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Messages - cptrootbeer

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Everything Else / Re: May The Fourth Be With You...
« on: May 04, 2006, 03:32:18 pm »
Ok, my hands are up.  Well, at least one of them.  To be nice, I decided not to include the pun I was thinking about.

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Spore: General / Re: Hydro Needs HELP - Desperate for E3
« on: April 29, 2006, 11:53:13 am »
Hey, are those ads on the site yours?

If so, you could get some money that way  :)  You would have to borrow some money from someone and pay back with ad revenue, but that is an option.

Site News / Re: Posting Flash in the Forums
« on: April 26, 2006, 08:18:36 pm »

Site News / Re: We aren't filtering a bad word!
« on: April 25, 2006, 05:19:42 am »
Could we just have this thread locked?

Podcasts / Re: What program do you use to download the podcast?
« on: April 23, 2006, 03:42:54 pm »
iPodder (the newest version is called Juice Receiver)


>Talk to self
Talking to yourself is a sign of mental colapse
Why not?

That's awesome.  Also, try:  hit myself in the game.

>hit myself

     **** You have died ****


Podcasts / Re: Episode 48 Posted
« on: April 22, 2006, 06:00:08 am »
From your logo: games, life, everything.

I think you did well with this show.  I know some people only like video games, but I don't mind when you put board games in there.  It is still quite interesting.  The Days of Wonder approach to computer games is also unique enough to warrent special attention.

PC Games / Re: Game Maker
« on: April 11, 2006, 06:44:14 pm »
Even though I think it would be better if you teamed up with a programmer, you may want to check out torque:

Spore: General / Re: Release date of spore editor
« on: April 02, 2006, 02:46:47 pm »
Nice try. But the title needs work. This looked like you were discussion when it would be not that it was released.
Which I thought would be more believable, since all the others used that other format.

Spore: General / Release date of spore editor
« on: April 01, 2006, 10:20:18 am »
It seems that WW said that the spore editor (which everyone wants) is going to be released on May 15th 2006.  What do you think about all of this?, yeah... I must say: April fools

Spore: General / Re: An example of the power of procedural coding.
« on: March 25, 2006, 08:03:12 am »
It's an interesting project.  I have trouble making a decent 2d game with only 100k of hard drive space.  The problem is that with all of the algorithms in that game, it runs a lot slower than anything with pre-built art.  Considering that hard drive space is massive, this method rarely has good uses.  Now I can understand it with spore.  But from my understanding, not everything is procedural in spore.

I would be surprised if the revolution cost more than $200 US.  It seems that is the price they used for the previous system, and the low price is pefect for their target market.

PC Games / Re: Simple, Addicting games
« on: March 18, 2006, 02:19:00 pm »
SumGI, I paid $40 for all 8 of his games, and I really think it's worth it.  Not only are there over one hundred of normal "challenge" maps, but hundreds of custom maps for download, a map editor and a pretty solid multiplayer option.

Engineer, I agree.  RTS games often seem to drag near the end.  One of those reasons could be that there is little chance of turning the game around, but it could also be what you described as a lack of choices.

FoxSpirit, you are right about the game I made.  I just started it about 3 weeks ago and I agree that it needs a lot of balance work.

I don't see any easy way to create a game without a compiler or other tools.  If you can describe what you want in more details, I may be able to help some.

PC Games / Simple, Addicting games
« on: March 18, 2006, 07:32:14 am »
I have been thinking a lot about what makes games fun.  I know there is no simple answer to this, but I have a few things that I want to discuss with everyone.
The main aspect I'm currently thinking about is the impact of choice in games.  I will show a few basics and give a few examples of what I mean.

First, a game isn't really a game unless you can make choices.  Some of those are mainly the choice of playing or not: the card game WAR and the board game candy land.  Some games are pure choice, with little variation except for the choices.  The main ones here are chess or checkers.

Now, you will notice that none of those are PC games.  I just used those examples because they are well known and illustrate my idea well.  The small, addicting games found online often mirror board games in some ways.  No real choices inhibit the game.  Players always enjoy being able to see how a difference of one choice can greatly impact a game.

This is illustrated very well with the game Slay.  If you try to expand your territory too much, you open yourself up to attack.  If you always attack a certain player, it allows another player to start attacking from behind.

Second, they are usually easy to understand.  Chess has pretty simple rules, but has a lot of depth.  Many games perform this very well.  For example, I made a simple game where the main concept is take turns with an opponent to move the green marker around the board to earn points.  It's very simple, but can be pretty deep if you have a good opponent.

I have a few more thoughts on the subject, but want to see your comments first.


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