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Everything posted by Spenny
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I think its 1/3rd of post tax income on total living expenses. I do about 45%, it's great
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Not to just restate my points, but I think " real repercussions" is a bit contentious here. Minor punishments add up. I felt the games minor punishments became larger in the second half too (which I know you haven't played). Also: You know how sometimes when you're struggling with something, the last thing you want to hear is a joke about how you're struggling? This is pretty much it for me. I tried to avoid any prescriptive criticism in my posts thus far, because I definitely have lots of thoughts related to how I'd change the game's design, ideas for affordances to help a new player, like myself, who genuinely wants to engage with this. It just felt to me it was more concerned with following the classic format, and I felt quite unwanted because of it.
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I think it's good design and illustration, but I look at his example of the anime guy's eye vs Rambo's eye, then look at the eyes of his characters and wonder if he took his own advice on creating pixel art. There are lots of small things that really stop it from getting the extra oomph you get out of pixel art. If you like it, that's cool! Subjectivity is great!
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Hey, sorry if I came off sounding like a dick. I guess I should have asked people to explain their loves instead of defending them. I've bounced off dozens of genres before, I really don't enjoy playing RTS or Lords Managements or grand strategies, but I've always been able to come up with an idea of how they appeal to players, what the mechanics challenge and communicate. But the adventure game just left me baffled, empty, thoughtless, as to how this is supposed to appeal to a player, not just because of the logic puzzles, but more specifically their entwinement with a very friction heavy experience, and I'm genuinely curious as to what makes this game design appealing. Here's reasons why not to try: My visual read of the situation says it's not possible. It's kind of like a puzzle where you have to walk past a sign that says "No Trespassing". The bird is angry, this furthers my visual read of the situation. It's annoying to make your character walk, it takes time, trying to walk somewhere takes time, and the more you have to walk, the more annoying it gets. The game makes fun of you for trying things. "I don't think it makes sense to combine those items". "Use that item on that feature, sounds dumb" are definitely types of character lines you hear. They're not always insulting to you the player, but sometimes they are. If I relay this experience to you, I'm sure you can extrapolate how I would have trouble with the rest of the game. "You're playing it wrong" is probably very true in this situation, but it's still a shitty thing to hear. This is a really interesting point, and the kind of explanation I was looking for. Thanks.
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I think it is good illustration but bad pixel art. This is solely based off the screenshot on the page, for what its worth, but I find the sprites edges and other lines are kind of rough looking. Small details, like the eyes, are a little off putting too.
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That article is interesting, but I feel he misses his own point. He writes: Pixel art can't really be appreciated unless the viewer understands its limitations. He makes this point with his King of Fighters example. If you want the players to understand the limitation, you crank your resolution way down, and you show everybody this digital mosaic you have made. If you want polished, inviting, and clear art, vectors or painting is something people understand inherently, so do that. His result is clearly an ugly compromise between the two ends.
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I finished this last night, this was the first adventure game I've ever played. It's a real testament to the art and writing in the game that I even finished it, because I really hated playing it! I think a lot of the problems are pretty typical to what I've heard about adventure games, mostly me not being able to make the mental jumps or connect the dots to solve the puzzle, but even then, as I resorted to walkthroughs, so many of the puzzles, and pretty much all the puzzles in the last third of the game just had me thinking "there's no way I would have got that". It then further confounds me that the feedback they were working on was "the second half needs to be harder". It just makes me feel so alien to know there's a group of people who want that type of puzzle design. I'm not inherently upset at the puzzle design necessarily, though, I think it was just further compounded by the games general readability and massive amounts of friction. I found there were so many times when distinguishing what was game relevant and what wasn't was very lost in the painted backgrounds. Like Toblix, I didn't know I could walk past the bird, though that happened to me in the first half. It's extremely backwards to my game design sense that you would allow so much game information to get lost in the paintings. Friction. It's mind blowing that you have a puzzle where the clues and the solution are 2 minutes of watching a character walk apart from each other. It's crazy to me how the puzzles get reset if you screw up 90% of the way through them. I'm fully willing to admit I'm an idiot, but even following walkthroughs, accidentally missing a step on a puzzle could cause me 5 minutes of redoing things to solve the puzzle. I know lots of the folks around here a adventure game fans, and I stress that I loved the art and story, but do you fans really find this type of game design defensible? Do the classics in the genre have the friction and readability problems this game has? I'm just feeling so alienated by the design of this game, I'm genuinely curious about how people actually enjoyed playing this.
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TWINE in the Classroom - help me, Thumb developers!
Spenny replied to miffy495's topic in Game Development
miffy, it always sounds like your doing cool things with your students. I'm sure I would have relished the opportunity to make a game at 11 years old. -
I'm such a coffee snob, expressos are my favourite.
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I'm taking two weeks off to take a road trip with my girlfriend and our dog. We're driving from Toronto, Ontario to St John's, Newfoundland, which will be over 6000 km round trip, and at least 70 hours of driving. Bringing the dog will be a test for sure, and we're probably going to be scrambling over the next week to get ready for the trip, but I'm looking forward to the time off. If there's any advice for taking a dog on a long trip, I'd be happy to hear it
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I enjoyed the series as well, and boy, is it nice to have a good show to watch in the MCU.
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I don't know much about the new UI. Object pooling should help a lot, instantiation is expensive. Are you using lots of particle systems? Those can be pooled too. How many colliders are we talking about? The collider primitives should be pretty efficient.
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Object pooling is a good start. This guide is a little outdated but has some good tips. Do you know what parts are hanging you up specifically?
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I want to create a short first person narrative piece. See if I can get some cool cinematic stuff going along the lines of 30 Flights of Loving. The game will star a Mr. Shadow, his car, the Colossus, and they have to get back in action.
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The Business Side of Video (Space) Games EXCLUSIVELY ON IDLE THUMBS
Spenny replied to Henroid's topic in Video Gaming
When you're taking 45% you can absolutely afford to do this. -
[Dev Log] Shadow and Colossus: Back in Action
Spenny replied to Spenny's topic in Wizard Jam 1 Archive
Dialogue system is coded myself, it's not very well made. Car scene, the environment moves, the ground just shakes randomly and the trees move down a track and get sent to the start when they reach the end. -
Yeah, I think I borrowed nail polish remover from my mom back when I was in to Warhammer to remove paint.
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[Dev Log] Shadow and Colossus: Back in Action
Spenny replied to Spenny's topic in Wizard Jam 1 Archive
Thank you for the kind words. I think for me, as a not good writer, writing to a cliche is easier than trying to right something of my own and still have it still be as effective. Yeah, the pause at the end there is probably a little too long. I'm glad to hear the pause before the phone call worked for you. Pacing is an interesting component of game design, especially when you hand control over to the player. You can get through the apartment pretty quick, but I hope the player will be interested in taking it slow and drinking it in. Thanks for the trying my game out and letting me know you liked it. I'm definitely keen on keeping the project going knowing it had impact on people. -
I spent a lot of time yesterday arguing with people in a game design Facebook group about the Gjoni article. It's incredible how many people are willing to question the article and defend gamergate's position. It's disgusting yet interesting, watching the mental gymnastics these people do to defend their "righteous" cause.
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The idea of your character knocking down the platforms is interesting.
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Yeah this is definitely the reason, I see no reason to question the world someone creates in their game, I'm inherently not skeptical.
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I wear politics all over, pants, socks, undies etc. I even have political condoms, because, safety first you know.
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Yeah this was in Firefox, I'll try the download version when I get a chance.
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I couldn't get past perform the glitchual.