I'm fine with how much money it is, I'm just gonna feel dumb when I upload it.
Not kickin up a fuss o nothin I'm jus blowin off steam, y'know.
I'm fine with how much money it is, I'm just gonna feel dumb when I upload it.
Not kickin up a fuss o nothin I'm jus blowin off steam, y'know.
At 11/18/10 06:26 PM, I-smel wrote: I'm fine with how much money it is
Hide that opinion or they'll never offer ya something more!
At 11/18/10 02:24 AM, HDXmike wrote:At 11/17/10 09:12 PM, Kevin wrote: NO.I've told you to fix it before, is it some kind of fashion statement or are you genuinely too lazy?
I'm genuinely too lazy.
Seriously.
At 11/18/10 06:39 PM, SantoNinoDeCebu wrote:At 11/18/10 06:26 PM, I-smel wrote: I'm fine with how much money it isHide that opinion or they'll never offer ya something more!
Speaking of being forced. How much trouble WOULD someone get into if you snuck in a secret ending or something. Suppose I-smel was making a game for xbl and he snuck in some raunchy secret room/ending and nobody caught it or whatever until the game was live and done with. Is there fine print in contracts or something to prevent sneaky developers from doing that? I know that in the nes days there would be like weird things in some games. Ive always wondered if the creators got in some shit behind closed doors. Meh i dunno just thinking outloud
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At 11/19/10 08:26 AM, Luis wrote:
Speaking of being forced. How much trouble WOULD someone get into if you snuck in a secret ending or something.
Ask Disney.
Rockband 3 gets 10/10 in the latest edge. 13th 10/10 in over 17 years of publication.
Discuss.
I'm still gonna wait a couple of years to get it and the guitar though, so the price comes down.
:::Electric Earth Collab:::::::::Review Request Club:::::::::NG Calendar:::::::::Life is a playground so get out and play.:::
At 11/19/10 09:55 AM, Bezman wrote: Rockband 3 gets 10/10 in the latest edge. 13th 10/10 in over 17 years of publication.
Discuss.
I'm still gonna wait a couple of years to get it and the guitar though, so the price comes down.
EDGE is a weird magazine, I don't even know what a 10 out of 10 means to them.
At 11/19/10 09:06 AM, BoMToons wrote:At 11/19/10 08:26 AM, Luis wrote:Ask Disney.
Speaking of being forced. How much trouble WOULD someone get into if you snuck in a secret ending or something.
Or Rockstar Games.
Or, how about Tom? Isn't he the guy who works on these sponsorships deals for Newgrounds?
I suppose a sponsor wouldn't really mind unless it got them bad press. If they had parents emailing in to complain that their son/daughter was watching a crudely drawn sex scene on their website, I'd imagine the sponsor wouldn't be too impressed.
As for Xbox Live Indie Arcade, I suppose Microsoft may remove your game and revoke your membership, even if it was totally the fault of the other XNA members for failing to certify your game correctly. Other than that, I would dread to think of the consequences for someone to put a hidden raunchy scene in a game published by a company proper.
Also, Rock Band 3 sounds cool. Shame all of my friends have headed off to university, and I'm not sad enough to play it by myself.
Oh I forgot to mention that the new ending I had to put in actually WAS a secret ending.
Like in the original game, you'd go back in time at the end n start again in a crazy Back-To-The-Future twist.
But I put in a fake ending if you deliberately go the wrong way, where everyone turns into dinosaurs and the whole thing fucks up n makes no sense.
What happened was the sponsor accidentally got the fake ending, an then the real ending seemed boring. So now I have to swap it- which sucks because now it makes no sense.
So in my experience: Don't make easter eggs.
At 11/19/10 12:36 PM, HDXmike wrote:At 11/19/10 08:26 AM, Luis wrote: Speaking of being forced. How much trouble WOULD someone get into if you snuck in a secret ending or something.Jessica Rabbit, that is all.
Rabbit you say?
I saw this and thought of you guys:
Or I could just make it so that you don't accidentally go the wrong way.
At 11/19/10 08:26 AM, Luis wrote: Is there fine print in contracts or something to prevent sneaky developers from doing that?
Yes, typically there's a clause in the contract that says "If we get sued because of you're game, we can claim damages from you", which is why many companies require you to get Errors and Omissions insurance before release (so that when they sue you they can actually get money out of it).
See: GTA "Hot Coffee" class action lawsuit. They want to avoid that type of controversy at all costs now. I believe the ESRB will also fine you if you misrepresent your game to them (no esrb rating means no retail or major platform digital sales, as stores won't sell unrated games, or AO games for that matter).
^ Gaming industry. more like Yawning industry.
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At 11/20/10 03:54 PM, Luis wrote: ^ Gaming industry. more like Yawning industry.
its what happens when companies are run by their marketing and legal departments instead of creative people
At 11/19/10 02:05 PM, Glaiel-Gamer wrote: (no esrb rating means no retail or major platform digital sales, as stores won't sell unrated games, or AO games for that matter).
Really? Why wont they sell AO games? Every major games retailer sells 18+ games here.
At 11/20/10 08:16 PM, Kirk-Cocaine wrote: Really? Why wont they sell AO games? Every major games retailer sells 18+ games here.
"Adults Only" is not the same thing as 18+ or "Mature" games. AO games are pretty much interactive porn.
At 11/20/10 09:04 PM, Archawn wrote:At 11/20/10 08:16 PM, Kirk-Cocaine wrote: Really? Why wont they sell AO games? Every major games retailer sells 18+ games here."Adults Only" is not the same thing as 18+ or "Mature" games. AO games are pretty much interactive porn.
Meet N' Fuck: XBLA Edition
Is it just me or have there been a lot of "testing facility" games (see Portal) since Portal came out?
At 11/21/10 02:03 AM, Wurmy wrote: Is it just me or have there been a lot of "testing facility" games (see Portal) since Portal came out?
It's cause making "mechanical"-feeling puzzles is easier than making "organic"-feeling puzzles. Funny thing, Portal had both, but apparantly people seemed to forget about the second half of the game where you break out of the engineered testing facility into the ductwork of the facility where things weren't nice and organized like the rest of the game.
At 11/21/10 03:17 AM, Glaiel-Gamer wrote:
It's cause making "mechanical"-feeling puzzles is easier than making "organic"-feeling puzzles. Funny thing, Portal had both, but apparantly people seemed to forget about the second half of the game where you break out of the engineered testing facility into the ductwork of the facility where things weren't nice and organized like the rest of the game.
Portal's mechanical feel seemed almost organic though, or is it just me, the personalities of the turrets and glados made it seem friendly. I think that's what people want but can't get it.
Some Bolivian asshole is now walking around with my iPhone... Comfort me.
At 11/21/10 09:59 AM, Xeptic wrote: Some Bolivian asshole is now walking around with my iPhone... Comfort me.
That's what you get for having an iphone. you deserve anything you get.
lol
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At 11/21/10 10:28 AM, Luis wrote: hey guys i posted this from an iphone.
god killed a kitten.
At 11/21/10 07:45 AM, Deadclever23 wrote:At 11/21/10 03:17 AM, Glaiel-Gamer wrote:Portal's mechanical feel seemed almost organic though, or is it just me, the personalities of the turrets and glados made it seem friendly. I think that's what people want but can't get it.
It's cause making "mechanical"-feeling puzzles is easier than making "organic"-feeling puzzles. Funny thing, Portal had both, but apparantly people seemed to forget about the second half of the game where you break out of the engineered testing facility into the ductwork of the facility where things weren't nice and organized like the rest of the game.
I don't mean mechanical and organic in terms of machines v. life, but in terms of "here's a room with a puzzle in it, specifically designed for you" v. "this is a neat place. Supposedly I can navigate to the end if I use the mechanics available to me". Naturally its much easier to just make puzzles and stick them in a room (i.e. first half of portal), but its a tad more difficult to design a setting that just so happens to also function as a puzzle (i.e. second half of portal)
At 11/21/10 12:49 PM, Glaiel-Gamer wrote: I don't mean mechanical and organic in terms of machines v. life, but in terms of "here's a room with a puzzle in it, specifically designed for you" v. "this is a neat place. Supposedly I can navigate to the end if I use the mechanics available to me".
So, Braid would be mechanical?
At 11/21/10 01:06 PM, Chickumbleh wrote:At 11/21/10 12:49 PM, Glaiel-Gamer wrote: I don't mean mechanical and organic in terms of machines v. life, but in terms of "here's a room with a puzzle in it, specifically designed for you" v. "this is a neat place. Supposedly I can navigate to the end if I use the mechanics available to me".So, Braid would be mechanical?
Ya, to the extreme too. There's nothing wrong with either way of puzzle design, it just happens to be easier to do a mechanial puzzle than an organic one, and it also provides a clear space to search for a solution to the player. People should feel like they're "solving" a puzzle if they beat a mechanical one, while they should feel like they're "breaking" a puzzle if they solve an organic one.
I've been working pretty much exclusively on a puzzle game for the past 2 years so I've had a lot of time to think about this stuff...
I could be wrong, but there's also usually less work involved in creating graphics and sometimes code for mechanical puzzles. With mechanical puzzles, there are several objects that each do something different, and players are able to recognise each object through meeting them in previous puzzles. For example, a conveyor belt is always a conveyor belt, a button is always a button.
To achieve a more organic style of puzzle, I feel you also need to fight this sense of familiarity. A conveyor belt is a running water stream or a powerful fan, and buttons are often removed for more interesting ways of activating objects, like moving a rock out of the way of something.
Now I feel slightly lazy for working on a puzzle game with mechanical puzzles.
You better not be talking s##t about me in here!!!
Kidding. Carry on