Hi there.
Tweet / Last.fm / ArtBistro
RockTag / Rupture / Kong
Lang-8
I'm Yellowboy, an aspiring Indie game developer. My hopes are to find Indies who relate to me while getting people to know some of the world I live in. With the world of independent gaming being so large, along with the worlds surrounding my interests being maybe just as large, what I talk about will variate quite a bit. I don't expect commitments or obligations. I don't expect anything.

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Yellowboy! Love Will Forever!
And it's all thanks to Aeonity. Thanks, guys. c:
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A Gamer's Righteousness |
Feb 12th, 2010 7:43:04 pm - Subscribe |
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It's a surprise at how much gamers value not only doing things the way they were instructed, but the way that justifies a reward.
Take my friend for example; A couple of his "friends" were talking about a game he recently wiped the floor with their entrails in. The story, from my friend, sounded exciting and glorious. However, it was heard that the "way" in which he played was cheap; they were moves that were considered too highly abused to be used further.
My mother and I were talking about cheating in single-player games while she played MyZoo on Facebook. She visited map after map, showing the same grass with the same cute kiosks and animals along with the same types of trees that were shaken to obtain coins from. As she proceeded through the tedious task, she told me that cheating at a game would ruin the experience, even if the effects were reversible, and they hurted very little about the game.
I've never been a fan of using illegal actions like hacking to upgrade yourself far beyond the capabilities of other players, but who is to think you worse for using cheats in a single-player game? You're not supposed to use them at first, but for only one reason that I think is legitamate: Every time I applied such a cheat, I found regret in not playing the correct way, first. Gamers seem to have an intuition about achieving goals with effort.
Core gamers have a simple ideal: accomplish a goal through a single, difficult task. Casual gamers have some of the harder lives with them; they don't put in effort toward an action, but effort to a series of actions. Should gamers be rewarded with how much time they spent, how many times they pressed a button rather than vanquished a single monster?
Whose fault is it, truly, for a map to have a dominatable spot? Whose fault is it that someone obtained more kills than the other person? The people make the spot, the numbers, and the arguments. A developer probably was rushed in his development and left the place untested. Someone's connection could have lagged and caused some collision boxes to fall behind. The only person who could be upset would be the loser, predictably, but who should he or she blame? How right, although true and completely obvious, would it be to rest more blame on the individual than the hardware?
Some gamers may have realized this and noticed a movement in a gaming social movement. A friend of mine had a brother who taught him that true gamers never speak of the other player, no matter how good or bad said player is. While it keeps arguments down, how social would this ideal be? Of what could it accomplish in terms of friendships?
Perhaps it would be time for a much better movement that could consider a lighter playing atmosphere, despite the fact that such probably requires a better-atmosphered game. Perhaps people do not need to consider social guidelines the absolute rules, whether you cheat at a single-player game or you use "dangerously" advantageous points in a map. Take it a little easier, people; Games are supposed to relieve you. |
mood: Intrigued
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Coded and Overperformed |
Feb 12th, 2010 7:41:47 pm - Subscribe |
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The way that you know that your coding is something to be proud of is when it functions too well.
I'm recoding a platformer engine (think Mario games, okay?) And here's a little example of a slightly amusing thing that happened:
I've coded the character so that you can't jump if something is above you (as in, if the ceiling is touching your head, then the jump key does nothing).
After a few hours, I had it so that the character could "stick" to the ceiling when he jumps up there for a little while before coming down.
I also had a little double-jump thing going on, so you'd expect that while you were sticking to the ceiling, you could jump again to stick for a while longer.
Mostly because of the confusions surrounding programming, I expected that I'd be able to do that, but instead, the jump isn't executed, the number of jumps I have left doesn't reduce, and my character starts falling as if I never used the button. It reminds me of a partner of a couple holding the door for the other, politely taking turns as the execution is made.
I think it's a little weird, but amusing to think of my coding like this. It's easy to simply fix this problem, but I've become really relieved at how easy it has become to fix my coding since its seventh rewrite. Up until now, bugs that I've experienced have taken days and weeks to figure out, and every rewrite has made things easier and harder.
At this point, I'm coding in a style I call "interchangeable features," where you can swap out separated and labelled blocks of code for better blocks that others have written. To be precise, the result is an open-source platformer engine designed to be the best it can be and get better.
I speak rather appraisingly for the little project, but coding has become so easy and tidy for me, recently. I even get a little annoyed at having multiple closing curly braces, making if/else statements kind of messy. If I could color-code pairs of curly braces, I would. |
mood: Amused
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Comments Are Many Loved! c:
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