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Everything posted by Taylor
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I'm not sure this game is such a good test case, really. I've basically just put this on the Internet and posted about it on two unpopular forums and a twitter account with ~100 followers. I was going to wait a week and then d-d-drop the stats but what I said above about 60p wasn't a joke. That is literally what I've made so far. The owner of the website has told everyone that for October he will not be taking the usual 10% cut (note that Paypal and Amazon Payments both take cuts too) so I imagine a lot of the October Challenge entries will use it. Perhaps at the end of the month there will be some clearer data on what can happen with itch.io, some ambition and a good game. One problem I do have with the itch.io site is I feel like a second class citizen there. My game never graced the frontpage, which is reserved seemingly for the owner’s indie pals, and is buried behind the “see all games” link. It would also appear an animated image is a privilege I do not have. Still, it's very user-friendly to get something on there and make a nice page for it. And no US government tax forms. Today I decided to be a bit proactive and e-mailed RPS and indiegames.com as they both covered previous solo projects I've worked on (Minimalismism and Doppelgunner) but it's small and doesn't really have a hook so I won't hold my breath.
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Youtube really hates this game because it's 90% particles, 50% bloom and 34% bad at maths. I've uploaded a cheesy trailer with amazing Windows Movie Maker fades to vimto, the more delicious video sharing site where, at least in HD, it looks less like sick being sick. General consensus so far has been image macros of peoples eyes melting which I'm taking as a positive (also you can change bloom, shadows, particles in the settings). So far I've made 60p. Take that, Notch.
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Daikatana is on steam. Why isn't X.
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There is a site bug where you just cannot access the submission pages (after they take your money, of course): http://alexandertaylor.net/?p=671
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Yeah, it's another jam game. I made Metritron ages ago for Molyjam 2013 but the October Challenge for Ludum Dare this month is to take an existing game (or make a new one) and try to make a dollar off it. Oh, the greed. Since my XBLIG version of Metritron was kind of stopped by Microsoft's website I decided to revive it again for Ludum Dare and polish it up all nice for PC. The store page thing is here: http://tayl1r.itch.io/metritronhf Game is pay-whatever and you can pick free. I'm not a monster. There are screenshots on the above link, but have another gif featuring a mouse pointer.
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I would rather play a first person shooter on a mouse and keyboard, but I would also rather play a fighting game on a stick, and a platformer on a controller. Different input devices are better at different things. I would also much rather use a pad in front of a TV and this is the space Valve is trying to move into (PS3 supported a mouse and keyboard, but I don't know how many games did). I don't see how the touch pad on the PS4 is going to change anything for FPS accuracy given where it is on the pad. You're still going to be awkwardly tweaking your controllers analogue nipples next generation.
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My favourite human class has a grenade launcher and a flame thrower.
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Aaand done. Phew. That one month of work this year has earned me a vacation.
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A controller and three buttons? Steam Box with Half-Life 3 as a launch title? No, it'll be a weapon for Axe.
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I'm sorry to be a hater again so soon, but this is really amazing in all the wrong ways. They've seen the bad stuff in mobile games. Put that bad stuff into Godus. And put the bad stuff in badly. The way resource collection works in most skinner-box mobile games is like this: You create specific resource generation buildings. You're looking at 2-6 each for two different resources in the first month (or five hundred pounds).Buildings generate resources and tapping them cashes those resources in. There is a cooldown time between taps.Buildings can store resources up to a maximum so as long as you tap before they fill completely, which can take hours, you're optimal.Godus:Click tens, if not hundreds, of buildings every 2 minutes or lose resources.Click them all again to spawn people.Click all the people so they don't die.This is incorrect! Edit: What a fine sentence that was.
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I bought Humble Bundle 9 for Mark of the Ninja and Trine 2 and did what I always do after buying a bundle and proceeded to play none of the games in it. I did, however, realise I could link all my past purchases on Steam and one of those was Cave Story+, which I decided I should have completed and, relevant to this thread, played. I have played the original but have never past the house where you meet Curly Brace. But now I've played it about twice as far and, damn, this is a lot darker than I was expecting. I'm already in love with the universe, though.
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I actually find it worrying you can't acknowledge there were problems with the game and we're all haters for thinking otherwise. But we could turn this into a good-feels echochamber and I think I'd prefer that. Hey, I worked on Bloodforge. Try to name 5 good things about it.
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It reminded me that jpg is not a lossless format.
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Dux doesn't like Diablo 3? Fuck that guy. Edit and joking/trolling aside: There clearly is some issues in D3 people want addressed and they have been mentioned, constructively, in this thread. People aren't just hating on it to be hip and happening. This expansion easily has scope to be as good as LoD, or even better, if you guys play it right!
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Ultimately I feel Diablo 2 and 3 don’t have much appeal as single player games themselves, and this is more about the ability to play with save hacks and create modifications, so both sides are being a bit disingenuous I guess. It’s a valid point about trading. Honestly the problem with the Auction House was not that it allowed people to trade items at all, the problem was it attempted to override the real-money side of item selling and game content was tuned so Blizzard could make money from it. This is why Inferno was a massively broad gear-check, all item statistics scale flat with no limit, and one-in-a-million rares are the item focus.
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While the auction house is the real reason for sure, if I remember correctly the official reason was preventing people for playing 50 hours, deciding they want online, and having to start over. Also, I have seen Diablo's lack of offline used as a reason to play Path of Exile and that's always amused me Edit: Ah, new post on Rock Paper Shotgun: Despite Auction House Removal, Diablo Staying Online-Only
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Good. Doesn't this mean they can now normalise some of the bloat and not split Inferno into a thousand difficulties as well? They might have to kill paragon too, but that's fine, killing that is also 100% beneficial.
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Why play the old Dungeon Keeper when you can play the knew one with free-to-play energy mechanics? You guys are so elitist. I played Gone Home. I didn't really.
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I don't think I've ever played a GTA game past the first island.
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I've been playing Volgarr the Viking and I'm just past the first boss. I didn't read reviews or anything and just went straight into it. But, afterwards I checked The Internet and the impressions are pretty much what I expected. It's too hard, artificial difficulty, games don't need to be challenging any more, etc. Although I don't think it was overwhelmingly negative. I listened to Total Biscuit complaining about it in a video where it takes him 5 minutes to advance further than 2 screens without jumping into an enemy. Apparently the game needs more checkpoints but I think they're well spaced - any closer and the infinite lives on the main stages are going to promote a war of attrition. It isn't Super Meat Boy. Get good. Honestly a lot of kickstarter projects I see feel like they're on a money bandwagon. I would love to see more genuinely niche games funded by niche audiences like this. Even if you hate it you have to respect that they have their target audience in mind and everyone else be damned - they don't need your money.
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Looks pretty neat. How do you play Grasp? Is it similar to those iOS games where you're hunting for an object in the image?
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Dayuuum. Edit: Maybe not worth writing in. But I'm doing a whole months work as a level designer consultant at Space Ape.
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Hey! I'm not saying they have a weak team or that Keiji wasn't an important part of the series. It's a lot of big names from when Capcom were good and it certainly has scope to be a super-rad-awesome-cool game.
