-
Content count
648 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Everything posted by chummer
-
Quitter's Club: Don't be ashamed to quit the game.
chummer replied to Tanukitsune's topic in Video Gaming
I really liked almost all of Papo & Yo's visual aesthetics, loved the magical realism stuff expressed in the themes, and enjoyed the environmental manipulation you end up doing. You're criticism is fair, but I liked the rest of game so much that I was willing to overlook it. Also, good on them for having an Afro-Latino protagonist. In regards to Fallout 3, the city is where I found myself falling in love with the game. Mapping out the metro system was fun and then popping up into different parts of D.C. to poke around the buildings while sneaking about was thrilling. The broader wasteland holds a lot of interesting stories, but having to walk across long spans of empty land to get to them isn't engaging. -
Is Nietzsche's work in the public domain now? Could anyone just make a game with 'Beyond Good & Evil' in its title? If you have a 360 or PS3, they released an 'HD' version, which was the one I ended up playing.
-
The first.
-
I started out with giving the game my full attention, but about an hour in I switched to podcasts b/c way more actioning than talking was happening. I'll still stop to read what's being said, but I've rarely thought "Glad I stopped to pay attention to this dialogue" (though I can think of at least two instances were it was kind of amusing). I'm willing to put DeathSpank down. Which one of these types of games would you recommend?
-
Semantic satiation. Love that the experience has a term.
-
Inspired by the most recent episode of thumbs, I bought badjam.biz...
chummer replied to jharp's topic in Idle Banter
Bad Man's badjam.biz -
ARPGs in the style of Diablo- but really games that use that click to walk control scheme, loot systems, and quest presentation. The real-time click-to-walk controls make me feel disassociated with the character in a way that an RTS like Total War doesn't. Having to hold shift to fire melee and such just doesn't feel good to me. It's not just controls though, as I'm dabbling in some DeathSpank which uses 3rd-person WASD controls. The parts that are keeping me from really enjoying it are mainly the quest presentation and loot system. In regards to the former, I've found myself listening to podcasts while playing the game, as even though there's tons of recorded dialogue, I'm not finding it particularly amusing and I know it'll just boil down to just 'go get this item/defeat this many dudes/ collect this many things.' Since I don't have that problem with something like Skyrim- which is pretty similar in that way- I imagine it's because I'm treading over familiar areas to do different missions. Also, I don't care much for loot systems. People gush over Borderlands and I'm just 'meh.' Borderlands also has that 'go back to this area for another mission' style that I dislike. Feel like I've passed the point of caring about games that use these mechanics/systems. I've got Diablo II and The Incredible Adventures of Van Helsing sitting on my computer and I don't know if I'll even touch them.
-
Quitter's Club: Don't be ashamed to quit the game.
chummer replied to Tanukitsune's topic in Video Gaming
CastleStorm. For those who don't know CastleStorm is a multiplayer tower defense game. I had fun with the single-player campaign, but it didn't feel like it was going anywhere so I immediately stopped once I felt my enjoyment of it go down just a tad. Figured it'd be better to have short, positive memories of the game. The mechanic mix-up is interesting- though sometimes hectic- and I overall liked it. Just wish the levels were a little more creative. -
Appreciate the compliments, but credit definitely goes to the guy who drew the horse. I just mucked around in GIMP a bit. Well, the project I have in mind will have some buildings in the background, not just nature. I imagine I'll end up using some random placement code, but I still need to create those buildings, which is the real hassle. Thankfully I have 2 seasons of Mad Men to catch up on while I'm making these things. Player movement is also something I've been mulling over. Looking over the project files for atte's 'Big Dog! Run,' they loaded in one huge room at once (7000x480), which I messed around with, but ended up with blurry textures. The other option here is to move the level and environment around the player- like an infinite runner- and have the level destroy itself as it moves off-screen. That said, I feel like this ends being my problem with my projects: I always envision an element that puts it beyond the reach of making it within a few days (which was the whole point of starting this particular game). Game dev blues. Ah ha. I know that feeling of being so close to having a thing done, but then some other part of it is broken in some way. Watch the throne, Bioware.
-
Know what sucks? Making art assets when you're no good at them and don't find a lot of joy in it. I decided to step away from the project I'm more excited about and go with a really simple 2D game. Following some tutorials online, I managed to get movement, collisions, and jumping down. Using voxn's advice and an 1878 illustration set, I created a sprite sheet and managed to get to this: https://vine.co/v/M5eEpP70QQ9 I get excited thinking about what the project will be, but the thought of making all the buildings and environments has got me down. Guess I can catch up on podcasts and whatever's on Netflix at least.
-
What the hello is he holding? A pickle with wheels?
-
Quitter's Club: Don't be ashamed to quit the game.
chummer replied to Tanukitsune's topic in Video Gaming
Having played Dark Souls and Mount & Blade, Skyrim's melee combat feels really dull. Especially with dragons. Archery is fun, and I would look into magic mods. The latter doesn't feel tactical like I would want it to, but at least you can get it to look real pretty. Hmm... aside from one of the last story dungeons, I never found myself getting stuck. -
Assassin's Creed III is $5 for PC digital on Amazon. There's a lot to dislike about that game, but running around the woods as a child gave me a feeling of joy that few other games have. I'd happily pay $5 for that.
-
I think those black bars work well when you're trying to cover up specific pieces of text, but the expand button has its uses too. Like in this post. Maybe that's just my own weird preference though.
-
As long as you keep it inDie, bruh.
-
Obligatory Comical YouTube Thread II: The Fall of YouTube
chummer replied to pabosher's topic in Idle Banter
I don't even... -
So it's been a week since my JavaScript/Java mix-up/frustration, but I got back into it and had a few successes and frustration. The first thing I did was pick my first project (making the basic mechanics for a StarTropics II-like game), then broke down the pieces of what that means. The latter helped a lot, as it made the goal from 'make a video game' to 'make a room, make a character, code movement, etc.' I ended up going with Game Maker b/c Unity feels too big. I also figure if two of my favorite recent games were built on GM (Hotline Miami and Gunpoint), it's good enough for me. I even managed to get 8 way movement down, but I'm running into hiccups with GM. Part of it is thinking about things in terms of methods and classes doesn't seem to translate to Game Maker, with each object needing to have code placed inside it instead of inheriting it from somewhere else (which is the way I would want to lay it out). The other part of the hold up comes from my decision of game type. StarTropics is technically a 3D game in that it uses the z plane for jumping. This literally added a new dimension of problems for me. Searching for solution ended up being a hassle as well. I Googled different variations of 'game maker 8 way movement +jump' and didn't find anything at all last light. It hit me this morning though, and I looked up 'Game Maker streets of rage' and I found something pretty quick. Someone provided a great example of how to create such a system, but now I'm having trouble implementing it myself. I'm also already envisioning problems down the road (how to make it so that enemy projectiles can be jumped over; making projectiles exist in specific z spaces). All said, a productive week. I'm excited to move forward. Edit: I'll also add that a good stress reliever for me has been making music. I think it's specifically b/c I'm running into the frustration of my abilities to make a game aren't up to my ambitions. I don't have that problem with music though, so it ends up feeling like a pat on the back that reminds me I can get to that point if I keep on trying. Maybe a similar solution will help one of ya'll out if you're feeling overwhelmed.
-
Two things. 1) As someone who enjoys music games, this looks neat. 2) Lacabra made InFlux. OssK made inSynch. Feel like Thumbs folks should keep this trend up.
-
What have you done already? My piece of advice would be to generously send out review codes to press and Youtubers.
-
Idle Thumbs 152: Piercing the Fourth Dimension
chummer replied to Chris's topic in Idle Thumbs Episodes & Streams
In 4 days this thread has managed to break into the top 5 most-replied in the episode sub-forum. -
A'ight, got some stuff to give away. Games: Frozen Synapse Shadowgrounds Survivor and Shadowgrounds Nuclear Dawn Portal 2 Gun Monkeys Ideally they go to some regulars around here.
-
So gucciballs.tumblr.com is a tumblr that manages to hit all the right notes for me. It includes such greats posts/reblogs as: and
-
Idle Thumbs 152: Piercing the Fourth Dimension
chummer replied to Chris's topic in Idle Thumbs Episodes & Streams
Know what? You're half right on this. I was sleepy and wrote my post in haste. Apologies for assuming your intentions and the high schooler remark, WackyForeigner. The later posts you've made have shown a good faith that I didn't give you the doubt of. That being said, I still stand by my criticism, which wasn't about the content of the post but the how it was an unfair framing of the conversations that happened in here or the podcast; others have pointed this out as well. I have no patience for that. Edit: Furthermore, Grapefruit, I was the only one that responded in an escalating tone to Wacky. Those who disagreed with Wacky responded in completely respectful ways. -
Evoland. Interesting to juxtapose this one against Costume Quest. Both games boil down RPG mechanics to make the game move relatively fast. I noted in my criticism for Costume Quest that I would've liked either less fights or deeper mechanics. Evoland takes a third option by switching the mechanics between at least three type of genre styles: action RPG, Zelda-style action game, turn-based JRPG. It keeps everything pretty fresh. I won't spoil anymore, but I will say that while it doesn't have as much charm as Costume Quest, it's a nice, little game with some neat gimmicks. Also, very short! No more than 5 hours. Enjoyed it all around.