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#4686246 "Movie-Games," Yay, or Nay?

Posted by iluvfuz on 02 November 2014 - 02:18 PM

I am ecstatic about these games. I still don't feel there are enough of them out there, and those that are get what I feel is a disproportionate amount of negative criticism, which I consider reasonably indicative of a widely-shared negative bias. So, up front, you'll need to deal with "this game is not a game" views if you're looking to interest as much of an audience as possible. But the biggest thing is that you will need the skills to pull off writing, camerawork, pacing, and so on, where there wasn't as much of a necessity before. Without a strong gameplay for people to default to with "the story sucked, but it was okay for a game and the gameplay was fun", things like the plot, exposition, and even "director"/"showrunner" polish behind the audiovisual presentation will be shoved in the spotlight and impact the resulting experience much more, catching more flak as a result.


Don't underestimate the time or breadth and depth of experience any of those have to accomplish. If you want to truly nail what a "movie-game" is in essence, you might consider having additional teammembers (e.g. scriptwriter for plot and characters, designer for "director" elements and details behind camera movement or character behavior/dialog, musician/sound technician for creating and mixing music and sound effects, artist/designer for any or all of: character/set concepts, any lighting in your game, animation, and such) to handle/review any weak areas you might have. Their expertise might ultimately prove more invaluable than your own visceral proximity in producing as much as you can.


As a last note, "minimal action" doesn't mean no action. Presumably things will happen in cutscenes anyways, but it seems ideal in your position to try to find a clever way to create player interactivity. Most of the games under your descriptions mistakenly brush it off with the infamously default QTEs (Quick-Time Events). While QTEs are acceptable by themselves, it probably shouldn't be the predominant force behind your video game that keeps the average videogamer alert and ready to do stuff, and same goes with other rote actions like memorizing passcodes or solving tedious puzzle gates. Some slick and relevant way to keep the player engaged (mentally and/or physically) both in the action of the game and in the story is important. And here the gameplay can stay relatively constant through the game and even take advantage of character-player progression with upgrades or fluctuate drastically to mix things up simultaneously with the plot/character, or somewhere in-between. This is just in reference to the brief description of your game idea; you may already have this figured out.


But another consideration to keep in mind is that having the gameplay consistent with the story and character can make your movie-game more effective as such. As an example, a popular draw for people: not having an experienced character mourn over their first encounter in taking another being's life to elicit audience empathy and then proceed to force them to kill hundreds more without appropriate framing (or, otherwise sacrificing gameplay parity with story or holding down the story with obligatory gameplay). In terms of "professional" production, keeping cutscenes frequent and short as well as fluent with the visual/aural game is vital for maintaining pace in these sorts of games. So, that would encourage real-time cutscenes that don't behave too differently from the rest of the game, avoiding things like having characters only speak up when a cutscene is prompted or having both deliberate and unaccounted inexplicable jumps/inconsistencies in chronology, character design, or whatnot.


If, after reading this and upon further deliberation, this seems out of your scope in terms of capacity or aspiration, remember that you don't need to make a "movie-game" in the way you have described to make a cinematic game. There have been plenty of great games that force constant player interaction (i.e. gameplay) but ostensibly put their story in the spotlight. But when looking closely, or given some time, the sheen begins to wear a bit and more people may being to criticize both its story and gameplay for lacking in depth. One of the most recently appraised of which may be The Last of Us, which created a beautiful world with fantastic production quality and solid gameplay. But, stripping its story and gameplay down, it's not all too dissimilar from other games with a straightforward story and relatively basic gameplay that maybe just didn't have as much in the way of polish or production (oversimplified a tad for the sake of argument). Other games like Thomas Was Alone managed to tell a pretty touching story that all-in-all could be written in a few pages, but was framed very well using narration, music, art design (namely color; minimalism), and even the gameplay itself (wherein gameplay imbues meaning to the story and the story gives meaning to the gameplay, symbiotically). There are a lot of other games to be brought up here, not least of which would include Quantic Dream's works that offer a lot to learn from and avoid, but what I mean by all this is that you shouldn't get stuck in the rut where "movie-game" means "a movie with a lot of game stuff to it" or "a game with a whole lot of movie stuff in it" when you can look at it as adding another sense to the audiovisual senses of a movie or another sense to a game. You can think of it as a shift from a silent movie to a modern movie--adding the sense of sound, the lack of which doesn't necessarily detract from the plot's content, but can add quite a bit to the experience of it. However much you agree with that analogy, it's valuable to still treat your gameplay or story--whichever you purportedly emphasize less, but may still put equal effort into--carefully going forwards.


I hope this helped a bit, if any of this was new to you or helped generate some thoughts, since I wanted to share my view on this broad categorization of games anyways. I really do want to see more well-made "movie-games" around, so I hope you follow through with this idea. It goes without saying that, about my suggestion to take on a team (film crew!), the extent of the game/movie can be scaled up or down as appropriate or even to fit your focus or your "budget", whatever it is made up of in time or money. Good luck!

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#4144458 physics_apply_local_force [SOLVED]

Posted by iluvfuz on 20 November 2012 - 12:23 AM

Did you already try adding this in after you bound the laser instance to its fixture?
phy_rotation = angleOfShot; //Set a static angle for the laser burst
phy_fixed_rotation = true; //Prevents any angular change
Also, physics_apply_local_impulse might be more useful for something like a laser.

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#4143484 Physics: Edge Catching Bug

Posted by iluvfuz on 18 November 2012 - 10:44 PM

I'm assuming most of you are using rectangular fixtures for your characters or with some sort of beveled alternative. Before continuing, read this article about how a person overcame the issue of a player sliding down a slope in an attempt to create a classic platforming movement mechanic meanwhile also removing the edge-catching issue as well:

"Behind Boxboy"

The general concept which I gleaned from the article was primarily having your player bound to a circular wheel with a motor. This allows greater control over the player's movement and also means that, instead of a rectangular fixture sliding across the floor, we're rolling. From my own experiences, this method has effectively solved the player's stickiness between floor fixtures. You can also "lock" the wheel when the player releases his or her controls in order to bypass the slippery-slope problem. The reason I posted the article is because I encourage people to try to apply it themselves and I personally do not yet have a strong grasp on GM's Box2D functions. However, if you don't want to or just want to see it in action, I created a little demonstration program which you can freely use:

Download: SmoothWalk.gmz

I hope this helps some of you, but remember to take my code with a grain of salt if you do choose to look through it.
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#4142030 Blind

Posted by iluvfuz on 17 November 2012 - 05:53 AM

I got lost in the section with the owl calls where I assume the path looped around a bit and might have overlapped if I didn't completely mess up!

It was a very interesting concept which I've seen attempted before at varying degrees of success. Instead of using arrows keys to move up, down, left, and right, you may want to use the mouse or arrows the rotate the position of the character for walking forwards while using stereo sound to prompt the player--in either ear--his or her direction. Since you opened the game with a first-person scene of the player looking up the hole, I expected the game to simulate or actually run in first person. It became noticeably disengaging when I realized that the movement was absolute and not relative, which is probably contrary to your intent for immersion.

The sound effects were done well, though I would suggest a constant ambient sound so that there's not hard silence in transitioning between sounds. Also, a rushing air ambiance that increases in volume as you approach the exit may make it easier for terrible gamers like me and add another layer of depth!

One last thing would be to add a bit more oriented around the player. While playing through, I was thinking that there's room for more player sound effects and actions: the sound of dragging hands on the walls of the tunnel, different footsteps depending on the supposed environment he is in, breathing, and possibly a more cautious-sounding footing pattern (because I know that if I were stuck in complete darkness, I would not walk at normal pace until I bump into a wall). Those were simply arbitrary suggestions, but it's really an expansion of tangibility that I feel is missing that keeps this concept from presenting an aural exploration over a labyrinth with scenic ambiance.

Truly great work though!
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#3619114 Competition06

Posted by iluvfuz on 15 October 2010 - 11:07 PM

Thanks very much for the kind words, guys, I really appreciate them. Also, I loved your games as well, manuel777 and newkill!
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Posted by iluvfuz on 26 August 2010 - 03:11 AM

Well, good review to start off with. The illustrative walkthrough of starting the game was interesting and your writing style isn't too bad. A few spelling mistakes and typos were scattered in there, but that's probably to be expected.

"Does this game deserved to be placed on the shelf, just like other generic Top-Down Shooters? Or does this game deliver elements that stands out in the crowd. The answer is yes."
I love Adrenaline, I'll say that right now (although I no longer played it, I believe I stayed at rank 3 or 4 of the leaderboards for the majority of 2009) but to me, Adrenaline is just another generic multiplayer TDS. In fact, I never felt that it really brought that much new to the field. But what it DOES bring, it excels at. Its graphics are top-notch, the gameplay is fluid, the multiplayer is optimal, and the audio is atmospheric. Obviously, that's all we're looking at in terms of rating the game, until we look into the concept of it.

As a small note, you listed the creators as Liam and Reflect Games. I believe Reflect is from FredFredrickson, while Optical's collaborator is actually Brian.

Anyways, it's a nice review for a modern game. Good job :)
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Posted by iluvfuz on 19 August 2010 - 07:00 PM

Probably the same reason why negative reputation wasn't added.
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#3579512 Around the World in 33 Days

Posted by iluvfuz on 08 August 2010 - 12:09 AM

Thanks! Also, I just updated the game with more minor changes. I experimented with zooming out the view when moving (which was actually pretty smooth), but my game was already focused on the 480x272 view resolution that it's very difficult to change. When I have more time I'll try to go through the whole game to make it work, but I expect that to be a one or two-hour job--with all of the surface drawing, menus, HUD, etc.

A few new things are that the camera is focused a bit more on the player's y movement, so jumping shouldn't ruin your view without pressing Up to see above and some movement adjustment. Also, I edited the levels to fix a few problems people were having and streamlined them to be a bit more fluid when continuing on from the last level (just came back from playing the first 18 days straight through! I hope that these help a bit when playing. :)
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#3578471 Warfare Game Series Website

Posted by iluvfuz on 06 August 2010 - 03:23 AM

Dear god they're breading! These web websites that look almost exactly the same are breading faster than rabbits, how can you help? Simple! Make your own damned site! Don't use free webs, it sucks, and puts people off! So many people on gmc use that theme, you don't need a website for one game, and if you really do, then don't make it in free webs!!!

rep+, my friend. I was wondering if it was just me, or if free website domains puts others off as well. Although, I rather don't mind people making their own Blogger/Blogspot blog to post updates to their project as long as their theme isn't bland or a generic default (which is why I decided to go that way for my game :lol:)

Rabbits are cute though.

About the site: it's okay. Nothing special with its obviously premade template (even when I haven't seen many Webs pages) and messiness in pretty much everywhere. You should probably work on standardizing a font and its size, then get rid of anything in the body that isn't really that necessary or convenient to users, and finally scrap half of those buttons you have scattered up there. Anyways, I'm pretty bias with this stuff when you use that kind of website design (if you're still not on the same page, I'm talking about the kind of design you spend a couple seconds deciding which radio button to tick and 0 hours in Notepad, Dreamweaver, GIMP, Photoshop, etc.) Still, I guess it does its job if you're trying to publicize your game more.
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#3577818 Around the World in 33 Days

Posted by iluvfuz on 05 August 2010 - 01:21 AM

Ethelon, thanks for reminding me to add sir Xemic to the topic. I'm glad I'm chose him for the job because of his skill in being able to try out different styles...well. It's good that it helped the game and I felt it did as well--in fact, my favorite one is the really UP-IN-YOUR-FACE piece for the second Errand level in each Biome, called Srsly, if I'm not mistaken. The controls do take some getting used to, so I tried to get in enough of training in the tutorial level. But thanks for the other compliments; do you know what else are juicy? [inserts game-related pun here]

Orange, yeah, as with all games, nobody's really expected to get all of the demographics at once, and the ones that do are usually pretty crappy. I've gotten a few comments saying that the screen area is too small, so there's a chance I might extend the actual view size while keeping the same port resolution, which isn't very agreeable with the graphics, but it's still a possibility. Still, I appreciate you taking the time to give the game a try past the third day :)

Everybody else, thanks for the positive comments. They're not really necessary encouragement-wise, since the game's already finished (except with a few changes in the future), but they're very nice to hear! Posted Image
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#3576468 Around the World in 33 Days

Posted by iluvfuz on 02 August 2010 - 06:23 PM

Thanks for the grammatical lesson :lol: I had actually spent a minute pondering the use of "enemy" or "enemies" and decided that they would both be grammatically correct, but with "enemy" being smoother to read.

A few changes in the new version:
- Updated levels: slower enemy in Tribe Pong, reduced number of fruits in Fruit Hero (100), easier levels in the first three Biomes (again :P)
- Better spring collision (so you don't have to be right on it to spring up)
- Higher friction in the player, hopefully meaning easier to control
- Various changes that I made in the last hour but are too forgettable for me to recall into my rather larger-than-life brain--in terms of capacity; although it is perhaps arguable by the unlikely one who possesses greater cranial capacity than I do.

180 fruits in the Fruit Hero minigame meant every fruit collected except for 30 or so missed.

And abyssaltwilight, I realize the story probably isn't written in the most appealing or fantastic way, but I did go rampant on the original 3/4 of a page that fully narrated the story. I know that many players wouldn't bother reading the current ~10 sentence prologue, much less half a page of reading. So, I'm glad that most of it makes some sense to you :) The story is minor in the game, but there are 3 story scenes along with an endgame level that should work somewhat well together. I will definitely keep chipping away at the earlier levels to find ways to make them easier--but I still want some kind of challenge from the start. If any particular spot in a level is killing you over and over again, it would be nice to know, so I can oust what was most likely meant to be a gimmicky setup.

Thank you guys again for your comments, which are all very helpful!
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#3575886 Around the World in 33 Days

Posted by iluvfuz on 01 August 2010 - 07:42 PM

I've updated the game. Hopefully I've fixed many of the bugs, but having never experienced them myself, I can't guarantee it. ;)

Along with bug fixes, I've updated some of the levels as part of my quest to smooth out the difficulty curve. Also, by the request of JAk and Mark, I've added the Continue option after each completion to continue to the following level. Note that, for now, cutscenes will still require you to select the level you want after watching it.
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#3575314 Around the World in 33 Days

Posted by iluvfuz on 31 July 2010 - 03:57 PM

Nights of Light, hmm, I'm not particularly certain of the problem. I will try to reproduce the error or see if I know what the cause is.

Kyon, I fixed what you were talking about in the collect missions. Originally, you had to collect 50 fruits and reach the exit, but now you only have to collect 50 fruits.
TheSnidr, I tried adding some precautionary code (though I've never seen that error before). It may work if you try again.

Also, it seems a bit that people are mostly having problems with the controls (perhaps the jumping, as Mark was saying) so I added continuous jumping. You can hold down the jump button to continue jumping around (a max of 3 jumps per second) which may help with moving around.

Throughout the time I can reupload this game, I will go through the levels and lessen their difficulty. For now, I want to make the controls a bit easier to learn. After that, I think the difficult will even out, but I agree I need to lessen the beginning levels to compensate. If anybody found it a bit too hard, you might want to try again! Thanks for the comments again. :)
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#3575102 Around the World in 33 Days

Posted by iluvfuz on 31 July 2010 - 05:32 AM

Hey guys! Thanks for playing and taking the time to leave a comment! I understand that this game is difficult, and I intend to keep it as such. Still, no level should be back-breaking, so if you think any level is way too hard, don't hold back to say so. I'll be glad to consider accomodating any player's opinions as long as I feel they apply to multiple other players.

As per the comments regarding difficulty, I have softened the first two Biomes a bit to smooth out the difficulty curve and allow plenty of time to work with the controls. I'd think that the Desert Biome is where things begin to get hard, so that's something to look forward to :lol:

Thanks once again, and be sure to try out the demo (all download links updated) if you found the original one too challenging. I wouldn't want to be responsible for anybody's lost sanity :)

Nights of Light, I'm not particularly certain of the topic you're talking about, but it could be lag. Also, the view scrolling was a suggestion by a tester which had disliked the view completely locking onto the player and jumping every time the player moved.

EDIT: I have updated the file once more for a couple more changes as well as ALWAYS jumping at a constant height. Remember that you can always use Z, C, Up, and Down to scan around the player to see your environment a bit more ;)
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#3574972 Around the World in 33 Days

Posted by iluvfuz on 31 July 2010 - 01:07 AM

Posted Image


July 30, 2010

Music by Sir Xemic


Follow a fuzzy ninja through 7 different environments across the World of Tribes and liberate the Biomes. Tribe Fuz, native to the Jungle Biome, must fight persecution of Tribe Skin, which has beaten all of the other tribes into submission. As Tribe Fuz builds a massive, pacifying weapon, you will venture into environments, more commonly known as Biomes to the Tribes. Explore with us, my friend, and we will be powerful. Bask in the fruits of victorious labor and prove yourself worthy of Tribe Fuz!


Posted Image Posted Image Posted Image
Screenshot 4

download (v1.0.0)

YoYo Games (Play Now enabled)

release trailer

Watch here!

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