SIXE'S PROFILE

Search

Filter

What are you thinking about right now?

I collect dreams.

author=Dudesoft
I have wild and crazy dreams almost every night.
None of which I will post here, because dreams deeply reflect your emotions, thoughts, or situations in life.


to a degree. i dont believe in interprting more fantastic elements of dream seqs nor do i believ that they symbolically reflect your subconscious or whatever in any discernable or coherent way. in my exp the only times a dream reflected my waking life were when things about which i had obsessed over while conscious made an appearance. im convinced that dreams are just a combination of that and meaningless amalgamations of random ideas so a particularly 'crazy' dream to me doesnt signify anything

but uh

i suffered through one nightmare in which i was being chased by some sort of an abstract rgiantdickocket-shaped geometry in space (the fever may have been fucking /w my spatial reasoning)

Did you cheat on me?

if there are cheats i will use all of them immediately. if the game is particularly dreadful i will decide that you suck and might even try to hack it to my liking

naturally i imagine my own behavior in my target audience

thus

i dont believe in designing games with the assumption that the player will regulate difficulty for him/herself. devs should control player experience as tightly as possible and if people dont like what youve done then you suck at game design and thats alright because at least you tried and were confident about your choices (either that or your players are a crowd of whiners who missed the point of the game entirely) but designing builtin difficulty error margins to compensate for your lack of sharp decisionmaking by including cheats (or more generally anything that allows the player to adjust the game for him/herself) cheapens the game and makes it appear as if youve no clue what youre doing as a dev

doesnt apply to some genres obv

as an aside i do not understand why rpg devs of all people get such a screaming hardon from having ultradifficult draggy 3 hour boss battles or what the fuck ever (especially when the battle gameplay is hilariously nothing but a series of menu-driven single-tier decisions) because i honestly do not give a shit. its okay if the 'mechanics' behind the difficulty are compelling but 9 outta 10 times theyre not. if your focus is plot and/or atmosphere work hard on that and quit wanking yourself

post your picture

you are a handsome boy

What are you thinking about right now?

yuoare a dead man

(me0

What are you thinking about right now?

guide to lets plays

1) play the game
2) unless you have actually worthwhile commentary shut the fuck up
3) upload

Who cares about credits?

author=Max McGee
But I'd work for free to see my name credited in a project I respected; I wouldn't work for free to see my name credited in a project I didn't respect or care about, nor would I work for free on someone else's project I respected/cared about if I wasn't going to at least get credit. So I refute some of your initial assumptions here.

but isnt that behavior itself based on an assumption (that having your name in the credits actually does anything for you) which--

author=Max McGee
Reading some of the responses here makes me regret helping people with their games in the past for credit

--was recently shaken

?

Who cares about credits?

cock

it took me a while to understand what the fuck was being said here because i have never considered creative attribution this way (i have no reason to) but i think i got it:

'SorceressKyrsty'
Sometimes credits really aren't enough compensation for the work put into something
'calunio'
It's whether they make a difference, and whether they're enough compensation

you really shouldnt think of being credited as compensation in the first place; cred and comp have jack shit to do with each other. giving credit as a substitute for compensation is an imaginary bargaining chip arrogantly peddled by mooching twits with nothing to give: one should not offer to credit the creator as if it were some kind of a tip or favor--one just does it by default because it is right/courteous to do so

'calunio'
Do credits cut it? Does anyone actually care about them?

irrelevant. this just depends on how you value your work/services (you either work for free or you dont). if the issue is rather that people tend to misvalue the worth of an attribution then like i said: it shouldn't be considered a form of compensation at all. yeah the representative audience member wont care but i didnt realize that this needed any examination. a credit roll is a) a personal nod to the creators themselves and b) a reference for other artists/developers

so i guess you could either a) agree or refuse to work/distribute for free and quit bitching or b) request other forms of compensation (skillset trade)

but i think what youre ultimately looking for, with the condition that your contribution is significant enough, is option c) requesting partial authorship. i havent really analyzed this but i think we can sort of wordlessly understand the distinction of being a collaborator from being a contributor

'calunio'
People always talk about giving credits, but in my mind, such credits are hardly noticeable text lines in the game ending like

Maps by Calunio

That no one will ever read, and if they do, they'll forget about it 2 seconds later.
'SorceressKyrsty'
Crediting every person who even somewhat touched CC prior to completion, even if they were unaware, was enough to have 3 minutes worth of scrolling credits.

In an RM* game you have a lot of resources coming from different sources depending on what you're using.

as for how one should credit creators i think that the answer lamely comes down to just being a 'best judgement thing'. its not productive and maybe not even possible to devise a blanket protocol for how people should be credited so the best that can be hoped for is that people are considerate and give proper weight to the attribution based on the contribution given. this is kind of shitty because i feel that this is in essence the core of the discussion but i dont have a better answer

Looking for a Composer~

if it is just one track then i am up for it (whatever genre/format)

Lighting by Lotus Games

i can appreciate the effort that youve put into this but this sort of cluttered special effects rave goes against almost everything i believe about aesthetics in 2d

these modifications drown out volume&texture with a fuzzy opacity soup that stops having any meaningful conveyance or artistic value by the fourth consecutive overlap and suggests a lack of confidence in visual decisions. the blanket lighting suppresses natural color and adds stronger indiscriminately radial sources that a) make no sense (i too have observed that candlelight burns with a bright saturated orange) b) has no effect on its surroundings save an interplay of shadows so cluttered as to be unidentifiable and c) isnt much better than the original in terms of style either because--forgive me--it seems that you have no idea what youre doing with color

sorry. i do understand that not everyone is an artsy elitist but if atmosphere is the goal then that is more easily and effectively achieved with proper use of audio (music/ambience tracks/sound effects). in fact music is like 80% of the immersion in any media so there is little need to subject your games environment to this sort of wishy washy tint haze. dont get me wrong lighting *can* be used well and ive seen it done so but this is not the example to strive for

author=Lotus_Games
so unless the lighting effect uses just a few colors instead of several hundred

solution: don't use a "several hundred" colors. please..... that is an appeal to dazed prats

as an aside i also want to mention that a focus on garnishing still images of the game encourages users to work on ~*pretty screenshots*~ (ie: instant gratification for devs) over things that should take higher priority like writing or gameplay or pretty much any other meaningful aspect that sees neglect because theyre mostly invisible during development. i believe that a game should look better in motion than it does in still images and not the other way around. id go on but my pr manager is motioning me to shut the fuck up now

tl;dr: fine work but i disagree with these methods