clyde

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Everything posted by clyde

  1. I didn't know what to think about the transformations. It reminded me of Pink Zone by Porpentine. http://aliendovecote.com/pinkzone.html
  2. Life

    I have a job that isn't exactly easy, but there's a lot of time where you don't need to be doing anything. I am extraordinarily good at my job. I've been here for 6 years and I have fully internalized my duties. It's been great because I can just draw, write, read, and listen to radio all day while I maintain an awareness of what's going on. When something needs to be done, I just do it and then I have another thirty minutes to read. I work with two other people. Up until a few months ago, atleast two out of three people have performed their duties. About a year ago they hired a guy who does nothing. I should mention that we work in shifts so we are never here at the same time. So for three months or so two of us just did all the work and we were patient with the one who did nothing. We just kept on reminding him what he needs to be doing and he would either say that he does do it or say that he would. Every once in a while the fantasy he was trying to convince us of would break down enough that he would actually do a single one of his duties for a few days; either he knew we knew he was lying, or maybe he actually believes that he works but reality sets in every once in a while. About nine months ago the other employee that does work got injured and no longer works here. I should mention that my supervisor hired the guy who does nothing soon after he replaced the supervisor that hired myself and other people who work. So me and guy who does nothing have been getting a string of other people who refuse to work as co-workers. For nine months, I've been doing all the work and trying to convince other employees that we have duties and if we do them, then we can enjoy the 90% of the time where we are required to do nothing but be alert to whether or not we are needed. The first guy who doesn't work has gotten better and better at convincing the new people that I am just a control-freak who likes to be bossy. This week we had a confrontation and I realized that there is nothing I can do and even trying to explain to them that there are good reasons for doing things the way we have been doing them for +6years is seen as me trying to be in charge. To be clear, I did not make our duties up or design the way we have been doing things. I have been told by the guy who does nothing that I am just making up the rules. He has convinced the new hire of this too. So my workplace is getting messier and less pleasant by the day. When ever I leave for a multi-day break, I have been cleaning up the mess left by the other guys doing nothing while I was gone. That is what really pissed them off. So now, just doing my job is considered by my co-workers as an attempt at one-upmanship. I made my new supervisor aware that the guy who does nothing is doing nothing months ago. So now I've acepted that I have no control over the situation and doing my duties during my shift, but I'm not cleaning up after them. I'm watching my workplace deteriorate. I wonder how long it will take before my supervisor has to do something about it and my coworkers convince him that it's because I don't do anything. TL;DR Don't hire people that spend all their energy trying to convince people that they work instead of working.
  3. Unity Questions Thread

    If you are going to use the inputField, this page will probably be useful: http://msdn.microsoft.com/en-us/library/26sxas5t(v=vs.110).aspx
  4. Amateur Game Making Night

    I had a pretty useful realization this morning. In the projects that I devote significant time to, I get to a place where I feel the need to allow the player to change all types of values. This is actually how I find myself enjoying the games. For example, choosing how many notes and available pitches will be in a sequencer. But menu systems aren't any fun to make and I don't like what they do to my games. Another challenge is that my games lack breadth of interaction. You might be able to instantiate objects and move around, but that's typically it. This morning I realized that the two problems should be solving each other. I'm going to try really hard to make it so that players adjust values through gameplay.
  5. General Video Game Deals Thread

    One thing that bugs the shit out of me is how the ball will roll up your flipper and then just lose all its momentum when it gets to the tip.
  6. General Video Game Deals Thread

    When you made the comment before, I thought you were talking about the general unrealistic physics of the game ( which is a complaint that a lot of people can't seem to get past). I guess I mistakenly conflated the problems I had heard other people have with your own. Some of my favorite tables are in this bundle. I love the X-men table because of things like the Phoenix/Cyclops mission and it just feels like a the mechanics reflect the fiction really well. The Blob mission is awesome too. And I have a soft-spot for Moon Knight which is such a weird table. I've played so much Moon Knight just because of how odd it is. The voice acting for Khonshu just gets me. I haven't played Doctor Strange or Deadpool yet. Shame that the Walking Dead table isn't included (I haven't tried that yet), but Excalibur is. Exclaibur is so satisfying to do well on.
  7. General Video Game Deals Thread

    I thought you didn't like the physics though. Or are you talking about the older package?
  8. General Video Game Deals Thread

    I played a lot of it for a while. I should get back into it. It's a great game to play all day because by late afternoon you have a good flow. A bunch of Zen Pinball tables are in the Weekly Huumble Bundle. https://www.humblebundle.com/weekly
  9. Motivation.

    I'd be interested in us organizing some sort of game-collage/game-potluck/game-stew where we could just have a thread where thumbs can post bits of art, sound, scripts, project-source, and builds that we can all piece stuff together from. I think we could escape deadlines, but still maintain a sense of temporality since hypothetically the thread would continue to deposit our submissions on the current page; the more recent stuff would be the most likely to be used (does that make sense?) The reasons I think this would be fun are as follow: 1. It's hard for me to imagine something more accessible to beginners. If I had never made a game before (but had always wanted to participate in game-making), I would take interest in watching the thread develop and eventually build up the courage to submit a drawing of a phallic fantasy-tower. 2. I imagine that little inside-jokes would develop in such a thread as well as an particular aesthetic or tone. I would be interested to see what that result would look, sound, and play like. 3. No deadlines, but a couple dumb games would show up over time. Even a larger collaboration may occur at some point. Is anyone interested? I wanted to discuss it first so that when I post a thread about it I can do so confidently. I don't want to make rules, but I think a clear description at the beginning of the thread would set expectations. We need a good title.
  10. Unity Questions Thread

    So I restored a laptop we bought in 2009 for $350 to its factory-conditions. Installed all the Vista updates, removed the bloat-ware, and installed Unity 4.6. It works way better than I expected. It's going to be useful just in showing me how my stuff runs on computers with integrated video-cards. For instance, turning off the secondary camera in Yarn increases the frame-rate from 40fps to 50fps. That's something worth considering.
  11. That sounds great. Thanks for telling us. It must be weird having people write about your games like this. Whether you post or not, I imagine that you are just dealing with that slight trauma. I should take thing moment to mention that the music in YardDoggz is oddly evokative of a certain mood for me. It evokes the sense of listening to solo horn-players, living in NewYork City in the 1970's. That doesn't make me think the game takes place there, but that fetch is happening right after watching The Conversation of Taxi Driver.
  12. Post Your Game for Playtesting and Feedback!

    I enjoyed the raw sentimentality in a brief spurt.
  13. On my way home from my job, I saw that fuel cost was at $2.66. I had all sorts of involuntary thoughts about exchange-rates, buying low, and selling high.
  14. I find most of TheCatamites games to be inspirational as a game-maker, but YardDoggz especially so. If I was to say to myself "I'll make a game about playing fetch with my dog in the yard." I would conclude "Naugh, it wouldn't be fun our interesting." But YardDoggz makes me think that it would be interesting just because I would see the manifestation of a few design-decisions and if I'm lucky it'll evoke a seasonal circumstance. Again, I'm tempted to make the haiku-comparison. The yard dog fetches. Autumn cold has settled in. Everything is brown.
  15. Post Your Game for Playtesting and Feedback!

    Maybe you can put some context in by making it look like you are moving the colors into something that becomes more colorful.
  16. Unity Questions Thread

    Would I be able to develop Unity games on a budget notebook-computer? What requirements would you have for a notebook-computer that you intend to make Unity games with?
  17. Post Your Game for Playtesting and Feedback!

    If I came across these little guys in a surrealist walking simulator (something like this), I would be fascinated by them for a good while. In a simple (simple as in elegant rather than easy) puzzle-game, I just lack the motivation necessary to internalize the movements and color-relations enough to succeed without it being a complete accident. I'm sure that for others the reaction is the opposite; they would probably only be interested in figuring out the depth of their interactions in a puzzle-game rather than in a larger world. I think they look beautiful and I enjoyed messing up on number 3 and watching them grow into a single, fluctual, blurred plasmic form.
  18. For the week of November 24th, 2014 we will be playing: YardDoggz by thecatamites You can play the game in your browser here. You can download the single game from here for free Or you can buy the entire collection of 50 games from here.
  19. So does this mean that the stock I own in companies besides my own does not affect my stock-price? I was buying portions of other companies early as a defensive play. I imagined that by buying their stock, my value would go up as theirs did.--- The campaign is really hard. I think my current game is two wins and a loss which is the best I've done. The meta-match choices remind me of Invisible Inc.. My current strategy is to go for the one-on-one matches when possible. I perceive them as easier. I do have a question about it. If you upgrade your electrolysis-reactor does that just speed up how fast it manufactures fuel and oxygen, or does it decrease the amount of water needed? Oh and since you are here I'll ask these too. -I don't think I've ever seen ice. Do I need to progress further to encounter it? -I bought a teleportation patent at an auction and I wasn't sure how to use it. Is it a passive ability?
  20. Yeah, that mixed with snake-charmers pointing that way to the pursuers, then taking off the turban, ripping off the beard, dropping the recorder and running the opposite way.
  21. Which Way starts out with two characters looking at two doors, one with a large arrow pointing at it. One character asks "Which Way?" and the other declares "The answer must be obvious!" Here I will examine and interpret the beginnings of these two divergent paths. If the player chooses the non-obvious door, then the player becomes the portion of the detective pair who is skeptical of instruction. Going through the door that is not pointed to, the player finds themselves in a room with a tiny door. One detective (I assume the one who thought the obvious way would be best) exclaims that there is no way they can fit through it. This is the obvious, initial observation. But the skeptical detective (the player) points out that it is an illusion. I found the path through the non-obvious door to continue this theme of initial observations being incorrect and skepticism being instructive. The next room brings us to a citizen who is basically a living arrow. They instruct the player to go through the door on the left (this makes the left door the obvious one). Here's what happens if you go through the door on the left, you encounter a bomb and then escape to find yourself in a shop. But if you take the path of the skeptic, you find yourself in an empty room where the two detectives state that they are experiencing a moment of success. The skeptical path continues to lead us towards the perp. After leaving the shop we end up on the plain looking at a townhouse whose reality is masked again by initial, obvious appearance. It's just another illusion. Playing off of Dinosaursssssss previous observation, I think that this is the disapointment expressed by the Chief about how living on the plain in a nice townhouse is just an illusion in order to distract them from finding the perp. It's like those stories where the protagonist is tempted with an illusion of a fantastical ideal, lands of lotus-eaters. That fantastical ideal doesn't exist though, our protagonists must continue on because they aren't oblivious optimists, they are skeptics on the path towards the truth hidden by these illusions. This brings us to the first room where now the arrows are flipped. The obvious way is the path they just took, because now they know that their skepticism proved helpful. If the player picks the obvious choice (now made obvious more by our previous success than an arbitrary arrow), the player finds themself fooled. The skeptic knows that just because it was true before, does not mean that it remains true now. So what happens when you chose the obvious choices? Going through the obvious door brings you into something common and expected. It appears to be a storage room full of crates, nothing about it is inordinary. The next room brings you into someone's house. One detective is concerned that the two of them are stepping on the very rights they are swarn to protect, but the confident detective (the player who choses the obvious or more direct route) isn't interested in this perp's feigned innocence. The no-nonsense detective points out that this is just a play being put on to misdirect them from teh obvious truth, that this person in front of them is the perpetrator. Now that the player refuses to be fooled by their playing dumb, they appear mousey and guilty. The novice detective doesn't feel comfortable about all of the assumptions being made and so the case continues to be investigated. [i don't have complete confidence in these interpretations, but I think they are interesting enough to follow through with.] At this point in the branching, the two paths come back together. The player who is skeptical about what they see and the player who sees no need for doubting the most direct conclusions end up in the same place. ------------- I can't find any videos of wacky chase scenes. Maybe this is a false memory, but I think that they happened in the Monkees Television show all the time and I know they happened in cartoons where they would go through various surrealist funhouses. TheCatamites continues to remind me of tropes from the media of my youth that I am unable to find on Youtube.
  22. I just won my first territory in the campaign. This game is super hard. After last night's games, I decided that my problem was that I was trying to get a hold of every material. For this match, I decided to make a conscious effort to survey the area and determine my specialization. I won in the tutorial skirmishes by getting an off-world market up and running first and then selling high. That's not an option early in the campaign, so I'm having to get creative. I'm becoming more familiar with the game and it makes a big difference. An example of this is that I now know what is going on in the auctions. The way I won this last game (against one NPC) is by maintaining slow growth by selling food and aluminum while keeping myself fully stocked for all my actual needs. Every time I had enough cash to buy the opponent's stock I bought the opponent's stock (even as I was going further into debt sometimes). This made me start paying attention to when the opponent's stock went up and down. I was participating in the auctions just to keep the prices high since there was only two of us in the match. I noticed that their stock was taking a dip whenever they won a high-bid. So what I started doing was warehousing my more expensive mined and manufactured materials, waiting for an auction, raising the bids up to $10,000 or so and then once the opponent won the bid their stock price would drop so I would quickly sell my warehoused goods and buy their deflated stock. It totally worked. I do have a question that I haven't been able to figure out: Do the NPCs have to buy the stocks you have in other companies (at double the price) when they buy you out?
  23. Burning out rapidly on ideas

    Can you give an example of an idea you lost faith in and what the reasoning was? Sometimes I get an idea, but once I try working on it, I realize that it will take say more time than I thought it would so it's no longer worth the effort for me. Most often, I'll start an idea and I notice something interesting that I didn't plan to be interesting. I'll then just explore that part, leaving the original idea behind.
  24. That moment where you realize that the price of water is going to be a problem. I was not all for nothing though, I realized that the minus button allows me to sell manually. I had only been auto-selling up til now and sometimes I would sell too much, so this is useful info. You'd think I would have figured that one out since I've been buying manually with the plus button. I would love it if I could set prices for my goods where they will automatically sell or buy if that price is reached. --- I had a game where the were very few resources and it was just me and one other corporation. That was an interesting game because in most of them I have to do things quickly and in this one, doing things hastily hurt me pretty bad. Once I internalize which buildings require what, I'll be much better at this game. As it is, I make drastic decisions about what fine-good I'll produce (usually glass) and forget that I'll need an essential ingredient.