Friday 22 March 2013

beetlejuice

I am not really into Minecraft stuff, but this is pretty cool

Thursday 21 March 2013

fuck you apple

If you ever needed proof that games are a valid medium, how about watching them getting censored for being political?

Carry on, nothing to see here! Please, keep buying your Clicky Tower and pay no attention to the beating behind the curtain....

Sunday 17 March 2013

gee thanks google

Searches related to "magical diary":

magical diary walkthrough

magical diary review

magical diary download

magical diary sequel

magical diary wolf hall

secret of the magic crystals

... noooooooo.......


On a happier note, I do actually have someone working on some new test sprites! It might EVENTUALLY get underway!

Saturday 16 March 2013

video killed the radio star

Inspired by a certain LP forum, thinking of "The Movies" and thinking of people squeeing over anime romance... what about a management sim in which you are running a music video production studio?

The obvious comparison is Star Project, but in this case, you're not creating a star, you're creating the background that stars come in and use. You're hiring backup dancers, building sets, preparing makeup and costumes, etc. You have limited interaction with the REAL stars, who mostly diva in and complain about stuff, but your individual studio members (all random/custom, no set plots) can develop complex procedural relationships over time, and the current state of their relationships affects how they work together. It can slow down your production schedule if your dancers are off snogging in the changing room... or if your makeup artist hates her ex so much that she carries out sabotage...

Like The Movies, you're mostly trying to keep your studio afloat and raise your reputation, while producing little video sequences that you can save and watch. Add features to allow players to sync their own songs to videos, and I think people would have fun with it...

Definitely not working on this myself, just an idea. Maybe I just want to see everyone in fishnets, torn clothes, and wild 80s hair.

Tuesday 12 March 2013

supersize me

Experimenting with the possibility of releasing a higher-resolution version of The Royal Trap.

For comparison, a screenshot of the normal-size game (gaaaaah, blogger wants to wrap everything in its 'friendly' interfaces which completely ruins the point of trying to show things at different sizes, have to use links instead):

http://imageshack.us/a/img14/4325/screensize1.jpg

And a screenshot at the higher resolution:

http://imageshack.us/a/img541/455/screensize2.jpg

The CGs are easy enough to replace because I have them in big-size anyway, but there are a few times where I made use of the fact that I had large graphics to do special effects, which will now have to either be dropped or be fuzzy. Same thing for the couple of times I used the sprites at source resolution for closeups. And since I wasn't coding with rescaling in mind in the first place, there's a lot of hard-coded silliness that will have to be adjusted by hand.

On the bright side, I'm planning to make this CD-only, so I can completely ignore things like filesize. The original version will be on the disc as well, so if someone's computer does not like the resolution I'm using, they can always fall back to the old one.

But we'll see how it goes.

Sunday 10 March 2013

when can i buy language chips for my brain?

The frustration of stumbling over cool gothy-looking things on DLsite (usual warning - site is pervy, this link is not) that I cannot play because Japanese...



There's more information, screenshots, and a trailer here.

I don't know, maybe it's good that I can't play all these games, I'd get distracted?

Saturday 9 March 2013

LEARN

So, yeah, that Simcity thing. I suppose I should post and show some sympathy for the complete idiots that bought the game.

... Not doing so good at the sympathy part, am I?

As long as you are dumb enough to buy things on launch day that don't even work and are designed to stop working after a year or two, some companies will keep doing this. STOP BUYING THEIR CRAP. DO YOUR RESEARCH. BUY FROM PEOPLE WHO MAKE GAMES THAT WORK. WHY IS THIS SO DIFFICULT.

the ratio of lemon to insanity

The game contains 1,376 screens of dialogue.
These screens contain a total of 14,533 words,
for an average of 10.6 words per screen.
The game contains 206 menus.

... This is for the scratch file in which I'm testing the early "dates", which are almost entirely plot-free and just hanging around with all your possible girlfriends, chatting and flirting and stuff. Except YOU CHOOSE EVERYTHING YOU SAY AND DO.

My brain is a maze of twisty little branching passages, all alike.

Thursday 7 March 2013

extreme placeholder edition

Another quick glimpse of "What on earth are you working on?"



Art and interface and all very obviously nowhere near done; the logic behind the actual mystery-solving stuff is complicated and most of our time is going into that, prettifying it can wait!

Monday 4 March 2013

which results in conversations that make sense to no one but us


"Welcome to the Poseidon Academy for Wayward Youth."

"Mistress Selene commands you to KNEEL."

"Your dualfork() will be issued when you have pleased the PROGRAMMERS and the PUNKS."


Sunday 3 March 2013

self-indulgence

Interface design is not really one of my skills. However, I lack the patience to wait for artists to do everything, so I always fool around with it anyway.

Of course, once my icons are squeezed down into super-compact form it's almost impossible to make them out. I wonder if anyone can even hazard a guess as to what this is all meant to represent...



(Even if I do keep these, you'll see the icons better in the zoomed-in cards, and the skills would be explained first, so it wouldn't be QUITE this mysterious...)