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#41 BretHudson

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Posted 20 June 2011 - 03:05 AM

indie(Magazine); Issue #2 can be found both in the first post and at indieFunction.com. Both HD and SD versions available.

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#42 RedOctober

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Posted 20 June 2011 - 04:02 AM

Overall, I quiet enjoyed the 2nd issue of the magazine. Enjoyed the "Yoyo's Fresh New Site" article very much, it turned very plain news into something interesting and worthwhile to read, or at least look at. The only suggestion I'd make would be to have hyperlinks to full sized images, for example in the Beat Hazard Review there are two thumbnail images showing game play, but you cannot see much in them.

Edited by RedOctober, 20 June 2011 - 04:03 AM.

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#43 thatshelby

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Posted 20 June 2011 - 05:45 AM

Great work you're doing, better than the first week.
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#44 iPacMan

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Posted 20 June 2011 - 01:20 PM

I really enjoyed this issue. I think its good you guys look into things other than Game Maker and thanks to Indie(function); i have just discovered Flash Punk which looks really great. The design is really nice, i hope you guys can find more stuff to write about in the future.

It has the potential to continue for a number of years and attract a large following without being sidelined by the other GM magazines if Indie(function); can deliver content that is unique and provide an originality that separates it from other magazines, and defines it as its own thing. This is where the others failed.

I'm sure you guys will think of something, as i said, the potential is there.

Good work!

Edited by iPacMan, 20 June 2011 - 01:22 PM.

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#45 NakedPaulToast

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Posted 20 June 2011 - 04:11 PM

The thin font used over the gray watermarked graphics makes the articles difficult to read.

There is no longer a space in "GameMaker".

A weekly magazine and a weekly broadcast, is just too ambitious. There is no way that you will be able to create enough quality content for such an aggressive schedule.
[Queue the Sorry this issue is late, but we've been so busy, page one editorials]
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#46 Broxter

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Posted 20 June 2011 - 04:55 PM

The thin font used over the gray watermarked graphics makes the articles difficult to read.

The font is no thinner than what you should expect for body text. The graphics, are, as you said, 'watermarked', so as not to effect to readability, which I don't believe they do.

There is no longer a space in "GameMaker".

There was not one instance in the magazine where 'GameMaker' was misspelt. I don't see your point.

Edited by Broxter, 20 June 2011 - 04:56 PM.

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#47 chance

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Posted 20 June 2011 - 05:26 PM

There is no longer a space in "GameMaker".

I always chuckle over this. I remember when Sandy announced the official name was now GameMaker (no space).

But look at the preview pic of their "new" website. They have an opportunity to purge the old "Game Maker" spelling, right? But they STILL have GameMaker and Game Maker on the same page! (Link at the top, and center picture caption at the bottom. :P

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#48 NakedPaulToast

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Posted 20 June 2011 - 06:55 PM


The thin font used over the gray watermarked graphics makes the articles difficult to read.

The font is no thinner than what you should expect for body text. The graphics, are, as you said, 'watermarked', so as not to effect to readability, which I don't believe they do.

There is no longer a space in "GameMaker".

There was not one instance in the magazine where 'GameMaker' was misspelt. I don't see your point.


Do you realise how silly you sound telling someone who had difficulty with readability that they didn't have difficulty with readability.

What you fail to understand is that you are using a medium where peoples devices range in contrast. Even though the background was watermarked, the contrast between the thin text and darker areas of the background graphics was not great. Saying that the font is no thinner than what one should expect for body text is also silly. The thinner the text the more important it is for there to be high contrast between the text colour and the background behind it.

Monitors and graphics are different, they display colours differently, display contrast differently, render fonts differently, anti-alias differently, there is also differences between how people configure their displays rendering. And lastly there are big differences in peoples ability to distinguish colours and contrast. For you to not be aware of this, suggests you shouldn't be involved in the creation of media targeted at a broad market.

And the relevance of the space in "GameMaker" was regarding the new YYGs home page. In the graphic with your penciled in commentary, at the top there is a comment that "No Space" existed between Game and Maker.
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#49 BretHudson

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Posted 20 June 2011 - 07:29 PM

Overall, I quiet enjoyed the 2nd issue of the magazine. Enjoyed the "Yoyo's Fresh New Site" article very much, it turned very plain news into something interesting and worthwhile to read, or at least look at.

Jack wrote that article, and I have to admit, it was quite fun to read. We want to become more opinionated about the news, so then it is fun to read, and more than just what you can get from the glog or a GM news blog.


The only suggestion I'd make would be to have hyperlinks to full sized images, for example in the Beat Hazard Review there are two thumbnail images showing game play, but you cannot see much in them.

That's actually a really good idea. I'll bring this suggestion to the team, thanks!


Great work you're doing, better than the first week.

Thank you, Shelby! ^_^


I really enjoyed this issue. I think its good you guys look into things other than Game Maker and thanks to Indie(function); i have just discovered Flash Punk which looks really great. The design is really nice, i hope you guys can find more stuff to write about in the future.

Glad to have another person using FlashPunk! :) It's very simple, just might take a while to get used to. And I'm sure there'll be more and more to write about as time goes on


It has the potential to continue for a number of years and attract a large following without being sidelined by the other GM magazines if Indie(function); can deliver content that is unique and provide an originality that separates it from other magazines, and defines it as its own thing. This is where the others failed.

I'm sure you guys will think of something, as i said, the potential is there.

Good work!

Wow, that's a really strong statement. I'm glad you believe in us, and we hope we can achieve that which you have said in your previous statement.
-Bretboy129 ~ Bret Hudson
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#50 ugriffin

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Posted 20 June 2011 - 08:11 PM

I think it's a bit silly to state that the price of Game Maker will increase just because they're hiring new people. :mellow:

Otherwise, I think more than just one interview per issue would be interesting (I enjoy interviews the most), as well as branching out from just being GM media: there's other stuff besides Game Maker (and Flashpunk), y'know!


You guys seem to be improving a lot. Good job!
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#51 Broxter

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Posted 20 June 2011 - 09:14 PM

Do you realise how silly you sound telling someone who had difficulty with readability that they didn't have difficulty with readability.

What you fail to understand is that you are using a medium where peoples devices range in contrast. Even though the background was watermarked, the contrast between the thin text and darker areas of the background graphics was not great. Saying that the font is no thinner than what one should expect for body text is also silly. The thinner the text the more important it is for there to be high contrast between the text colour and the background behind it.

Monitors and graphics are different, they display colours differently, display contrast differently, render fonts differently, anti-alias differently, there is also differences between how people configure their displays rendering. And lastly there are big differences in peoples ability to distinguish colours and contrast. For you to not be aware of this, suggests you shouldn't be involved in the creation of media targeted at a broad market.

You can only go so far to ensure perfect readability. As a throw up between visual and textual aesthetics, I have met the target I aimed for. If a couple of people have a little difficulty reading it, then so be it; you can never satisfy every one of your audience - that is a fact I'm well aware of.

And the relevance of the space in "GameMaker" was regarding the new YYGs home page. In the graphic with your penciled in commentary, at the top there is a comment that "No Space" existed between Game and Maker.

Ah. That comment was just an observation that YYG have followed up their branding of deleting the space (although I didn't notice that the space is left in 'Game Maker' near the bottom of the screenshot).

Edited by Broxter, 20 June 2011 - 09:15 PM.

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#52 ugriffin

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Posted 20 June 2011 - 09:41 PM

You can only go so far to ensure perfect readability. As a throw up between visual and textual aesthetics, I have met the target I aimed for. If a couple of people have a little difficulty reading it, then so be it; you can never satisfy every one of your audience - that is a fact I'm well aware of.


You can actually ensure perfect readability. The trick is to know what you're doing.
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#53 Broxter

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Posted 20 June 2011 - 10:00 PM


You can only go so far to ensure perfect readability. As a throw up between visual and textual aesthetics, I have met the target I aimed for. If a couple of people have a little difficulty reading it, then so be it; you can never satisfy every one of your audience - that is a fact I'm well aware of.


You can actually ensure perfect readability. The trick is to know what you're doing.

Read the next sentence.
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#54 NakedPaulToast

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Posted 20 June 2011 - 10:28 PM



You can only go so far to ensure perfect readability. As a throw up between visual and textual aesthetics, I have met the target I aimed for. If a couple of people have a little difficulty reading it, then so be it; you can never satisfy every one of your audience - that is a fact I'm well aware of.


You can actually ensure perfect readability. The trick is to know what you're doing.

Read the next sentence.

His statement still applies.

You don't have a clue.

If a couple of people have a little difficulty reading it, then so be it; you can never satisfy every one of your audience - that is a fact I'm well aware of.

You don't have a clue how many people.

But, if you don't want me and others within your target demographic, no problem. I'm certainly not going to lose any sleep over something that historically has huge visions of grandiose. then starts missing deadlines, then just vanishes.
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#55 BretHudson

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Posted 20 June 2011 - 10:48 PM

If a couple of people have a little difficulty reading it, then so be it; you can never satisfy every one of your audience - that is a fact I'm well aware of.

You don't have a clue how many people.

But, if you don't want me and others within your target demographic, no problem. I'm certainly not going to lose any sleep over something that historically has huge visions of grandiose. then starts missing deadlines, then just vanishes.

That's not exactly what Broxter's trying to say. He's mostly saying that he doesn't feel the need to change such a little detail because a few people don't like it. If you could provide how we could improve things as well, and other people feel the same way, we'd be happy to imprive it.
-Bretboy129 ~ Bret Hudson
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#56 Broxter

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Posted 20 June 2011 - 10:49 PM




You can only go so far to ensure perfect readability. As a throw up between visual and textual aesthetics, I have met the target I aimed for. If a couple of people have a little difficulty reading it, then so be it; you can never satisfy every one of your audience - that is a fact I'm well aware of.


You can actually ensure perfect readability. The trick is to know what you're doing.

Read the next sentence.

His statement still applies.

You don't have a clue.

No it doesn't.

If a couple of people have a little difficulty reading it, then so be it; you can never satisfy every one of your audience - that is a fact I'm well aware of.

You don't have a clue how many people.

But, if you don't want me and others within your target demographic, no problem. I'm certainly not going to lose any sleep over something that historically has huge visions of grandiose. then starts missing deadlines, then just vanishes.

Neither do you.

No, the only thing you'll lose sleep over is that you haven't aggressively put forward your opinions on every single GMC topic.
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#57 iPacMan

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Posted 20 June 2011 - 11:05 PM

It's probably best NKP is ignored (or his criticism absorbed) so the thread can actually stay focused on the magazine rather than turning it into a heated debate zone, otherwise its just not professional.

So any idea what the next issue will hold? Will you guys consider advertisements? What periods is the magazine released?

Edited by iPacMan, 20 June 2011 - 11:06 PM.

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#58 BretHudson

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Posted 20 June 2011 - 11:41 PM

It's probably best NKP is ignored (or his criticism absorbed) so the thread can actually stay focused on the magazine rather than turning it into a heated debate zone, otherwise its just not professional.

Thank you, I was just about to ask a mod if they could stop the flame war in here.

So any idea what the next issue will hold? Will you guys consider advertisements? What periods is the magazine released?

An interview with Chevy Ray Johnston (creator of FlashPunk), maybe an interview with Ted Lauterbach (either this week or the following), more tutorials (3-5), game reviews of commercial indie games created with GM, and whatever else we come up with. Hopefully we can get some fun topics in there, like debates, funny articles, and such.
-Bretboy129 ~ Bret Hudson
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#59 iPacMan

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Posted 20 June 2011 - 11:46 PM


It's probably best NKP is ignored (or his criticism absorbed) so the thread can actually stay focused on the magazine rather than turning it into a heated debate zone, otherwise its just not professional.

Thank you, I was just about to ask a mod if they could stop the flame war in here.

So any idea what the next issue will hold? Will you guys consider advertisements? What periods is the magazine released?

An interview with Chevy Ray Johnston (creator of FlashPunk), maybe an interview with Ted Lauterbach (either this week or the following), more tutorials (3-5), game reviews of commercial indie games created with GM, and whatever else we come up with. Hopefully we can get some fun topics in there, like debates, funny articles, and such.
-Bretboy129 ~ Bret Hudson


Thats really cool. Refresh my mind, who's Ted Lauterbach?? Posted Image
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#60 BretHudson

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Posted 21 June 2011 - 12:01 AM



So any idea what the next issue will hold? Will you guys consider advertisements? What periods is the magazine released?

An interview with Chevy Ray Johnston (creator of FlashPunk), maybe an interview with Ted Lauterbach (either this week or the following), more tutorials (3-5), game reviews of commercial indie games created with GM, and whatever else we come up with. Hopefully we can get some fun topics in there, like debates, funny articles, and such.
-Bretboy129 ~ Bret Hudson


Thats really cool. Refresh my mind, who's Ted Lauterbach?? Posted Image

Rotten Tater. Made Super Space Rogues, the Visit games, Descent, and the Fetus/suteF series.
-Bretboy129 ~ Bret Hudson
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