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devilmouse posted:Anyway, here's the link: https://itunes.apple.com/us/app/hug-the-sloth!/id588731346?mt=8 Not on android, somebody hug me.
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# ? Jan 5, 2013 17:17 |
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# ? Jun 6, 2024 19:43 |
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Uh... so Beer Wednesday OC was just cancelled for some unknown reason. I hope somebody starts it over.
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# ? Jan 5, 2013 18:26 |
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A Sloth posted:Not on android, somebody hug me. I'll hug you, Android sloth buddy That is an adorable app guys, nicely done.
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# ? Jan 5, 2013 20:34 |
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Chernabog posted:Uh... so Beer Wednesday OC was just cancelled for some unknown reason. I hope somebody starts it over. Yeah, was that all about? I've been going for three years, everyone I know knows they shouldn't bother asking me to do anything on wednesday nights. And poor Amber, we were seriously paying off her student loans more or less single-handedly.
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# ? Jan 5, 2013 21:07 |
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From the facebook rumblings it sounds like something happened between the meetup and the Auld Dubliner? I haven't attended in a while - did something happen at the last one?
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# ? Jan 5, 2013 21:12 |
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Everything leading up to christmas was solid... ...Though come to think, I did hear some grumblings about the week from christmas to new year's having something go wrong...
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# ? Jan 5, 2013 22:18 |
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I didn't go the last three weeks but I can't imagine Jim just calling it quits out of nowhere and not leaving anybody behind.... and they did mention changing the venue, so there was probably a disagreement or something.
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# ? Jan 5, 2013 22:52 |
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Ah the joys of building unit tests (or something similar anyway). They're only as useful as you are good at being able to come up with the tests. They are also only as useful as you are at remembering your own assumptions in building whatever feature you're testing. Plus, you get the added benefit of people thinking that if they fix all of the test warnings there can't be any other problems, right?
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# ? Jan 8, 2013 00:35 |
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mastermind2004 posted:Ah the joys of building unit tests (or something similar anyway). They're only as useful as you are good at being able to come up with the tests. They are also only as useful as you are at remembering your own assumptions in building whatever feature you're testing. Plus, you get the added benefit of people thinking that if they fix all of the test warnings there can't be any other problems, right? The key here is when you are proven wrong (IE something breaks because whatever), you add in a test that tests that breaking condition. You aren't ever going to get 100% coverage at the start, but each iteration if you add more and more tests it should be harder to unintentionally create bugs.
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# ? Jan 8, 2013 00:39 |
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Chernabog posted:I didn't go the last three weeks but I can't imagine Jim just calling it quits out of nowhere and not leaving anybody behind.... and they did mention changing the venue, so there was probably a disagreement or something. I learned that it was something basically out of both Jim and the Dub's control, so at least I don't have to be angry at either of them...
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# ? Jan 8, 2013 07:37 |
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GetWellGamers posted:I learned that it was something basically out of both Jim and the Dub's control, so at least I don't have to be angry at either of them... What was iiiiiitttttt
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# ? Jan 8, 2013 18:10 |
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Rival Game Dev's gang showed up. Quake Deathmatch for the rights to the pub. You better not show your face around those parts Sigma unless you want it Teabagged.
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# ? Jan 8, 2013 18:26 |
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poo poo just got real.GetWellGamers posted:I learned that it was something basically out of both Jim and the Dub's control, so at least I don't have to be angry at either of them... Oh well, I just hope the new place is somewhat close or it will be very inconvenient for me.
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# ? Jan 8, 2013 20:05 |
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I did a thing https://www.youtube.com/watch?v=hfWj-PHaHWk (That 2D art? Folmer did that thing, along with lots of other things on the web site) People seem to like it on the Twitters. Still waiting to see how many proper news sites pick it up, but The Average Gamer sent me a nice tweet. Apparently, it's "super cute" EDIT: YES - "Upcoming 'Jones On Fire' is Basically 'Jared Nelson: The Video Game'" Shalinor fucked around with this message at 21:39 on Jan 8, 2013 |
# ? Jan 8, 2013 20:41 |
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Sigma-X posted:What was iiiiiitttttt Names withheld to protect both the innocent and douchey. What's important is that it's over and done with, and now instead of the Two Kings of Beer Night, now there's the Cabal of Five, a handful of ultra-regulars who are taking over- Alvin, Cory, Deon, etc.- and Beer Night will live again under new management. Probably still at the Dub, even, since no one wants to take all the effort of breaking in a new waitress when we've got Amber right there. Also, Shal, that's bad-rear end, good for you. I'm hoping to put Camera Obscura up on greenlight this Saturday myself- might hunt down recommendations from you lot about how to get it in front of people, since aside from playing some of the recommendations I get in the games forum I don't have a lot of exposure to the indie "scene".
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# ? Jan 8, 2013 21:53 |
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Shalinor posted:I did a thing I really like it so far, it's really cute as well. The only criticism I have from an art perspective is that the background is a bit dark and maybe a bit dull. Like I wish that the trees were brighter or showed the glow from the incoming fire, and I wish the sky had something going on it in it like a lot of fire or something more interesting. Other than that I really like it. Edit: If it's finished I'd def download it as it is anyway!
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# ? Jan 8, 2013 22:10 |
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concerned mom posted:I really like it so far, it's really cute as well. The only criticism I have from an art perspective is that the background is a bit dark and maybe a bit dull. Like I wish that the trees were brighter or showed the glow from the incoming fire, and I wish the sky had something going on it in it like a lot of fire or something more interesting. Other than that I really like it. ... and it's definitely a bit dark. I've learned a lot about color palettes thanks to this game - I didn't test the game on disparate enough hardware/monitors early enough. It used to be even darker. EDIT: I also want gossip, even though I don't live in the area. Game developers live and breathe on gossip. Shalinor fucked around with this message at 22:48 on Jan 8, 2013 |
# ? Jan 8, 2013 22:31 |
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GetWellGamers posted:Names withheld to protect both the innocent and douchey. What's important is that it's over and done with, and now instead of the Two Kings of Beer Night, now there's the Cabal of Five, a handful of ultra-regulars who are taking over- Alvin, Cory, Deon, etc.- and Beer Night will live again under new management. Probably still at the Dub, even, since no one wants to take all the effort of breaking in a new waitress when we've got Amber right there. Why did you withhold names and then not say anything about what happened. I MUST KNOW MY GOSSIP
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# ? Jan 8, 2013 22:46 |
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Shalinor posted:I did a thing Couple of quick feedback points from the trailer: 1. I have a bit of trouble tracking the player at different points, and there are a lot of combining factors that influence this. First, it's possible for the player to become completely obscured by brush, like at 0:15 and at 0:13. Color pallet is also contributing to this, and is really noticeable at 0:08 when the player does the slide move. 2. The visuals around cats and fire get a bit confusing due to the particle effects. Fire has a mixture of red, orange, and white blocky particles, and cats have an aura of white blocky particles and spit out yellow blocky particles when captured. You might benefit for pushing the colors further apart for those effects or changing the treatment on the particles between the two. 3. I wouldn't have expected the slide move to get past that fire in the trailer, but perhaps that's something I'd learn in the game. Otherwise looks cute.
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# ? Jan 8, 2013 22:58 |
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Brackhar posted:Couple of quick feedback points from the trailer:
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# ? Jan 8, 2013 23:46 |
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Akuma posted:That stuff won't apply when you're the one telling the character when to jump and slide and all that, though, assuming the controls are nice and responsive. ... and for future games using this style, I have ideas for fixing that. It'd be critical, for instance, if there were other enemies / this were a traditional platformer. The trick is, most of the ideas are no-go's on mobile - ambient occlusion really helps. My grand plan at this point is "focus on PC dev for 6 months, assume no one will have the lower spec devices by that point, port". Brilliant, I know.
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# ? Jan 9, 2013 00:33 |
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Welp, recently finished a bit of freelance work (cheers Akuma!) and now I'm moving back to a portfolio piece I was going to do before I got my last job. Gonna recreate this shot in 3D, probably in UDK. Yellow building, Right shed and the clothesline on the right are already done.
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# ? Jan 9, 2013 01:42 |
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Sigma-X posted:Why did you withhold names and then not say anything about what happened. Maybe if you came by once in a while! I'm sure I'll find out this wednesday what happened from Amber at the very least. Right now the poll on the FB group is nearly a tie between The Dub and Tustin Brewery. I will not be happy if we drop The Dub. Ordering a Ruckus (PBR + A Very Greasy Bag of Bacon) for the first time is an event unto itself.
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# ? Jan 9, 2013 03:03 |
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Poll? What poll? Where? How come no one ever tlles me these things?
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# ? Jan 9, 2013 03:15 |
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Hey, all, we here at Ready at Dawn Studios need Scripters. For any of you that are looking to break into the industry, this is the perfect thing to apply for. Obviously there are specific skills you will need, the job in question is here: https://www.readyatdawn.com/scripter.php Full-time, junior position that can be used to one day possibly become a Gameplay Programmer.
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# ? Jan 9, 2013 03:28 |
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GetWellGamers posted:Poll? What poll? Where? How come no one ever tlles me these things? Because you're not part of the facebook group, obviously
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# ? Jan 9, 2013 06:08 |
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Greg Street (the Lead Systems Designer on WoW) dropped a really interesting piece of knowledge regarding getting into the industry on the forums yesterday that I felt might be worth duplicating here in the hopes that it sparks discussion:quote:Most everything that follows is relevant to game design specifically. If your son (or anyone reading this) is interested in a career as a game programmer or artist, the path may be slightly different. Above all, know that this is a relatively young career, and people take a lot of different paths to get here. The bad news is it can be fairly competitive. It’s a great job and there are a lot of gamers out there who are dying to break into it. The good news is that the industry continues to grow, so there are new opportunities available and by the time your son is old enough to get a job, there should be even more, economy willing. Thread with better formatting can be found here: http://us.battle.net/wow/en/forum/topic/7592909216#17. I'd be very curious to hear what of those points you all agree and disagree with - it seemed like one of the better summaries I've seen in recent memory (at least for design).
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# ? Jan 9, 2013 22:40 |
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SAHChandler posted:Because you're not part of the facebook group, obviously Bah. Well, at least the Dub won, and The Cabal is going to release the "Official History" of what transpired in the next few days, so that will be that. And Wodin, that's a great read, thanks for sharing. Don't see anything wrong with it from any angle, the guy covers his bases really well.
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# ? Jan 10, 2013 09:21 |
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Greg is awesome. We worked together at Ensemble and he is a top notch human being and he gives great advice in that column.
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# ? Jan 10, 2013 09:45 |
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Yeah, that's pretty much everything I would say, only more eloquent. He even touches on what was the toughest hurdle for me in the transition from player to designer. We all know the idea, while important, is only the first step. The hard part is being able to hammer on that idea, tinker with it, break it, redesign it, and then implement it once it's no longer the original butterfly you fell in love with. Hopefully it's better, but usually you're absolutely sick to death of it by the time it's done. So that's the first hard part -- building something from an idea, once it's no longer yours. The next hard part is doing it again, on schedule. And then coming up with something else new. Right now I'm working with someone who started here as an intern, and was given a very simple task. He had tons of ideas, though, so he blew it out, went above and beyond, and built something ten times better than we thought it could be. So he got assigned to do that same thing for another dozen+ things he hadn't thought of when he had his first cool idea. By the end he was sick of meeting his own standard for these events, but had the skill and the pride to try to outdo himself on each one. It's great work but more than once he's admitted to wishing he'd stayed within scope the first time...
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# ? Jan 10, 2013 10:35 |
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Thought I'd drop these in here if anyone's interested, the folk I used to work for are hiring for Minecraft (artist in Dundee, coders in Edinburgh):quote:With the continuing success of Minecraft: Xbox 360 Edition, 4J Studios is looking for a Texture Artist in our Dundee studio. Artists should also be confident doing pixel art and UI design skills would be advantageous. This would initially be a 3 month contract . Drop a c.v. to jobs@4jstudios.com , please include a link to your online portfolio. No agencies thanks! quote:With the continuing success of Minecraft: Xbox 360 Edition, 4J Studios is looking for experienced console programmers to expand our East Linton studio. Drop a c.v. to jobs@4jstudios.com please. No agencies thanks!
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# ? Jan 10, 2013 14:54 |
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Chainclaw posted:Is there a good, comprehensive article on simulation/motion/sea sickness, and how it relates to games? I need to share it with every single developer I can. Not completely comprehensive, it ONLY related to the FOV aspect and not things like motion blur and combined weapon/walk bob, but the FOV stuff it talked about is really comprehensive. I's a really excellent Youtube video tutorial about it, aimed squarely at developers: https://www.youtube.com/watch?v=blZUao2jTGA https://www.youtube.com/watch?v=S1XsPYPGcl0
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# ? Jan 12, 2013 04:40 |
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I have yet to develop a game I can stand to play. Once we had a bunch of camera changes that were awful. I tried to describe to the designer why it was bad (it makes me sick, what more do I have to say) and his answer was that I was playing the game wrong.
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# ? Jan 12, 2013 04:47 |
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baby puzzle posted:I have yet to develop a game I can stand to play. Am I allowed to hate you both in that scenario? A designer who says "you're playing the game wrong" is a lovely designer, full stop, if he believes the blame for the game falls onto the player. It is design's role to clearly communicate the rules and modes of the game to the player. If you make a game with melee and shooting like Devil May Cry, and players only shoot (which is ineffective in the game, used for extending melee combos, juggling, etc), it is your fault for not teaching the player how to play. Conversely, "I feel sick" is a very difficult to isolate and troubleshoot, and "what more do I have to say" is just adding an unhelpful layer of combativeness and snark.
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# ? Jan 12, 2013 06:10 |
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Sigma-X posted:Conversely, "I feel sick" is a very difficult to isolate and troubleshoot, and "what more do I have to say" is just adding an unhelpful layer of combativeness and snark. Agreed. You didn't give him much information to work with, so he gave you a BS answer (I'm not defending his design philosophy, anyone who says that is a lovely designer). I get motion sickness in certain situations (a spiral staircase set it off last time), and you really have to give them as much information as possible. Different things set off different people. Also bringing up getting motion sick in a meeting is an invitation for whomever has the controller to make circles with the movement sticks.
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# ? Jan 12, 2013 06:32 |
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Having coded quite a few cameras in the past few years, I'll chime in on this one. Cameras in 3rd person games are a HUGE pain in the arse to work with. It boils down to having too many conflicting fires to be fighting at once. The camera must never clip, yet never agressively snap. The camera must always be in the control of the player, but anticipate corners/turn with the player The player must be able to turn quickly but also have fine controls etc, etc, etc. So you end up with 8-10 different systems interacting together to make the camera work. This is invariably fragile, since every added layer can easily break something else. Oh you want the camera to rise to avoid clipping when the player is close to a wall? Well the low-ceilings pitch correction will be found to have exploded 3 days later by QA. You get the idea. Most teams want to have their cake and eat it too, which is what leads to this mess. In my experience, 3rd person games with good cameras tend to pick and choose their fights. Edit: What I'm getting at is: give the camera guys a break, they have it rough. It's a lot harder job than it sounds. Aramis fucked around with this message at 06:35 on Jan 12, 2013 |
# ? Jan 12, 2013 06:33 |
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Irish Taxi Driver posted:Agreed. You didn't give him much information to work with, so he gave you a BS answer (I'm not defending his design philosophy, anyone who says that is a lovely designer). I get motion sickness in certain situations (a spiral staircase set it off last time), and you really have to give them as much information as possible. Different things set off different people.
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# ? Jan 12, 2013 06:54 |
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Sigma-X posted:Conversely, "I feel sick" is a very difficult to isolate and troubleshoot, and "what more do I have to say" is just adding an unhelpful layer of combativeness and snark. I am being terse here, but I did explain that the problem was that the camera took forever to settle on its Y axis rotation. If the camera needs to rotate, then it should just rotate and then STOP. Any time you moved the camera or character, it would start this kind of rotation that would just swing all over the place. It was awful and really easy to describe the solution (make it do what it used to).
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# ? Jan 12, 2013 14:26 |
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So if my dream is designing virtual reality immersive experiences in the long term, I should start out in games right? I mean, with the Oculus rift and the new microsoft technology, it has to be. How long until full-on VR is the norm, do you guys think?
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# ? Jan 15, 2013 01:06 |
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# ? Jun 6, 2024 19:43 |
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pastorrich posted:So if my dream is designing virtual reality immersive experiences in the long term, I should start out in games right? I mean, with the Oculus rift and the new microsoft technology, it has to be. How long until full-on VR is the norm, do you guys think? Check out the Interactive Media Departments of local colleges, they'll be doing stuff like that (I did when I was in school). We were messing with using linux kinects for wireless kiosks, and a bunch of other professors were doing experiments with second life and such.
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# ? Jan 15, 2013 01:09 |