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Everything posted by Jake
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This seems super special case but we will look into it. It will probably require getting a little more familiar with the forum than we are right now on day one!
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"adult content."
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May be a server-side caching thing from moving the forums into their new location. Hang tight.
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Your avatar's not showing up at all, a legitimate problem. I need to see that "virus" ("adult content") or I can't sleep.
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So the biggest casualty we've found in the forum move is the tag I'm closing this in the hopes that someone starts a new YouTube thread! Thanks/sorry. Note: The new forum is awesome though, in that if you just paste a YouTube (and other popular media-type thing) link into your post, it automatically creates a player object, like so: [media=]
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Idle Thumbs Progresscast #12: The Progresscast Within
Jake replied to Jake's topic in Idle Thumbs Episodes & Streams
Zodiac was crazy because it so vividly brought up imagery I only half remember from my early childhood (in the Bay Area in the early '80s, which looked pretty similar, pre-wine, pre-tech). It was surprisingly effective. -
Was sorting by dollars not dates.
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Idle Thumbs Progresscast #12: The Progresscast Within
Jake replied to Jake's topic in Idle Thumbs Episodes & Streams
Friends have tried to get to our place by saying "Second and Fulton" which the cab driver mishears as "Second and Folsom," which is nowhere near the same location. Gotta specify! This thread is on topic. -
Idle Thumbs Progresscast #12: The Progresscast Within
Jake replied to Jake's topic in Idle Thumbs Episodes & Streams
I edited it when you were replying, I think. -
"June" is what the end of that trailer declares. And yeah WD is Telltale's best-selling thing I'm pretty sure. Before that was BTTF, before that was Tales of MI, and before that was Devil's Playhouse, if I'm not mistaken.
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Idle Thumbs Progresscast #12: The Progresscast Within
Jake replied to Jake's topic in Idle Thumbs Episodes & Streams
Disagree! I love driving over the Golden Gate every morning. It is part of what makes me fine with having a daily commute. Driving through the tunnel and seeing the bridge through it every night on the way home is something I tangibly appreciate almost every time I drive home (notable exceptions: when I can't see the bridge due to the fog, but even that is its own kind of cool thing). Maybe its not as awesome when you're commuting into the city along with all the other cars, instead of out of it, along with nobody. You seem to have managed avoiding that mess, though. Even when it's not a mishmash of grids, our grid looks like a weird 3D waveform graph, due to hills. Our grid has heavy Y-axis distortion! -
Mein Thumbcraft—IdleT Dedicated Minecraft Server
Jake replied to MrHoatzin's topic in Multiplayer Networking
That's always my wish, but nobody seems to like it I also have no opinion on this server as Minecraft (actually Java) runs out of memory and explodes on my current home install in a way I can't fix reliably, so I haven't been playing. It's killing me. -
Idle Thumbs Progresscast #12: The Progresscast Within
Jake replied to Jake's topic in Idle Thumbs Episodes & Streams
http://www.trunkrecords.com/turntable/john_baker.shtml -
Idle Thumbs Progresscast #12: The Progresscast Within
Jake replied to Jake's topic in Idle Thumbs Episodes & Streams
I wish I could sleep through time and listen to the book cast. -
The Idle Book Club 1: The Sense of an Ending
Jake replied to Chris's topic in Idle Book Club Episodes
I second that recommendation! -
The Cave: Ron Gilbert's Double Fine Game (A Tim Schafer Production) (Not Double Fine Adventure)
Jake replied to Nappi's topic in Video Gaming
No you don't. This is Ron Gilbert's project, which is wholly separate from the Double Fine Adventure. (This is going to be a fun messaging/PR experience for Double Fine! I bet a good chunk of the world will be confusing Ron Gilbert's New Game with the Double Fine Adventure basically for the next 6 months.) As someone who has worked at Telltale for 6+ years I can confirm: it's surprisingly simple to tune out a bunch of very loud adventure game fans. Adventure game fans are a tough bunch because in reality, they don't actually know what they want. Well, except for the ones who literally want a time machine, who want nothing but literal SCUMM games built in the SCUMM engine with SCUMM-era mechanics and logic, warts and all. I don't think there are many, if any, adventure game developers who actually want that. They want the good things from that era to bubble up to the top as much as possible, and the bad things to be left in the past (or to be reinvented or tweaked into something better), but what "the good things" and "the bad things" are is largely subjective, especially when you start breaking things down into more granular, and more abstract bits. Rabid fans solution to the "what is a good thing/what is a bad thing from that era" often seems to be "just give me the good and the bad, because its what I used to like," which goes against their (hopefully true, and often stated by them) core wish of seeing the developers of the games they like being given an opportunity to be creative and grow and create new work. "I'd love Tim Schafer to do what he does best, and make a new adventure game for the world, but before he starts, I want to make sure that he builds it inside this 20 year old box I've been staring at for years to the point where I recognize every nook and cranny, fallen in love with every piece of spit and tape, every crease and tear, can spot any bit which doesn't fit from a mile away and won't abide it because I love the box above all else. Anyway you don't know how excited I am to see a master at work on his craft for the first time since my childhood!" The best way I've ever managed to deal with fan response when working on a game is to treat everything they're saying like a question to be answered (and to allow that answer to be "no"), or to treat the things said as problems to be solved, not as solutions in and of themselves. If someone tells me they like insult swordfighting in Monkey Island, or they like convincing people to gather a crew, or they like the island maps, or they like collecting pieces of eight, that doesn't mean a new Monkey Island game needs to have insult swordfighting and all those things verbatim. You have to look at why people like them, what they do for the game (or the genre) and what made them work when you break them down. What role were they serving? When fans say, "I love insult swordfighting, do more of it!" the last thing you want to do is literally put in more insult swordfighting. That seems like the exact recipe for a Bad Sequel Trap. It should, however, make you want to try and design another challenging systemized puzzle which uses adventure tropes in a clever way. One of the things Monkey Island seems to secretly do when its at its best, is use the base mechanics and "language" of SCUMM games to do light versions of RPG or traditional puzzle game systems. Monkey Island has a monetary system, Monkey Island has an overworld map, it has treasure hunting through maze/dungeon navigation, it has some simple laser/mirror puzzles and riddles like where you're chained up in leChuck's lair, or the gambling club puzzle, and it also has the simple leveling up mechanic of insult swordfighting. It's probably sacrilige to use Tales of Monkey Island as an example for anything in a thread about Double Fine, but whatever, it's a game I worked on and it has a pretty similar fanbase so I'm going to anyway. The third chapter of that game, Lair of the Leviathan, is often cited as the strongest in the series, and I think the above reason is why. Though I think they were sometimes a little too on the nose, and a little too bunched up back to back structurally, the dating game, pirate face-off, voodoo noun/verb possessions, and manatee translation puzzles in Lair of the Leviathan all hit on this secret "systemize your shit!" pillar of Monkey Island's design structure, without ever touching insult swordfighting. And, surprise, it was many fans favorite episode. No fan is going to say "I like it when Monkey Island's puzzle structure introduces systemized gameplay in the tradition of a light RPG, but does it using the vocabulary of the graphic adventure," but I think I will know that's at least part of what they mean when they say "I like insult swordfighting." (They'll of course also mean: "I liked to feel clever while choosing between a bunch of funny dialog," but that's all of Monkey Island, when done right.) Man I was going somewhere with this but I didn't. There might be a point in there somewhere. It's not "Your fans are trying to tell you things, and you should listen to them, but there is often a disconnect between what they are asking for and what they really want and need, there is a line between hearing suggestions and feedback and taking orders, and they are your fans because they like what you do so trust your judgement even though people are watching!" but that's close. Video games! -
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It's not Doug's voice, but it is Doug's visage! Observe, in this preorder video (which actually has nothing to do with Doug being in the game -- we just thought that would be cool, for obvious reasons, but the marketing guys ran with it and turned it into a promo):
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I was hoping we'd have more Doug-saving folk on the forum which Doug himself hosts. You guys are all letting me down!*
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Yeah the way that's going down is not very impressive, is it? Sorry!
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It was "What is MP? Doesn't that stand for Military Police? Ohhhh I see now, except I don't know who any of these people actually are. They seem to be idiots."
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I listened to On The Hour and Blue Jam at work for quite a while in the mid-2000s. On The Hour made a surprisingly good road trip companion. Also I didn't understand about a third of the references but whatever.
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It's not super well known, but there are large pockets of people who know Chris Morris stuff in the US, even though I don't think any of it has ever aired here. I found out about it because of the Idle Thumbs UK contingent forcing it on me around E3 2005.
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fLyLGrbKokI
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Mein Thumbcraft—IdleT Dedicated Minecraft Server
Jake replied to MrHoatzin's topic in Multiplayer Networking
I don't know enough about Redstone to know if this makes any sense, but is it possible to make theater marquee style chase lights with a redstone circuit? Eg a string of lights where first only the even numbered lights are on, then only the odd ones, so it appears to flash or chase along a line?