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Everything posted by Forbin
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Sorry about that, I would have put in scaling if I'd had a bit more time. Honestly, it's supported most of the way, I would just need to remove a few hard coded image dimensions on the sprites. You could try changing the dimensions of the board in the settings section, though I haven't done much testing on anything but 8x8. You would probably have to adjust the wall density slider as well.
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to be fair, 5nal destination make a lot more sense than Th4if
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PC gaming podcasts gots to stick together man.
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Posted this in the flash games thread, but I made a game for the 48 hour reddit game jam competition. It requires HTML5 since it's canvas based, check it out. The theme was Opposites. If you want to vote, or check out the other submissions (the guy that made Black & White did a good job) here's the reddit thread.
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Also, that's literally the first thing you learn to do in that Episode, to hide from the ticket taker.
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I prefer the depressed British robot personally.
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For those that missed Chris on the GWJ podcast, they had a section talking about Portal 2 and how playing co-op with Erik was like getting power level in Diablo. I'm scared, because I know it's almost guaranteed to happen with the co-op campaign unless I have a dedicated partner from beginning to end. As soon as one of the partners has played any more than the other it could really diminish the whole experience. I will have to demand fidelity from my Portal Partner if this campaign is truly as long as the single player.
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Ep 3 was great, but I gotta say TellTale fell into a trap again.
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I just made a quick HTML5 game for the 48 hour Reddit Game Jam. The theme was opposites, and my submission is called Yang. A few of the other top submissions are web based as well, as the people using C and Python are still trying to build
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I don't know if approachable is the word to use, if you're waiting for a more streamlined experience, Civ V is in September. Civ IV is a lot like Civ III and Civ II, so if you were lost on those ones, you may be confused by it. However with colonization thrown into that pack, you might get a bit more context, as colonization was the original game that lead to Civilization, and it being remade in the Civ IV engine was a neat idea.Also, Flotilla for $2.50
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Another one of those paint ball sentry guns, but this time with Portal emotes. 6QcfZGDvHU8
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Robert Ashley is a freelance writer. He worked for years with CGW/GFW and was a regular on their podcast, and has written for various other gaming and cooking publications. He's also got his band, which I think has been his focus mostly since GFW closed shop.
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I agree it was better as an open ended game, but it was actually pretty linear. Unless you roll a mage, you basically had to run the dungeons in order or it would kick your ass.
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There are only 5 other episodes, and they're not long. I definitely recommend going back to the others. They're all worth a listen. I recommend episode 3, but you might as well start at the beginning if you're looking for some context.
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Yeah it's fine, but it feels like i hit a major quest hub in WoW. Instead of being pulled through a narrative I'm compelled to ignore the quest text.
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Wow, Awakenings really is "Oops all sidequests".
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Farcry 2 for under 14 bucks. Trine for $4. They should call it the Idle thumbs pack.
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Moon was great, also Burn Notice is one of my favourite shows.
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That is disturbing, robots do not love. We need more gerty and less monsters.
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Sam is a much more sympathetic character without his stupid hat. So far this episode looks good.
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How is it hyperbolic to say that it's nothing special, and boring?
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Nope, I'm just an idiot. Had my games list filtered on "Installed" games.
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i wonder when it will be on steam
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My issue with TGC is that people (and the designers themselves) seem to think they're doing something profound. But I honestly don't believe they're doing anything new, or even more polished than other developers. They act like keeping their scope small is art. But the problem is they're a small company, so it's not like they have the throughput to make that focus pay off in a way that's earth shattering. What they make is good for what it is, good for how many people made it, good for how much it costs, but not really good. It's like comparing scene in a Pixar film, with a selected frame from that scene, and then claiming that because you have the time to focus on that one frame and see it's depth that it's more beautiful than the full scene. I don't object to what they create, but I do object to people acting like it's the greatest thing ever created. I wish more people would see the craftsmanship that goes into every day games. If you didn't have people shooting you from every angle in the Favella in Modern Warfare 2, you might be impressed by the architecture that went into that map.
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They should rename themselves to ThatScreenSaverCompany. I feel like I'm having a flashback to the days of multimedia in the 90s. Flower was like a tech demo for some grass middleware, and Journey looks like it has no point beyond exploration. Multiplayer is going to totally break the illusion, and from that interview it looks like they're not very familiar with how people behave. You're going to be enjoying your hike through the barrens, only to stumble upon a Chris Remo trying to climb an incline that's just a little too steep, but can be strafed walked. Will you sing out to this individual, or just continue your magical journey through the sands? Personally I feel like these guys don't play games at all. They create experiences that other people have explored exhaustively. I get the feeling that he doesn't want to talk about the game for the opposite reason that he claims. If it truly was an experience that couldn't be summed up by words, he could talk endlessly. The truth is their games are just as vulnerable as others to reduction, if not more. They just don't want you to spoil the experience by being told what it is. A lot of people that were big on Flower, did a lot of speculating that it would be great for a non-gamer. The theory being that the simple mechanics and absence of common game concepts would translate better to people who didn't grow up playing video games. The problem is that doesn't seem to happen. Non-gamers seem to be more comfortable with goals and mechanics than openess. A video game to them is like a puzzler from the newspaper, give them the basic rules and goals and they're happy, but ask them to immerse themselves in a world with no direction and they're confused. John Davison had a great segment on What They Play, with his wife about Flower, and I had a similar experience with my family. It's just anecdotal evidence, but I haven't heard of anybody but a hard core gamer gush over Flower. They should just come out and say what this game is. It's a boiled down experience of the sense of exploration and wonderment of being immersed in an MMO-style world.