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Me the III

Member Since 11 Apr 2009
Offline Last Active Mar 30 2015 08:38 PM

#3888603 Development Plateau

Posted by Me the III on 10 January 2012 - 03:00 AM

Lately, (as I've been playing Skyrim), I've come across a puzzling dilemma: will game quality ever "level out?" Obviously, you can take a snapshot of games ten years ago and games now and think "Surely not! There seems to be an exponential increase in the capacity for graphics and new content and quality!"

But, let's face it, games today can take years and years to finish, and their development cycle is only increasing in length.

Let's use Skyrim as an example: as I walk across the land of Skyrim, I take a close look at the landscape and realize that from afar, that game looks brilliant, but up close, it isn't exactly breath-taking, to be fair (but it is a VAST improvement over Oblivion). There are literally hundreds of quests and items. There is a massive amount of hand-drawn content in the game.

And then I realize: this game took five years to finish. It's amazing, to be sure, but it took years to finish. It makes me wonder, at what point will games be so "advanced," so "in-depth," as to literally be in development for too long to feasibly produce?

Granted, computer programming is a process in which knowledge is built upon knowledge, and elements are recycled to facilitate faster development. Why reinvent the wheel, right? But even despite this, the development cycle for this game was, again five years long. At some point, whether it be simply building the textures and models for ultra-high resolution games (which I imagine as part of the longest process of game-creation these days), or simply trying to come up with some "new twist" (because it's either that or simply give the gamer as much freedom as they please), or coding the particle effects or AI: all of these combine to, over time, increase game development cycle length.

Will games like Skyrim, massive blockbusters crammed to bursting with content and high-quality graphics, eventually just reach a limit in production?

(This is not a question of gameplay; obviously it is the gameplay that makes any game what it is. Rather, it's a question of how far the modern "polish" to games can go before it reaches, as stated, a "plateau" at which point it is too costly to overstep)
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#3762605 Your favorite underrated game

Posted by Me the III on 31 May 2011 - 11:46 PM

Super Mario Sunshine.

It was Mario 64 with a more lively atmosphere in terms of not feeling "alone" the entire time.

Personally, I still prefer the levels of Mario 64 (just more...vibrant? who can top the diversity? From the caverns to lava lava land to the green fields and flooded level to rainbow ride...it was an incredibly diverse experience

I think there is a lot going for SMSunshine though. The nozzles were, in my opinion, a great ONE-TIME diversion for the series, and the entire game felt "alive" to me. There was still a great variety of diversity (though not as much, as the designers were constrained by the "island" theme more)

I'll never forget either game though.
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#3740697 16 by 16 Sprites

Posted by Me the III on 23 April 2011 - 12:48 AM

Whoa! That's pretty impressive! Congratulations!


Thanks, I'm pretty excited :D

(Okay, okay, it's paid internship...but if it's enough to pay taxes on, and I work a 40-hour week, it counts as a job to me :P )

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#3679506 5 reasons why construct is better than GM

Posted by Me the III on 20 January 2011 - 09:56 PM

Your first example is just really extreme. Few people would make a mistake like that, unless they know absolutely NOTHING about spriting. If you are actually capable of something such as making graphics you'd know that you should zoom out a few times while making it. And why would you use ONE sprite 145 times in your game? You might use it a few times, but not that much.


In addition, what noob decides to use 145 objects he has to code individually...oh wait...he doesn't have to.
He uses one object and edits the code ONCE after placing the object 145 times...even if they're different, there ARE still ways to make sure that you can differentiate between different forms of say enemy objects with the same sprite within one object, by having if and such statements.

Guess THAT example isn't the best...

EDIT: The way I take it, you either meant you use the same sprite for different objects...145 times...which is insane. Your entire game is one sprite/mask. Can't think of an application or example of that.
Doesn't the image-editor have a way to rotate as well?

But anyway, either THAT, or you mean he places the same object 145 times...in which case he does indeed only have to fix one line of code.

So it's still a fail argument, either way...just sayin.' Not meant to be antagonistic, but it's a really lame attempt to slant the argument towards Construct in that respect.

EDIT: I got +'d for that? Sweeeeeet! I'll pick on people more often! Also, I realize I came off as an...@55, and I want to apologize, even if the argument wasn't the greatest on behalf of my opponent. It was uncalled for.
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#3675260 GMC Jam?

Posted by Me the III on 14 January 2011 - 11:20 PM

Because so many are opposed to Pancakes, we may disregard it

If so many are opposed to it, how'd it get so many votes? :huh: Obviously, LOTS of members want that theme. If it wins, just go with it.


Remember this guy? Even if you don't, the concept is the same...people vote for the idiotic choice, because in today's society it's cool to be insensible.

How do so many "epic fail" memes get popular? Same answer...it's a frickin' localized meme...it should just be removed, the way Barack Obama Billy Bob should be removed from a presidential ballot, were it ever an option (unless there actually WAS a politically viable candidate named Billy Bob, who in that case, in all fairness, should change his name so the "meme" of it still doesn't dominate the election).

It's the "joke," and so many want to be a part of it...get it?
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#3673508 Question about giving credit for using examples

Posted by Me the III on 12 January 2011 - 05:13 AM

All my examples have a message at the bottom that states...

"Credit is NOT NECCESSARY but very much APRECIATED!"

There is no obligation on you to credit anyone for the examples you use, and if you don´t want to then don´t. If they don´t want people to use their code then they shouldn´t have posted.

That may sound harsh but I know from experience that credit doesn´t happen all that often (I have made LOADS of examples and have many more on my Web page), especially as when you are making a game or something you may download a dozen examples and take pieces from each of them, so it becomes nigh on impossible to say who to credit or even to remember whos examples you have used... Don´t get me wrong, the right thing to do and the nice thing to do is to give credit, butIi wouldn´t sweat it unless you are going to try and pass off the codes of others as your own in an example or something. You could always just give a shout to the GMC like...

"Thanks to all at the GMC who have helped me!"


I think the question that comes to issue here is pride...it hurts to admit you need help.
Speaking of which, I would like to credit Mark here for a movement script in a game I never released/finished but he was kind enough to give to me!

Where it REALLY gets blurry for me (and I mean blurry) is...well...let's have an example.

I have an extensive knowledge of the American Civil War...it's one of my favorites. I have read probably well over a hundred books on it by now.
My point is, I know this thing almost by heart. I have no idea where I remember this from, I just DO.
Same with lots of English tips, same with (and especially) coding, where by now it all just "clicks" due to my understanding of it now. Countless people helped me understand, and I even looked at some examples and adapted some of their coding conventions no doubt (they have had at least an influence on me)...now, where is credit due?

There comes a point where you just know what you know...and you don't remember where what you know came from...not like "I used this guy's example a month ago"...like a life-long database collection whose version is constantly updated but whose literally hundreds or thousands of authors have been lost to corrupted neurons.

Where THEN, is credit due? Is there a...time limit? I learned X Y years ago...not sure where...just know it...
Is there some sort of exponential decay model for this kind of thing?
You don't see professional programmers crediting every person who ever helped them (EVEN THOUGH it can be absolutely certain that they learned how to do specific things, how to form specific loops or data structures, from them), and they probably have committed minor plagiarism in their codes.

Do you have to physically demonstrate a thorough knowledge of the knowledge? Show how it works? No physicist credits Newton or Leibniz anymore: Calculus is just understood to "be..."
When does knowledge become "public domain" in that an individual can use it without fear of being accused of plagiarism (Newton vs Leibniz debate aside), yet others could not because they don't understand it quite so well?

Does what I'm asking...make sense? Can anybody condense it?

There are obvious things...1+1 equals 2...why don't we credit cavemen (that's rhetorical, troll) for fire and wheels in every match and car tire? What makes THAT basic math knowledge so different from an advanced algorithm? If it follows basic laws of nature then technically you are just making sense of nature, and you are simply "observing" nature through mathematical formulas that can't technically be "owned." You don't own multiplication, you don't own more advanced combinations of multiplication and division and addition, so what makes a less-complicated movement script so different?

An interesting thought experiment:

Isn't there math behind EVERY action and movement in the universe? Doesn't EVERYTHING occur as a direct, super-precise and technically calculable result of what variables came before? Does that not mean that every idea is just math, and that you then are entirely driven by math, all your thoughts, all the neurons in your head at this precise moment will, when combined with the outside variables that DO currently surround them right now, lead INEVITABLY towards your next thought and action and keystroke? Is quantum randomness even random? Or, was that "randomness" too guided by unseen, infinitely large numbers of variables conspiring to form that specific quantum fluke?

This is one of my favorite "theories" of life...it even allows for any one person's god to interfere by introducing truly random quantum fluctuations in nature (but I won't get into that, this is not the point).

Are we not all simply math and logic, unwillingly guided by the countless factors that have gone into our person thus? (This is about to take it to an extreme). There is then, in essence, NO FREE WILL WHATSOEVER, because, however unknowingly, "your" variables make the next move for you. We are all essentially AI driven by our programming up to this exact point in time.

And if so, I refuse to see how a person could own and AI script, in essence owning the most basic laws of human nature itself, only having given form to them.
Don't take this theory to heart or it will mess with your head...I personally hate it as much as I love it. Just a thought experiment, not meant to be anything more.

EDIT: PROBABLY deeper that you were looking for...and unhelpful, especially since I only asked a question of my own...sorry about that.
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#3647321 16 by 16 Sprites

Posted by Me the III on 05 December 2010 - 04:23 AM

I was able to intercept this transmission recently...

DATE: Saturday, December 5
TO: Department of Spriting
FROM: Head of Development and Design

Mr.'s Jake and BENJAMUS

File restoration was successful. Proceeding with Operation Alpha.


But in all seriousness, I haven't actually opened the .gmk yet to see if it works...I should get on that.
My laptop is up and running after some frustrating restoration (if there WAS anything I didn't recover, it's fried now...three times over...)

So, I'll leave it there for the night! Hopefully, it works. If not, I recovered about fifty different versions, so I'll at least have a working place.
But progress will be slow until I sort out of everything. Seriously, I recovered EVERYTHING, and now it's all named with it's memory allocation...gotta sort.

Good news at least! My mission tonight is restore my Internet history and bookmarks.
I had over a 1000 bookmarks...

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#3608341 16 by 16 Sprites

Posted by Me the III on 26 September 2010 - 03:40 AM

Back early, I guess?

If anybody wants to see a "DEMO" of unit movement, I'll upload something.

EDIT:
http://www.mediafire...aj3c8z8ft0pm5es

Demo includes:
Unit Movement
Saving/Loading (Pardon the crappy menu)
Part of the Unit Display Engine (Shows stats)

Tell me what you think. Why does it use the red foot soldier? I forgot to download the blue one before I left :P

EDIT 2:

Also, tell me how it runs. I feel like I might have to optimize a few things.
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#3605499 16 by 16 Sprites

Posted by Me the III on 20 September 2010 - 09:21 PM

Maybe Me the III would like to mention this stuff in his original post?


Will do.
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#3604317 16 by 16 Sprites

Posted by Me the III on 18 September 2010 - 03:46 PM

Just out of interest how's the programming going? Are we likely to see a demo any time soon?

Nice again. +9

As to a demo: I realize anybody who's invested so much time in something would want to see a definite return. I could release one in a few days, depending on your definition of a demo. My definition though, is at least an alpha version (working engine, with one-two tweaks left, and a few levels "done")

My story (did I already say this? I think so...) will start as the modern-day Joshua tells a bedtime story legend to a group of kids. The basics will be introduced. This will serve as a tutorial, and the "present-day" game will be intricately tied with that's storyline, but won't be so deliberately corny (it's a thousand-year-old legend, after all. It's bound to sound like a child's story).

The stats from the tutorial will carry over to some of the ancestors of the main characters. It'll be like a checkpoint, with the main adventure about to begin.
When the tutorial is ready, I'll release it.

What do I need to release the tutorial? Not much...:

The engine's AI needs to be smarter. Not a priority if levels are designed to avoid it, and the tutorial can probably tolerate it, but I'm going to need to edit it.

The battle-engine needs to be edited a little bit...I have the basic components left over from a scrapped version, but it's not implemented yet.

The unit-specific things (walking across water/not doing so, terrain costs, growth rates) need to be programmed. I have a general idea of how to do so, but I need to do actually start before I see how long it will take.

Finally (the creator of the tutorial just added this to it, so I'll take a look at that soon, and see if I want to do what he does) I need to create objectives for room-completion (beat the boss, survive x turns, etc.)

The AI should take about a week of lazy work, the battle engine will take about a day to refine, the unit-specific things might take a while, and the objective things shouldn't take more than a day of hard work. Oh, and I have to actually write the scripts for each character. That takes a fair bit of time.


It really all comes down to how much work I have to do over the course of each week. I'd say (don't hold me to this) that a demo is possible in a month, likely in two months, and definite in three. I know that's a fair bit of time, so please be patient. As it is now, I have about 5+ hours of homework to finish today, when studying is factored in.

Thanks for asking, though. It strengthened my resolve and work ethic, putting it all down in electronic ink.

One last thing: if you or anybody else wants to help design maps using the tileset, it'd be a big help later on. Let me know if you are interested (anybody).
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#3595950 Competition06

Posted by Me the III on 03 September 2010 - 05:37 AM

That's my point! It doesn't take long, and is a nice preparatory step...err..wait, was that my point?

I was talking about how games typically already in progress when a competition is started that are then adjusted for the competition should be allowed to enter...

That was ONE of the points I was trying to make, I guess. I left one out:

I believe though, that if a person can alter their game enough so that it seems perfectly in compliance with the "theme" and "heart" behind the competition, they deserve to enter just as much as the next guy.
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#3592499 Software Piracy

Posted by Me the III on 29 August 2010 - 04:49 AM

View Postluenardi, on 28 August 2010 - 10:11 PM, said:
You are the reason LAN Games are dead..


Prove it.


Nobody needs to prove anything.

In a world where nobody stole or killed (or pirated, if you will) there would be no locks or keys. Why not? Because nobody would worry about their stuff being stolen.

The same thing would apply to software. Why would anybody need to protect it? Nobody would would STEAL it in the first place, or download it without permission, or WHATEVER.

There's your proof, and you know it. Why would any company institute a system that its paying customers hate? It kills business. The only logical conclusion would see it as an attempt to counteract the unauthorized downloading of its game.
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#3591581 AMAZING 3D menu file

Posted by Me the III on 27 August 2010 - 04:39 PM

It's so hard and take so much time to make 4 rooms and put 4 bgs?:)Maybe other users will use them..:)who knows..


It's not that it's hard at all...it's that it's inefficient, when, as the previous poster suggested, you could put it all into a single sprite that changed...you could even cycle through backgrounds rather than have four separate rooms...
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#3589469 16 by 16 Sprites

Posted by Me the III on 24 August 2010 - 01:29 PM

Yeah, BENJAMUS, I'd say so (can I just call you Ben?). Actually, That's exactly what I'd say. However, keeping it the same size, could you also make tileable walls? For example,

xx
xx

is what I asked for before.

xdx
dnd
xdx

where d is an extra length of wall, and n is nothing, and x is the corner of the wall.
Thanks again.

@beeproductions
I'll post a screenshot in an edit soon.

EDIT:
Posted Image

Remember, this is definitely not final design. I still need to work on the main interface, and the room size will double. And, unfortunately, I found out that the engine currently has a bug that neither I or it's designer can seem to pinpoint yet, so I'm going to rework my version of the engine to hold data more efficiently and cheat that bug at the same time. So, there's a silver lining in there.

EDIT 2: Also, the characters there are just placeholders. They aren't the greatest they could be (FE characters are much smaller in scale (2-3 pixels is a lot in 16 by 16, if you don't know it), but I don't have the skill to really make things much smaller).
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#3585244 Manhunt 2................A shame on rockstar

Posted by Me the III on 17 August 2010 - 08:16 PM

The game is banned in my country.

I thought America was the cause of this type of gore. I will come to America if they do ban this type of games.

Okay Tarik@ Have you ever seen any GTA4 characters puking after completing his mission. If that is so what you say.....lets see if we can find any gmc member that thinks (after playing Nikko Bellic)that GTA4 is discusting or sick.

As we all agree that gta4 is bad, dirty or wrong but not sick. Guys anyone that tested GTA4 believes gta4 is discusting?


You base your immigration on game bans? Do me a favor and don't come here. Please.
And, sick is subjective. Besides, what you make Nikko do outside of the story is your business. You don't even have to participate in the story, to my knowledge. Never played the game myself, but I know the gist of it...and some people think that prostitution is pretty sick...
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