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Games Center / Showcase / Re: Mini Quests
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on: 2013-05-13 22:22:22
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Some time later... Update: Dungeon Number Three is on its way!I'm finally close to adding a new dungeon to the game. Yeah, it's been a while.  If anyone is kind enough to try it out for me, the dungeon beta is here. But if you haven't played the game before, it's probably more sensible to start with the full game (without the new dungeon): Applet or Android. The new dungeon is a bit bigger than the old ones. And harder? Tell me what you think!  Cheers, Simon
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3
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Discussions / Miscellaneous Topics / Re: The Next Game Boss
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on: 2013-01-26 11:30:57
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I watched Episode 1. It was exactly as dumb, trashy, and grating as I'd expected, with anything resembling depth mercilessly edited out. But there was something quite interesting about watching a developer try to justify their game. Yeah, we know you've spent a lot of time on it, and you think you're really smart, but seriously, why do expect anyone else to be interested? I think JGO should use the same approach for deciding if a game is allowed into the 'Featured' section.  Anyway, I known it's too late to matter, but Go Team Eli!  P.S. I always imagined you looked like the orangutan that used to be your avatar pic.
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Discussions / General Discussions / Re: Not A Game!
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on: 2012-08-09 11:06:12
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Videogames are like television programmes: there are lots of different kinds that fill different sorts of gaps in different peoples lives.
Arguing that MMORPGs aren't proper games is like arguing that soap operas aren't proper telly.
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9
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Discussions / Java Gaming Wiki / Re: Gameloop experiment
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on: 2012-07-20 12:05:29
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To celebrate the start of the new wiki we will try to create a gameloop together as a community. Just to be pedantic, I take it we're talking about a fixed frame-rate loop (no 'deltaTime' passed to the logic() function) in plain Java (Java2D). For ultimate newb-friendliness, how about a demo applet/application that uses the loop so everyone can see how lovely and smooth the final result is?
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Discussions / General Discussions / Re: Ouya - Oh yeah?
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on: 2012-07-11 12:03:42
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I believe that your correct about the Wii, but it's a one off. As I understand it every Nintendo console has been sold at a profit (with the 3DS being a possible exception following it's price reduction). But still I'd assume that the plan is for the Ouya to make money from its App/Game store rather than its hardware. Personally I find the idea of a cheap, fun, hackable console quite appealing (more so than the Raspberry Pi, not that it's quite the same thing) although I wouldn't bet on it being successful. there are already a ton of games available for it at launch but for one small problem - it's designed for touch, and consoles are all about controllers. Very true. Also many existing games might not look too good when scaled up from a 4-inch screen to a telly.
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12
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Discussions / General Discussions / Re: Your first game release stories and experiences
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on: 2012-06-24 16:27:35
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ps I tried to play one of your games
Just to be clear, I'm not holding those up as examples of "games people want to play". Quite the opposite.  ...the applet wouldn't load.
Common reasons seem to be an out-of-date or broken plug-in, or Javascript not being enabled (since the applet launcher uses it). Thanks for giving it a try anyway. Back on topic... It's like, just because one can learn guitar and to sing doesn't mean they can write a hit song. Excellent analogy! And like playing guitar and singing, programming games is fun, regardless of how much of an audience you have.
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Discussions / General Discussions / Re: Your first game release stories and experiences
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on: 2012-06-24 10:32:54
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1. Don't make a game about maths and expect many people to actually want to play it. I suspect it's more general than that. Don't expect many people to play your first game, whatever it is. Or your second, third, fourth, etc. Get used to the idea that making games that people actually want to play is harder than just making games. (Or maybe I'm just feeling cynical this morning...)
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Discussions / General Discussions / Re: Hours and hours and hours
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on: 2012-05-17 13:34:58
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You only have to look at how trivially "simple" our games are versus the time taken to produce them to realise just how much effort really goes into making something commercial.
Just for fun we can try putting a number on that. Two of the games in our little list are Space Invaders/Galaxians clones, but at different ends of the spectrum. Starbugs is at the 'hobby' end. Gameplay is very basic, but I'd argue that it's reasonably polished (at least I remember it being a hard slog getting it into a state that I felt was finished). Titan Attacks on the other hand offers the deluxe, award-winning (I'm too lazy to check but presumably  ) alien-shooting experience, and is very obviously 'commercial'. One took 80 hours to make, the other 1680 hours. So we could claim that the difference between hobby-standard and commercial-standard is a factor of 20 in the development time. As I say, just a bit of fun.  Simon
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Discussions / General Discussions / Re: Hours and hours and hours
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on: 2012-05-17 08:38:10
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no, your button says applet but when I clicked it a jar file thrown (not that I don't like desktop though)  Ah, I see. What a shame. I'm using a plugin that's supposed to handle applets correctly - and clearly it's not doing its job. What OS/browser are you using? (The plugin does say it requires Javascript, but that's always present these days, isn't it?) Simon
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Discussions / General Discussions / Re: Hours and hours and hours
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on: 2012-05-16 21:50:40
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I want to see your starbugs in applet but it lies  Lies? You mean it hangs? That's annoying. If it's purely an applet problem then maybe the old webstart link will still work. (I did see applets hanging on a Windows/IE9 machine recently. It seemed that the browser plugin was completely broken - even the Oracle "which version of Java do I have" applet was hanging. Updating the plugin fixed that.) Ah well, I guess we're all used to applet problems by now.  Thanks for trying it though. It does rather undermine the original discussion if I'm quoting development times for games no one can play. Simon
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Discussions / General Discussions / Re: Hours and hours and hours
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on: 2012-05-15 19:51:00
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b) just how slow we are. It'd be nice if we were quicker but we have an arcane style that's quite labour intensive, and we've got absolutely no natural talent in game design - at least 50% of the development time (both code and graphics) is just testing ideas and throwing them out again afterwards.
Are you basing this on hard evidence? I'd sort of assumed that everyone felt that way. 
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Discussions / General Discussions / Re: Hours and hours and hours
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on: 2012-05-15 19:43:29
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Hard to compare without knowing more details. Like developer's experience, game features and usage of external libraries.
Of course any quoted development times are going to be very, very woolly, and I wouldn't read too much into them. But I'd argue that things like developer's experience and choice of tools are actually minor factors compared to the overall size/quality of the game being developed. (And let's assume that we're talking about developers who are sane enough not to spend ten years implementing something that could've been done in ten minutes.  )
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Discussions / General Discussions / Hours and hours and hours
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on: 2012-05-15 14:06:04
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A thought that's been bouncing around my head recently: Everyone always massively underestimates how long it's going to take to finish making a game. You start on a project that you think will take a couple of weeks, and after a few months of hard slog all you've got is a crummy-looking tech demo, so you give up and start a different project instead. What if, when you first have an idea for a game, you could plausibly estimate how long it would take to turn that idea into reality? How would that affect the projects you take on? So what I'm thinking is, how about we make a list of example development times for different types of games? To kick things off, here are some of mine: Starbugs (a basic Galaxians clone) - 80 hours Bug Bomb (a basic Scramble clone) - 250 hours Bunny Golf (a simple mini-golf game) - 450 hours Note 1. I'm only thinking about finished games here. (And by finished I mean properly finished, not just abandoned.) Knowing how long it takes to make something half-finished isn't that useful when half-finished might actually mean tenth-finished or hundredth-finished. Note 2. The number of hours is a very, very rough guess. I know rough start and end dates for the projects, and I'm assuming 10 hours of work per week (evenings and weekends) which is a balance between a typical productive week (20 hours work) and a typical not-so-productive week (ten minutes work). Is this sort of thing useful? Does anyone else want to share development times? Simon
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Games Center / WIP games, tools & toy projects / Re: DarkGalaxy
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on: 2012-03-10 15:39:55
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Seeing graphics like that still makes me go weak at the knees. Thirty years ago there was nothing in the universe that looked cooler... One question I would like honest feedback on: Is this too retro? Do you think the graphical style would prevent all but nostalgic geeks from giving it a try?
It will prevent a lot of people from playing. But those same people would never play a 'space trading' game anyway, so it's no loss. More relevantly, it won't prevent 'indie' fans from playing, and they're the ones most likely to be interested. (Try posting the demo on TIGSource if you want to test that assertion.) At the end of the day, I think the graphics look good. Whether people play the game or not depends exactly on that: the game. Simon P.S. That all said, on the question of using pixelated lines versus glowy lines, I'd have a slight leaning towards glowy lines. They look the way I remember wireframe graphics looking, rather than how they actually looked. But it's a very small preference. Pixelated is good too. 
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Discussions / Business and Project Discussions / Re: Finally, an Experience poll! [UPDATED] Now with Statistics!
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on: 2012-03-09 19:57:37
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Because I'm such a maverick, I'm going to answer without using the table. Number of games developed: [Typical development time: hours] ZX81 (Basic): dozens (games were much simpler back then  ) ZX Spectrum (Basic): dozens [Typical development time: days or weeks] ZX Spectrum (ASM): 8 [Typical development time: weeks] PC (ASM/C): 2 (plus assorted graphics demos) [Typical development time: months or years] PC (Java): 6 (plus 2 unfinished) Android (Java): 1 (ported from PC) Nothing commercial (or even commercial-standard).
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Games Center / Showcase / Re: ErnCon
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on: 2012-03-03 19:36:29
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A reboot of the phone tends to fix that issue for me.
Didn't work for me I'm afraid. Just not meant to be I guess. 
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Games Center / Showcase / Re: ErnCon
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on: 2012-03-03 13:09:04
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"Insufficient space on device" when I tried to download it. I'll try it again if I can clear enough internal memory (>20meg). Obviously that's my problem not yours, but I'm just wondering whether you're setting "preferExternal" in the Android manifest. I've got more than enough external storage to hold the game. I don't know anything about how Android works, but I'm a little surprised that it's insisting on downloading the app to internal storage. I managed to watch the trailer at least, and that looked pretty nice.  Simon
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Games Center / Featured Games / Re: ApoSheeptastic
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on: 2012-03-03 12:48:02
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First (alpha)android port is online. When someone wants to test it, feel free and test it.  Worked fine for me. There looked to be a slight graphical glitch at the edge of the flower tiles. I'd guess it's an issue with the texture boundary filtering when scaling down to 320x480 resolution. Presumably you'll be able to reproduce this by testing at that resolution. Otherwise I'll have to send you a photo of my phone screen or something so you can see the problem. Also because of the relatively low resolution, the text on the tutorial screen was a little tricky to read. Not a big issue, but I guess it wouldn't be difficult to increase the font size a bit. Overall I really like the game's new look. The only negative thing I can say is that the "LEVEL UP" effect looks out of place now (it was more suited to the old game style). But that's a really minor thing, and it may just be me. Simon
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Games Center / WIP games, tools & toy projects / Re: Pong - Evolution
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on: 2012-02-18 16:38:34
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I'll third the idea that the ball is way too difficult to hit at the start of a point. First time I started the game, I'd lost a point before my fingers had even reached the keys, which doesn't endear me to the game. At least start the ball at the far end of the court.
Aside from that, I think it's a really slick bit of work (with fantastically cool music). Maybe 'challenge mode' could be more prominent though - it's very entertaining, but a bit too easy to overlook.
Simon
P.S. I'm not sure that 'Pong' is a great title to use. It guarantees that if the game ever becomes popular, it will cease to exist.
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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