you go about finding Creative-Commons licensed music and sound-effects?
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I couldn't find the wolf-man. I was hoping to burn him down. Anyway, make sure to submit your game to the wizard-jam, currently it is just floating out there where I get it as a result through google, but not through the actual jam submissions.
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Car Mechanic Simulator 2015 looks hawt.
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After playing this, I super hope you continue sharing in the Game Development subforum here after the jam is over. I like your sensibility.
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I have no idea if this will work and it could be horrible advice. But what I would end up trying (even though it might make things worse) is to take a project file that I zipped up right before updating Unity and then opening that up with the older version of Unity. This could be a bad idea. I don't know much about this stuff.
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[Released] (I know you are having fun but) I'm still working Ep:121
clyde replied to clyde's topic in Wizard Jam 1 Archive
Agreed. -
[Released] (I know you are having fun but) I'm still working Ep:121
clyde replied to clyde's topic in Wizard Jam 1 Archive
Our build is up. I Know You Are Having Fun (but I'm still working) -
This may also help. http://docs.unity3d.com/ScriptReference/AnimatorStateInfo.html
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I got a bit bogged down with our game so I haven't been keeping up with many other games, but all I'm going to do now is put it up on itch.io Is there anything I can do to help in this late stage?
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Lately I've been very interested in playable glitching. I'm look forward to see your approach to the inherent obstacles in juxtaposing broken with playable.
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[Released-Esque] Dev Log] Cyberpunk Cop Killer
clyde replied to Molten Berle's topic in Wizard Jam 1 Archive
I'm a sucker for noir sax cyberpunk music. Most of my time on Soundcloud is spent looking for more of it than the Blade Runner OST. I'm also excited to see another visual-novel in the mix, or atleast a game that uses TyranoBuilder. -
[RELEASE][Devlog] WIZARD SPORTS (Updated to v1.1!)
clyde replied to Fhnuzoag's topic in Wizard Jam 1 Archive
That post describing the AI was really interesting. I'm looking forward to playing this. -
[Released] (I know you are having fun but) I'm still working Ep:121
clyde replied to clyde's topic in Wizard Jam 1 Archive
I got approval from the rest of the team. I'll upload the game to itch.io when I get home from work. I'm still bummed about the browser-version not working in Firefox. If the TyranoBuilder developer ever fixes whatever but caused that, I'll re-upload. I was tempted to just not include a browser-version at all because I don't want people to immediately see that the game is broken and never come back, but playing in Chrome is also the linux option (I think). Plus there are probably as many people who will only play browser-versions and who use Chrome, as there are people who will try to use Firefox. I really enjoyed this project. This was my first group-project game and I can see what the hype is about. I'm looking forward to a few months from now when I've forgotten all the jokes and I can see if the game is actually any good. I'm going to have to figure out ways to make sure people know that Firefox version doesn't work and that sound is a huge part of the game. If I see a Let's Play of this game with the audio turned off, I might cry (or throw my non-existent controller). Here is a direct link to the final build if anyone wants to play it before I get home. https://s3.amazonaws.com/tyrano/2015-4-24-finalBuild-IKnow/index.html Also, I don't recommend playing it on a phone because it removes the soundtrack. I'd love to here what y'all think. Please spoiler-tag any details that were initially surprising when discussing. -
If anyone needs last minute help, private message me. I'll be working most of this weekend, but I may be able to find useful web-links or answer some questions. I can also draw on paper and take photos of it at my job.
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[Released] (I know you are having fun but) I'm still working Ep:121
clyde replied to clyde's topic in Wizard Jam 1 Archive
I'm done. I am uploading a build so the team can give me final approval. Once that happens I'll publish the builds (unless they need some changes). I could continue to do more, but I just want to be done now. There are plenty of things that could get improvements, but I just need a break from this project. I can always come back and make slight adjustments a month from now (but I won't). I'm going to go play Titanfall. If anyone needs last minute help, private message me. I'll be at work most of this weekend, but I can point at internet resources from there. -
It's so weird and fascinating that repeatitious tasks get tied to subjects that have been stressful or interesting in my day. Programming seems to be my metaphorical action for the way I make all my decisions while dreaming in the midst of a game-jam.
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[Released] (I know you are having fun but) I'm still working Ep:121
clyde replied to clyde's topic in Wizard Jam 1 Archive
Yesterday I made the credits-screen and a way to get to it. I had to change the size of the text-box during run-time which required looking at the Tyrano Script reference. I've only done so in the past out of curiosity, I did no text-scripting stuff in this game with the exception of the credits-screen. I found out that we could have been using things like background music fade-outs while looking through the reference. Oops, to late for that. The scripting I did was super simple because there were examples for what I was trying to do in the reference. I also wrote the epilogue scene and arranged the chararacter expressions and sound-effects and such for it. With the exception of many little details I want to put in, but won't have time for (mostly branches that I wanted unique events for) the only things I have to do today to finish it are: - fill in the final scene with as many puns as possible, - play through it to make sure it still isn't broken, - and upload it to itch.io I'm trying to stick to midnight tonight EST. -
I was just listening to episode 443 of the Gamers With Jobs podcast and they had the best who did you hook up with? conversation I think I've heard on a podcast. It made me realize that I don't think anyone has started a thread where we can tell the stories of our romances throughout the entire series in one place. So who did you hook up with in the Mass-Effect series? Why them? How did it work out.