I am a FAB
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I am a FAB
At 4/8/10 09:39 PM, Farza wrote: Toast is a FrenchToast
I always thought of him as the moldy bread you sometimes find under your dresser.
At 4/8/10 09:40 PM, Archon68 wrote:At 4/8/10 09:39 PM, Farza wrote: Toast is a FrenchToastI always thought of him as the moldy bread you sometimes find under your dresser.
Look at his location ( profile )
And the you'll get the joke.
I am a FAB
My beef with 'game directors' is that they should know how to speak the same language as the people they direct. If i say im working on a spriteset, i dont expect to be asked what a sprite is and when they can expect art from me. Jesus christ do a little research before trying to bark orders or check on people. I remember my first job as a designer, my boss was some faggot who lucked into the role and had no clue how to use photoshop. Yea im supposed to take creative direction from someone who has no business being in the business to begin with.
Im in a bad mood sorry! I do share in Archon's frusteration but only because i had direct experience being in a miserable role taking orders from totally unqualified individuals.
PS. I love Toast! I used to fight with him alot back in the day.
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At 4/8/10 09:28 PM, doctormario wrote: Please...continue.
Between 2007-2013 the UK stands to lose EU57 (£49.8) billion to the EU. Only Germany stands to lose more.
The EU57 is not what we spend, but is a NET LOSS. If we opted out the EU for those 7 years, with the money we'd save we could DOUBLE our transport budget. That could mean high speed rail links between London and the North and Scotland. Also, considering we're hosting the 2012 Olympics, doubling the transport budget has no conceivable downside.
New game! Let's anger Lulu since he's a cranky pants tonight.
At 4/8/10 10:04 PM, Luis wrote: Yea im supposed to take creative direction from someone who has no business being in the business to begin with.
^^Hells yeah to everything you just said.
The woman who is gonna mark my final year project should have no right to do so. We made a Flash game (i.e. something built for web) but 2 days before the dead she tells us she wants us to submit an .exe...
She also could not understand how to navigate, despite we had clear instructions. It's a point a click game; you click on point X and your character moves to that point. The instructions said this and we (repeatedly) told her this, yet for some inexplicable reason she kept clicking on the character and complained when it didn't do anything.
Also, we have to submit our project on disc, so we can't edit it after the deadline. I asked if she was then gonna mark it on a computer NOT connected to the Internet and she looked at me like I had two heads. It literally took me 10 minutes to explain to her that files on a disc can still access the internet and could load external files (i.e. ones edited after the deadline). I'm still not convinced she understood the point I was making.
Shiiiiit man thats brutal D: I feel your pain!
At 4/8/10 10:04 PM, Luis wrote: My beef with 'game directors' is that they should know how to speak the same language as the people they direct.
This is very very true.
I tend to act as a director on most of my projects just out of nature. The programmer has control over how the game works after all, and as a result it's really hard for me to sit back and implement stuff someone else wants me to. I need to want to implement it in order to do it well. Hence, in the few times where I wasn't a director (and the great couple times where neither was a director), the ones that worked out well were partnerships with artists who knew how programmers worked. Dan Paladin, BoMToons, Edmund, and Greg have been really good in this regard.
If you really want to be a good director, you NEED to get to know the people you're directing and how they work and what their skill set is. No artists have the same skill set. BoMToons can do chunky cartoony "bomtoons-style" graphics and GUI stuff really well. You don't want to take an artist like that and tell them to draw realistic style zombies in a dark post apocalyptic world. I've made this mistake before in choosing artists and needless to say none of those games ever came out.
I don't think you can really "just form a team" and make an awesome game right off the bat. You need to get to know each other, and probably do a test game to see how people work, if there's personality conflicts, what people's strengths are, etc.
My most recent example is Tetraform. I knew Greg just a little (from internet+indiecade) before we started working on it, so I didn't quite know how he worked and he didn't quite know how I worked. We basically trashed the graphical style he came up with for the game because it would take too long to do it in the time we wanted to make the game in. Also learned in the middle of development that he's not really much of an animator (he's a graphic designer who now does games), and if you look at the final game there is almost no actual animation in it.
Also learned at gdc that apparently he "hates spaceships".
We're working on a new game now. We took a mockup he had and a prototype I had and merged them together. We're going with the graphical style he preferred this time (after discussing to find one that works with the game) (it's very "graphic-designery"). There's no game yet, but it's gonna be pretty awesome when it's done.
i forgot what i was talking about
At 4/8/10 10:04 PM, Luis wrote: My beef with 'game directors' is that they should know how to speak the same language as the people they direct.
This is very very true.
I tend to act as a director on most of my projects just out of nature. The programmer has control over how the game works after all, and as a result it's really hard for me to sit back and implement stuff someone else wants me to. I need to want to implement it in order to do it well. Hence, in the few times where I wasn't a director (and the great couple times where neither was a director), the ones that worked out well were partnerships with artists who knew how programmers worked. Dan Paladin, BoMToons, Edmund, and Greg have been really good in this regard.
If you really want to be a good director, you NEED to get to know the people you're directing and how they work and what their skill set is. No artists have the same skill set. BoMToons can do chunky cartoony "bomtoons-style" graphics and GUI stuff really well. You don't want to take an artist like that and tell them to draw realistic style zombies in a dark post apocalyptic world. I've made this mistake before in choosing artists and needless to say none of those games ever came out.
I don't think you can really "just form a team" and make an awesome game right off the bat. You need to get to know each other, and probably do a test game to see how people work, if there's personality conflicts, what people's strengths are, etc.
My most recent example is Tetraform. I knew Greg just a little (from internet+indiecade) before we started working on it, so I didn't quite know how he worked and he didn't quite know how I worked. We basically trashed the graphical style he came up with for the game because it would take too long to do it in the time we wanted to make the game in. Also learned in the middle of development that he's not really much of an animator (he's a graphic designer who now does games), and if you look at the final game there is almost no actual animation in it.
Also learned at gdc that apparently he "hates spaceships".
We're working on a new game now. We took a mockup he had and a prototype I had and merged them together. We're going with the graphical style he preferred this time (after discussing to find one that works with the game) (it's very "graphic-designery"). There's no game yet, but it's gonna be pretty awesome when it's done.
i forgot what i was talking about
At 4/8/10 10:04 PM, Luis wrote: My beef with 'game directors' is that they should know how to speak the same language as the people they direct. If i say im working on a spriteset, i dont expect to be asked what a sprite is and when they can expect art from me. Jesus christ do a little research before trying to bark orders or check on people. I remember my first job as a designer, my boss was some faggot who lucked into the role and had no clue how to use photoshop. Yea im supposed to take creative direction from someone who has no business being in the business to begin with.
Im in a bad mood sorry! I do share in Archon's frusteration but only because i had direct experience being in a miserable role taking orders from totally unqualified individuals.
PS. I love Toast! I used to fight with him alot back in the day.
Theres an entire University course full of those bastards in my Uni. ''Computer Games Production management''
Theres 3 branches of Computer courses. Art, programming and there stuff - whatever the fuck they do.
For some reason it's in most of thier minds that when they graduate uni they're gonna go straight into a well established games company as producers! That in a team they're the artist and programmer's boss..we're just the minions.
Some people need to learn their place and get in line!
that's all just how management works. it's rare that anyone will be a master at both crafts and you also always need someone to let everyone know what they should be working on with larger numbers. i can't say the same for a group of 2-3 people but with larger numbers management is key
Best news ever for Potential CS5 iPhone/iPodTouch/iPad Developers
Your apps won't be allowed to run on the OS4 update.
Back to Objective C then...
...
re: Apple saying NO to Flash Export to iPhone four days before CS5 drops
Further proof that Apple don't dislike Flash because it's unstable or "sucks", they dislike Flash because it's a threat to their platform. I await the day Flash "haters" and Apple fanboys realise this.
It's an interesting little problem that's set a few places of the net ablaze. Notably the guys over at the Unity forum are a bit concerned the wording might interfere with them. It also promises to do some horrible things to Appcelerator Titanium and MonoTouch.
The sad fact is that the iPhone is a single platform, like Flash. And unfortunately the bridge between those to facilitate a quick (if not perfect) distrubution to both seems to be being burnt very quickly from the Apple side. Notably, this means that if I want to bother developing for the App Store, I'll need to buy a Mac, rather than rely on the set up I currently have.
Its not that I don't have anything against Apple, but it's more investment than I want to bother with, especially seeing as my track record is not to actually finish anything. Buying a cheap MacBook, an iPod touch and a Developer License just so I could maybe one day relearn C and build an App is not on the cards for me, whereas upgrading from CS3 to CS5 WAS (as is learning Unity). It'll be different for people who approach this with some sense of professionalism, but primarily for the hobbyist who wants to make kewl things for the shiny mp3phone without a care for proper monetisation, the app store remains out of bounds.
...
At 4/9/10 04:42 AM, KaynSlamdyke wrote: Best news ever for Potential CS5 iPhone/iPodTouch/iPad Developers
Your apps won't be allowed to run on the OS4 update.
Back to Objective C then...
Well, my dreams have been crushed. Thanks a lot, Apple.
What I don't understand is why they let Adobe go through all of that work, then a few days before CS5 comes out they announce that Adobe can fuck off.
I guess I'm sticking with CS4 for a while, then. The only reason I was going to get CS5 was for the iPhone capabilities, and now that's not even possible unless everyone sticks with iPhone OS 3.0 for the rest of their lives.
An understandable move though. Allowing CS5 apps would cost Apple a lot of income. And it would probably result in a shitoad of crappy app submissions (and about 90% of the app store is shit already).
At 4/9/10 08:14 AM, Xeptic wrote: An understandable move though. Allowing CS5 apps would cost Apple a lot of income. And it would probably result in a shitoad of crappy app submissions (and about 90% of the app store is shit already).
Keep in mind you still have to pay for the developer license, and that's about $100. Most noobs wouldn't pay for it. Besides, not all apps get into the store. They have to be approved first.
At 4/9/10 08:16 AM, Archon68 wrote: Keep in mind you still have to pay for the developer license, and that's about $100. Most noobs wouldn't pay for it. Besides, not all apps get into the store. They have to be approved first.
Apple already struggle with a large waiting list for app approval, crappy flash apps would only slow the whole process down. Also Apple are trying to keep their grip on their product in place. Just because someone makes the product doesn't mean they control it, but with Apple, they do. They sell an experience rather than a product and in order to do that they need to ensure all round quality.
At 4/9/10 08:16 AM, Archon68 wrote: Keep in mind you still have to pay for the developer license, and that's about $100. Most noobs wouldn't pay for it. Besides, not all apps get into the store. They have to be approved first.
Exactly, not allowing CS5 apps saves Apple some money and it keeps shitty apps out of the store (well, at least a few). I've read the approval process takes long enough as it is right now, imagine if every noob who downloaded CS5 can whip an iPhone app together in a couple of hours and submit it for approval.
Does anyone know how CS5 apps perform on the iPhone, does it run smoothly? I remember seeing some early demo videos and I wasn't too impressed, but I suppose a lot of extra work has went into it since then.
At 4/9/10 08:25 AM, Xeptic wrote: Does anyone know how CS5 apps perform on the iPhone, does it run smoothly? I remember seeing some early demo videos and I wasn't too impressed, but I suppose a lot of extra work has went into it since then.
It runs like shit. I was extremely disappointed with it. I knew not to expect to make elaborate flash games, but basically the only real game that performed well was some minesweeper clone, where nothing moves.
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At 4/9/10 08:29 AM, Luis wrote: It runs like shit. I was extremely disappointed with it. I knew not to expect to make elaborate flash games, but basically the only real game that performed well was some minesweeper clone, where nothing moves.
Yeah, I can't say that I care much about these news as CS5 to iPhone would be so extremely limited anyways.
At 4/7/10 09:48 PM, Kirk-Cocaine wrote: ELECTIONS
So it's election time again, how are you gonna vote?
http://www.votematch.org.uk/
I'm kinda alarmed by my results:
Party
Conservative Party:
50%
British National Party:
45%
Liberal Democrats:
39%
Labour Party:
39%
UK Independence Party:
37%
Scottish Green Party:
37%
Scottish National Party:
32%
:::Electric Earth Collab:::::::::Review Request Club:::::::::NG Calendar:::::::::Life is a playground so get out and play.:::
you need a developer license to run flash on iphone anyway
Not that it's worth it, the exporter is so horrible and the resulting apps are too slow for anything practical and I'm not even exaggerating.
I tried to get this game running on the iphone for daniel
1 FPS
spent an hour optimizing it and junk
2 FPS
Is there anyone who has used medals before that I can ask a few questions to (via PM of course)? I can't seem to get them working properly, and Tom isn't responding to my email. I'd like to get the Game Trailer Collab submitted today, medals included, but the medal documentation is just terrible. It seems to me that they've updated the actual medal source but not the docs for them.
Thanks in advance to anyone that is available.
At 4/9/10 03:11 PM, Archon68 wrote: Is there anyone who has used medals before that I can ask a few questions to (via PM of course)? I can't seem to get them working properly, and Tom isn't responding to my email.
drop me a pm if someone hasnt helped you already
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At 4/9/10 03:38 PM, Luis wrote:At 4/9/10 03:11 PM, Archon68 wrote: Is there anyone who has used medals before that I can ask a few questions to (via PM of course)? I can't seem to get them working properly, and Tom isn't responding to my email.drop me a pm if someone hasnt helped you already
Yes Luis. Help us get that thing submitted today.LET IT BE AWESOME
I am a FAB
Man, when I heard about that bullshit Apple pulled last night, I raged like never before. It really is an asshole move to do something like that with just a few days before CS5 is released.
That was the main reason I was going to upgrade from CS3, but now, I don't see a purpose. Really bugs me too, was looking forward to developing for the iPhone/iPod Touch. (I didn't know that the performance was so shitty though, just read about that a few posts up.)
Are there any new features in CS5 worth mentioning? DIdn't pay attention to anything else once I read about the Flash-to-iPhone stuff.
At 4/9/10 04:55 PM, Jynxxx wrote: Are there any new features in CS5 worth mentioning? DIdn't pay attention to anything else once I read about the Flash-to-iPhone stuff.
Not really, except for maybe less crashing (compared to CS4).
At 4/9/10 04:26 PM, Farza wrote:drop me a pm if someone hasnt helped you alreadyYes Luis. Help us get that thing submitted today.LET IT BE AWESOME
go away im not talking to you! :P
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