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zeybey1

Member Since 02 Jun 2012
Offline Last Active Feb 04 2014 07:33 PM

Posts I've Made

In Topic: Article Inspiration

04 March 2013 - 05:39 PM

-Picking colors and color schemes for game sprites

-How server-client communication works in online games

-Importance of commenting code

-How sprite animation works

-Different types of variables

-Use of gamestates and switching between them

-Importance of having others test your game before release (or how to correctly go through beta testing)

-Teaching through the gameplay itself and not through tutorials (good conveyance)

-Use of subpixels (i guess this doesn't really matter nowadays with floating point variables, maybe just for information of how older games worked)

-Regulating framerate

-Using sprites as a tileset

-Paletted graphics

-Using multiple source files in a project


In Topic: A game made solely to tell a story

07 December 2012 - 11:29 PM

Have you played Dear Esther?


Just looked it up. Pretty interesting that someone has tried this before, thanks


Interactive Fiction is a lot like what you're describing.


Somewhat, I was thinking more about using graphics and sounds in it as well though

In Topic: Is gaming going downhill?

29 July 2012 - 12:55 AM


This makes it a construct of their mind rather than an abstraction, and its very hard to adapt to that, thus, feel involved.


Really? Because I find it easy enough to immerse myself in games still and feel involved; I'd hesitate to say more so than in the past but certainly going back and playing a few games from the past (such as Deus Ex) I couldn't get into them as the quality of the graphics, compared to modern games, was just so poor to be jaring and keeps me from dropping in.

The point is there are no definitative statements which can be made here; everything depends on the person, the game, heck in their mood when they play.
(I've had games I've tried to play which one day I've disliked and then returned to a few months later and couldn't put down).

I dare say if you could provide some kinda of normalised scoring of games over the years (taken at the time of release) you'd probably find that in general the proportion of 'good' to 'bad' games at the very least remains the same - now, there might well be more in numerical terms than Back In The Day but that's by the by.


Games today use generally better game design(no more NES LOGIC), and there are lots of very good recently made games. I just feel like the biggest desire nowadays is about who has the most technologically advanced game, regardless of the game being fun or immersion, while the technology already out there can already create amazing gameplay and immersion.

Along the lines of abstraction, i've always thought it was more about what the story left out, and not graphical or sound details. Final fantasy ix has quite detailed pre-rendered backgrounds, but still is very abstract because it doesn't explain a lot of story elements(a lot of people hated that about it, but I thought it made it much more fun to fill in the holes yourself).

In Topic: Is gaming going downhill?

26 July 2012 - 11:33 PM

Yeah, I guess it's more about the developers adding useless additions, where the technology could be used in really cool ways

In Topic: Virtual Console gaming

11 June 2012 - 12:20 PM

It's more of a way to get around OS specific issues and essentially total wipe out the idea of cross-platform games. Instead of having libraries and other game-specific things that allow a game to be on Windows, Mac, and Linux, you could just make a new emulator for a certain type of platform and every game made for this virtual console will be available on that platform. You could also run them in browser by making a java emulator. There would be less DLLs or things that had to be installed. It would just simplify a lot of problems and make playing games easier.

Also, along the lines of memory and speed, I was thinking of a way where each game ran in a certain "mode" determined by an index at the beginning of each ROM file. Different modes would process data in different ways. Of course it still would be slightly slower than a regular computer game because it's all emulated.

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