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Everything posted by Twig
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You can't hear it but I giggled at that. It's true. D:
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I use XChat, but I mean there are a million and everyone seems to have their own. For a simple web client (or at least it was back when I used it over five years ago), there's www.mibbit.com. Now's down to just picking a server to create an #idlethumbs channel on.
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The main advantage of IRC is that it is a constantly existing thing and there's no need to plan out some great meeting. If you want to share something or talk about something, just drop a link or line of text and voila, anyone who's in there will see it eventually. I also don't like Google Hangouts as a communication apparatus. It's ugly. But also there's no reason we can't have both...
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wait what i swear i'm reading words here but they have no meaning ):
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can you please hire a translator i have no idea what you're saying here
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Yep. I think we should just use IRC and idle in that all day every day but that's just my preferred way to communicate on the internet so what do I know.
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There is no greenish anything. That's the old skin!
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We're all terrible. Also I just started a game of dota so I can't come now. WE'RE ALL AWESOME.
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We're pretty sick at this online meetup thing, guys! Skidooooooo.
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The Business Side of Video (Space) Games EXCLUSIVELY ON IDLE THUMBS
Twig replied to Henroid's topic in Video Gaming
It really is nuts. But also this is maybe my favorite tweet in a long while -
All of those things are easily attributable to overconfidence and apathy.
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For the record, Dandy has never struck me as incompetent. Just overconfident and apathetic.
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Haha wow I didn't think anyone would bother digging around on my website to find the stuff I made while at DigiPen. U: No, I don't believe I've ever posted any of that stuff on here, but I may have at some point randomly decided to. Yes, it is a love letter to Mirror's Edge! I did all the gameplay programming for that. It's something I really want to go back to some day and make it the game I really want it to be. Probably start over from scratch (in Unity) and really make it feel good. My original desire was to make a Trackmania-esque game with super ridiculous jumps and such but with first-person parkour instead of cars. The direction of the game changed pretty early on because I got outvoted into making artsy fartsy crap because apparently people don't want to beat levels in a video game if there's no story BUT WELL WHAT DO I KNOW I GUESS. Anyway, yes.
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Yeah it did. At a little under and hour and a half, it may be the shortest episode of any Telltale series to date. Geez. Such an abrupt ending, too. Not that that's abnormal for Telltale, I guess, but combine it with the shortness and it just felt awkward. And I don't often complain about length, but it really did feel too short to me. Sad. ): All that said, still really enjoyed it. Still love the style and everything. Rad.
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I dunno, it loads for me and everyone else I've shown it to. U: Are you using Chrome? I have a weird issue with Chrome where sometimes things are... hidden, until I grab the tab and break it out of the current window and put it back. If that made sense. It probably didn't.
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I agree in most cases, but if you want to make a game that's not about direct control, there really should be no need, unless you want some particularly wonky physics, to write your own.
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MONDAY?! I WANT A REFUND.
- 816 replies
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- its not a bigdog
- it might be a bigdog
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Well, actually I think it's partly also because I'm playing ranked. Even if you solo queue in ranked you can still get matched with groups (which surprised me!), but I think precisely because it's ranked, people are willing to be more forgiving with more on the line. I'm just sort of guessing, though. Just played another one and yet again it was a fun time. It ALSO might have to do with the fact that I've won five out of six of my placement matches, and people are generally nicer when winning. But even the other team is usually nice! So I don't know. I still believe the number one reason is that I'm just opening up with a truckload of sugar all over the microphone and so people are almost immediately in a better mood. I used to just be quiet and not say anything when I solo queued, and then when something went wrong, everyone would be yelling at each other. Whether A led to B, I don't know, but C definitely seems to lead to D. Being nice results in nice games. Whodathunkit.
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Oh you might be right. There was definitely a grenade rolling down a hill in Sean's FC2 story, though, which is as good an origin as any.
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It was in one of the live panel recordings they did, which I'm pretty sure is actually on the feed. PAX three years ago, I wanna say? But three years ago is a long time anyway so who even remembers.
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Heh.
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jesus christ is cartoon that 15 years old i'm old EDIT: 14 but still uwheouheohw
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I feel obligated to add, though, that their 2D stuff is still basically in First Phase and a lot of it isn't perfect or is missing subtle but important features. I've run into a number of limiting factors myself. Many of those things can be solved on your own, but if you're inexperienced it just amplifies the difficulty of doing so. Some examples include: wonky 2D physics trigger objects compared to similar 3D interactions, bounciness issues with their implementation of Box2D, and lack of sprite tiling. The last of which I know they're actively working on, and the other two I know they're thinking about but maybe will decide aren't worth fixing or exposing. But now I'm just kind of rambling. Most of that is probably not an issue for someone just starting out. U: