CyberDagger's Recent Forum Activity

  • And what if the characters have different animations, so the hitboxes would be different?

  • So, does this mean we'll be able to submit to Newgrounds? (NG will most likely eventually accept HTML5, but there seems to be some resistance to it right now, so I don't see it happening in the near future.)

  • As soon as I saw it was a video, I knew what it was. Good old Egoraptor. This is the video that inspired me to finally make my blog and the video tat inspired me to name my blog.

    His Castlevania Sequelitis vids are pretty good, but this one, the Megaman X one, is brilliant. It should be required watching for everyone hoping to get into game design.

    Says much more about his game design knowledge than his aptitude at shooting melons. (Because lemons are the correct thing to shoot, not melons.)

    Really, watch this sh*t. It makes great points about teaching a player how to play the game, among some other points, and never gets boring, with the well known Egoraptot Humor�.

    RIDIN' ON CARS!!!!!

  • makegames.tumblr.com/post/1136623767/finishing-a-game

    See point 11. If you're really sure that fixing the problems in the code you have now will take longer, then feel free to start over, though.

  • They have recognized that the overflow it poorly implemented right now and they're doing their best to fix it. The stress test used the same build as the BWE, so we didn't get to see Overflow 2.0 yet.

    And I'm on a 4 year old laptop which wasn't even a dedicated gaming rig back when I bought it. Explains the low framerate. But it can run League of Legends perfectly, so I'm fairly positive I'll get decent framerate once that part is optimized to make full use of the graphics card. (The graphics processing in the current build is mainly CPU-bound.)

  • But I want to know how to handle 3D. If I happen to land a job as an animator, I'm going to need those skills. I'm killing two birds with one stone.

    Oh, and by the way, I've decided to go with Blender. It's not often that you see a free program of enough quality to compete with commercial packages.

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  • Went through some more things with my Guardian yesterday. Still having framerate issues, but I'm positive it'll won't be a problem anymore in the next build, once they optimize the graphic processing.

  • The Internet XXX

    Magic Werewolf Football

    Savage Pokemon Commander

    Legend of Cardboard Psychiatrist

    Secret of the Wheelchair Zombies

    Violent Dodgeball of Death

    Renegade Guitar Bandit

    New Moon of Doom (My thoughts exactly)

    Fantastic Sloth Warfare

    Terrible Pokemon Incident

    Armored Platypus with Friends

    Unholy Big Game Hunter Legend

    Inappropriate Monster of the Damned

    Rogue Shark Lord

  • Yeah. There were some people saying Guild Wars 2 was going to be an entirely new experience, but the devs made it quite clear that it was going to be a hotbar-based MMORPG. The difference was always going to be in the details.

    Though I guess events with branching paths depending on your actions in an MMO game is something new.

    But for me, the main selling point of Guild Wars 2 is how it handles player cooperation in an unorganized PvE environment. With other games of the genre, you're encouraged to avoid other players like the plague when questing, so they don't get your kills. Heck, when you see another player in trouble, instead of helping him out, you ignore him and leave him to die, just so you don't get accused of kill-stealing. In Guild Wars 2, all players get the same experience and rewards for a fight, regardless of who initiated the fight or who dealt the final blow. Seeing another player pass by and help you out with whatever you're doing is always a good experience, even more if you form a temporary group and go tackle the same challenges after that.

    And besides, I refuse to play any game with a subscription fee on principle. I think is a dishonest business practice that can only work with bland Skinner's Box techniques.

    As a last point here, I absolutely love the scope of the customization in Guild Wars 2. Two characters of the same class can play completely different depending on their weapon and trait choices. I had already decided I wanted to make a Charr Warrior with dual axes and a rifle when the game comes out, so I went on the net to see what I could do. The build I made was quite scary.

  • There's no exclusivity agreement regarding the Scirra Arcade. You can post them wherever you want.

    And as I've said before, most game companies are okay with you reusing their assets for non-profit purposes. And even in the rare case where they mind, you won't get in any legal trouble if you just honor their request and take down your game.

    But that part about advertising a server looks a bit shady. If what you are advertising is a so-called private server, then they have every reason for coming after you and if they see it, they will.

  • I was at the beta weekend event. Tried out the Elementalist and Guardian.

    First of all, let me say that I loved how you could keep moving when using skills. Makes the combat much more fluid.

    The "quests" are nothing truly groundbreaking, but it's the way they are presented that makes the deal. There is no quest log telling you what to do. When you arrive near an area with an objective, you get alerted to it. There are many ways in which you can complete the event, and you can complete it by doing any of those objectives, or a mix of them all. To make things even better, all players in the same area contribute to completion. Kill stealing is effectively out of the picture.

    The skills in the game are situational. This, to me, is actually a good thing. The autoattack skill is your bread and butter damage dealer, while the other skills are to be used when needed. I like it that way. I find the concept of skill rotations to be terribly dull. I prefer a game that tests if you know when to use your skills than one that tests the order in which you use them.

    Make no mistake, Guild Wars 2 does not hold your hand. You will die. A lot. Do not expect to go on your merry way slaughtering mobs, even in the starting areas. Fortunately, you get a chance to come back to the fight when your health reaches zero if you play your cards right. But be warned anyway, this game is hard.

    Last, but definitely not least, is the business model. There are no subscription fees. You pay full price upfront and play as much as you want. The game is further supported by an ingame cash shop that sells aesthetic and convenience items. Players are able to freely trade ingame money and cash shop tokens between them. This means that you only pay what you wish to pay, and the devs don't need to add pointless grind to the game to keep you playing your monthly fee. Everyone's happy.

    In a nutshell, Guild Wars 2 is nothing completely new, but it polishes the common tropes of MMORPGs and takes them in a new direction. The wait seems to be paying off.

  • Dance Dance Flatulence Fandango (Just... No...)

    Deadly Porn Palace (Just how deadly is it? Some parties are interested in the answer.)

    Enormous Wheelchair Lord (I guess that means he has a moving throne.)

    Demonic Viking Babies (The mental image is pretty hilarious.)

    Super Sexy Hammer Psychiatrist (but will the hammers be able to notice how sexy he is?)

    Australian Architecture Extravaganza (It must be really interesting, I guess...)

    Sleazy Business Dreamland (This one's actually a cool concept, just with the wrong title.)

    Naughty Indian (I guess it's revenge for THAT...)

    Dangerous Military (You don't say?)

    Britney Spears' Aerobics Kombat (Just try to picture it in your mind without at least smiling. I dare you.)

    Japanese Ping Pong X (Lemme guess, it involves mechas...)

    The Desert Gone Wild actually has some potential, though

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CyberDagger

Member since 24 Mar, 2012

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