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On Rye

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About On Rye

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  1.   Nyaanyaa, I asked a very specific question (Which one do you like the most?), but you don't seem to want to answer it--which is fine, but this reply isn't very helpful to me (just being honest with you). If someone showed me Mario, Kirby, and Sonic, then asked me quite generically which platformer I liked the most, I would say Kirby. Yes, they're technically different games, but that person was just asking me which one I happened to like the most. I revised my original question in the hopes that you would just give me a more straightforward response. All I wanted was your personal opinion.   Now, I know that I'm not in a twilight zone right now because sciwiz12, Danglin Bob, and lede seemed to understand my original questions just fine. I feel like you're trying to make a mountain out of a molehill.   ----- A note on my progress (if anyone's interested):   I've decided to use two screens for my gameplay interface. The first one will be the order screen, where the customers will appear with a bubble above their heads indicating what they want. The player clicks on the food and is taken to the second screen, where the food is prepared. After he or she finishes, the player will be automatically taken back to the first screen.
  2.   Alright. Thanks for the input. That's 2 votes for Cooking Mama.         I just...can't even...ok.    That aside, I was only asking for your personal opinion (not stats). That why I asked for everyone's insight in my post. No need to get too technical about this. Based on the [three] game's input method, you have to either left-click, tap, or press certain keyboard keys to prepare food (step by step). You'll see what I mean in a moment. I should rephrase my question (see below).   Here are three gameplay videos:   Cook, Serve, Delicious -> skip to 0:42 for gameplay footage   [media]https:[/media]   Papa's Freezeria -> skip to 0:12 for gameplay footage   [media]https:[/media]   Cooking Mama   [media]https:[/media]   Which gameplay interface do you like the most?  I was hoping to get enough answers to use for future reference.   Edit: *Please note the screen changes in each game. That's what I was referring to earlier. *By gameplay footage, I was referring to the actual food preparation.
  3. Too Simple:   FFX --> Being completely objective, I've never disliked a protagonist so much as Tidus. Really, I wish I could've played as someone else in the main party 99% of the time. I'm sorry. Most of the heroes in that game (and a good portion of the story) were cliche to ridiculous degrees. I think Wakka and Lulu were the most interesting people in the entire game, and was disappointed that the plot had to revolve around this guy that I tried so hard (so hard) to like. I don't think Kimahri received an appropriate amount of character development. Most of the time, he was just there. I don't think there was any real attempt to give him an honest backstory. I know this isn't related to the story, but am I the only one who noticed that Lulu was more useful than the hero in battle a majority of the time? Alright, I'm done.  Despite this, I still enjoyed the game. It was beautiful and I liked the camera angles (although I often had to rely on the minimap to avoid getting stuck).   Pokemon Black/White --> I don't know if it's too simple, but I disagree with the plot. They made the liberation of Pokemon seem like the most evil thing imaginable and, in reality, I think the only thing that made the villains...er, villains, was the fact that Ghetsis was just using them to gain power. Aside from that, what? I mean, Team Rocket in the earlier games used Pokemon for evil doing, so you wanted to stop them. You felt like you had a legitimate reason to do so. But here, it's the premise that bothers me. If it weren't for the ulterior motive of Ghetsis (which isn't revealed until the end of the game, which means you're fighting the liberation of Pokemon up to that point), the plot would've given the player absolutely no reason to oppose Team Plasma. What happened to Pokemon...? I guess I'm just disappointed because I grew up playing Pokemon games, and now they're just...I don't know how to describe it, different from the way they used to be. Still, I could appreciate the various new and interesting features in the game.     Agreed!   Also just right are the earlier Pokemon games. Basically, everything before Black/White was released. Even though the protagonist in Pokemon Colosseum had a sketchy background, he still ends up saving Pokemon throughout the game from a group that had decidedly worse intentions for them.
  4.   Ok. Thanks for responding! The thing is, I wasn't really inquiring about immersion. Just wanted to know which one you thought was most effective. By effective, I mean this: Do you, personally, mind switching between various screens during gameplay, or would you rather keep it on one screen (Cook, Serve, Delicious)? If you have to switch screens, would you rather do it manually (Papa's Freezeria) or have the game change it for you (Cooking Mama)? Taking this into consideration, which do you think would be more popular with casual gamers, who aren't as used to playing hardcore games and want a quick, fun, and easy experience? Things like that. I should have linked short video clips to illustrate the differences I was originally asking about.   I was careful to choose screenshots from games that have the same type of gameplay, but implement a different UI. I already have a pdf that discusses general UI design. Just wanted a second opinion, that's all... I think it really comes down to whether or not I'll use one gameplay screen or multiple. The gameplay is going to be the same regardless, but I don't know if I want to split things into different screens or not. Personally, I prefer using one screen or automatically switching to the other screen if necessary. But I know that my preferences might differ from others, and I when I played video games, I mostly played console titles (not casual games).
  5.   Oh, Ok. My background is in C++, so I'm not familiar with all web technologies just yet.     First comment on the UI question.   Thanks for answering. I just wanted to know which one seemed to be the clearest and cleanest to other people. I could reasonably make any of them more frantic by increasing the number of customers. So that's one vote for the Cooking Mama style.
  6.   Cookies are about one the most common ways to store session state in a sessionless environment.  With a bit of thinking you might be able to figure out how to get data in and out of your game through a call to the web server and a custom built API that could handle session and player objects.  you might have a look at this in the ActionScript documentation. This page discusses how to get data in and out of your flash project using the web standard JSON objects.  With some work you could be sending data back and forth between the server and your game.  Just a thought.  Being able to store your players data in your database would then allow you to build ladders, top 100, etc.. type lists.  But these kind of things maybe outside of your games scope.   Just curios not trying to start a language or technology war here but why did you decided to work in flash and not HTML5 Canvas, and JavaScript?     Thank you for the link.   To answer your question, I'm actually using both technologies right now, but for two different projects. I'm using HTML5 Canvas and Javascript for a different browser game that'll run on my own site (my own server as well). I've decided to also learn how to use PHP and SQL to implement a database structure as you mentioned earlier. I don't know much about AJAX or JSON, so those are two languages I'll have to add to my future research list.   I'm using Flash for this game because I'm uploading to a site that only supports .swf Flash games (I don't have access to the server). Mostly, I was just curious about the language. I love learning new things, and in the field of programming it's good to be familiar with many different technologies. I hope that clears things up!   Edit: Fixed grammar mistake.
  7.     Sorry if I misunderstood you but...if you're not the designer, then which part of the game are you actually working on? Typically, there's a designer, a developer (programmer), an artist, a musician, a marketing person, etc. If you don't have a team, you're probably everything. But if you don't understand what goes into making a game, for instance the process of making a 3D model from start to finish or the basics of programming, then you won't be able to accurately determine how long it would take for someone else to do it (given your requirements).   It doesn't hurt to familiarize yourself with the basics of the jobs you're planning to hire others to do.         Playable characters in the entire Ultimate Ninja series are all 3D models. Cell shading is a technique that makes 3D models look 2D.   Here's an example:     Edit: Toon shading is also known as cell shading.
  8.   I second this. SDL is actually written in C. So you could actually start right now. C++ is just C...with extra features and classes. I suppose that's why it's preferred for game development. C-compatible code is still necessary to use many SDL functions (example).
  9. On Rye

    ASCENT Platform Game

    Ok. Well I have a gameplay suggestion for you. If you're going for a really retro feel, structuring your levels in acts or stages would work well with your current design. I know that a lot of retro platformers used this structure in the past (ex. Mario, Mega Man, Kirby & the Amazing Mirror, Sonic the Hedgehog). I'm not sure if you've ever played Sonic the Hedgehog 3, but below is a screenshot of one stage. The second is from Kirby & the Amazing Mirror. Third is Mega Man 3.     I didn't really play Crash Bandicoot, Rayman, or Spyro (my cousin loved these titles though), so I don't really have a solid idea of the sort of gameplay you'd like to see in your game.
  10. Not sure how on-topic this is, but I found a toon shading tutorial a while ago. As far as 3D rigging and animation goes (Blender), it's really not very difficult. You'll spend the most time making the actual model. After that, all you have to do is pose your characters like an action figure and save the positions. Animation between poses is done automatically...   If you're interested, here are two rigging tutorials I found useful [Tutorial #1] [Tutorial #2].
  11. On Rye

    ASCENT Platform Game

    I love the design of your website. Your YouTube channel looks great too. I noticed that you didn't make an inquiry in your post. Would you like feedback on anything?
  12.   I would use a database, but I'm making a Flash game that doesn't run on my server alone (so server-side programming would be inapplicable in my case). If I don't use one of the two methods I mentioned, cookies would definitely be the third option. After reading this, I believe it might be better to use Flash's version of a cookie (local shared object). I found this resource to be a good reference point if I do use that method. Thanks for your suggestions! 
  13. Hello. I'm working on a casual game, and I'm having trouble deciding on the gameplay interface. It's a food-based game, where you make menu items and serve them to customers. So I have a quick question for you. Which of the following graphical user interfaces do you feel is the most effective? Because it's a casual game (runs in the browser), I need to make an interface that's easy jump into and understand immediately (uncomplicated).    1.) Cook, Serve, Delicious - All gameplay occurs in one screen (including different types of preparation).   2.) Papa's Freezeria - The gameplay is split between four screens usually (one for each prep step).   3.) Cooking Mama - Gameplay screen changes based on the type of dish preparation (chopping, stir frying, peeling, etc.).   Ok...and one more thing. How should I handle level progression without save data? From my own research, I've found two useful methods of handling this.   A.) Using a level/chapter selection screen. The player can play through however many levels, and just resume from one of the chapters.   B.) Using progressive difficulty in a single game session. The player clears as many levels as possible in one go, then starts over from the beginning.   I would greatly appreciate your insight. Thanks for reading my post!
  14.   so, good luck to you.   perhaps someday you'll dedicate your study right now, to write other Flex tutorial/article for another new beginners     Thanks! Maybe I will once I make a few apps. 
  15.   Thanks for replying. I actually came across your first link in my search. Unfortunately, I decided not to use it because it didn't really explain much of what appeared in the code. The link I posted earlier (a pdf) is really helpful for me because it explains what everything does, where it comes from, best practices, etc.  The only thing is that it's 2,500+ pages long. But I suppose that's not really an issue. In any case, I'm using Notepad2 and the command line for now (as opposed to using an IDE).   I haven't searched on Amazon for FLEX books yet. I'll just have to make use of what I find online right now. I don't know if I'll ever sell the apps I make with FLEX, and I don't really have money to burn in that capacity (which is why I'm not using Adobe Flash Professional). 
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