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1
Games / Re: Tips for starting an indie development team?
« on: April 16, 2008, 12:40:30 am »
I go far with being nice and trying to help, but actually reading the thread so that my reply is actually relevant to what's being discussed goes a bit TOO far for me.

Do you see what happened there.

2
Off-Topic / Re: ART THREAD
« on: April 16, 2008, 12:07:02 am »
I meant on the larger one; it's basically a repeating 4x4px screentone pattern. You see how there're darker-looking columns and rows in there? That's the effect I was talking about; the full-size print version has a more uniform look.

The grille on the smaller one is bloody awful, literally ten seconds stabbing away with the line tool so I'd at least have something to show the client.

3
Off-Topic / Re: ART THREAD
« on: April 15, 2008, 10:52:57 pm »
J'ai fini.



That weird grille effect on the speaker is a side-effect of resizing the screentone for web; it's a regular pattern on the print version.

4
Games / Re: Tips for starting an indie development team?
« on: April 15, 2008, 08:32:29 pm »
I dunno, I'm not a fifteen-year-old pseudopunk anymore, d'you think I could pull it off? I'm not an angry dude these days but "MildyFrustratedToom" doesn't really scan as well.

5
Games / Re: Tips for starting an indie development team?
« on: April 15, 2008, 03:03:14 pm »
I guess it just irks me a little when people post in threads without reading them. It seems...counterproductive somehow.

6
Games / Re: Tips for starting an indie development team?
« on: April 15, 2008, 01:29:10 am »
You have absolutely no basis for that assumption, man! He says he can't program or draw like two posts back, and makes no indications as to his abilities or experience in any other relevant areas of game creation.

7
Off-Topic / Re: ART THREAD
« on: April 14, 2008, 02:46:57 am »


Another flyer design (this is about 15% of actual size). I had to bang this out in a hurry so it's not quite as polished as I'd like, but the client's graciously given me an extra couple of days to fix it up. I'm playing with some screentones at the moment, they're wicked fun!

Drawing guitars, on the other hand, is a fuckin' nightmare. It's not fair! I've played the damn things for a decade! Why aren't they easier to draw?

8
Games / Re: The Wii Club - Gaming just got Personal!
« on: April 13, 2008, 04:20:04 pm »
Urgh, that looks terrible now.
The font I use is called Freshbot, and I did not make it. Whining about the font achieves nothing.

I kind of gathered you hadn't made the font, but there is absolutely no goddamn reason to be bound by its dumb little quirks. Design tips =/= whining, kid. I do this for a living, I know what I'm talking about.

What it hopefully achieves is you fixing it to look less stupid. Because that W and that M are stupid. This stuff is important! Admittedly I'm fussy about logo design but I would not join a forum with such atrocious typography, it indicates that those in charge are makers of questionable decisions. What achieves nothing is getting prickly about well-intended design advice to address a problem you already recognised but chose not to do anything about.

9
Games / Re: The Wii Club - Gaming just got Personal!
« on: April 12, 2008, 07:02:28 pm »
Attaboy.

10
Games / Re: The Wii Club - Gaming just got Personal!
« on: April 11, 2008, 05:18:23 pm »
Dang, I didn't even notice that the same trick's pulled on the M until just now. I can understand the W from a design perspective, because it's depressingly typical of font designers ("W! Double-U! What if I made it a literal double U? I'M GONNA BE THE NEW GOUDY YOU GUYS") but it makes no goddamn sense at all on the M! Fix both of these they are awful.

11
Games / Re: The Wii Club - Gaming just got Personal!
« on: April 11, 2008, 12:50:11 am »
Yeah, the font I use does wthat with the W's.
<design nerd>Then friggin' edit it, guy! It looks horrible! "That's what the font is like" is not an excuse, get your Marquee tool out and fix it.</design nerd>

12
Off-Topic / Re: ART THREAD
« on: March 21, 2008, 02:45:48 pm »
My guest strip for Anders Love Maria runs today!

13
Off-Topic / Re: ART THREAD
« on: March 20, 2008, 04:08:44 am »


FUCK YEAH

14
Games / Re: Tips for starting an indie development team?
« on: March 19, 2008, 11:26:33 am »
http://forums.tigsource.com/

Perhaps post in the Projects forum. If there's a better place for it, mods'll just move the post.

I'm always kind of skeptical about people wanting to do RPGs for their first game; even relatively simple ones have a lot of stuff going on, and if you actually want a plot to speak of, you've got a lot of work aheaad of you. It might be an idea to avail yourself of a copy of such as RPG Maker and bust out a few very simple games on your own, to inform your sense of design more than anything else (it'll also give you a taster of how much work goes into even little games). Diving right into a densely-plotted RPG epic with loads of ideas but no prior experience is pretty much the definitive rookie mistake, screams "THIS PROJECT WILL NEVER BE FINISHED" right off the bat, and likely will not attract a team that really knows what the hell they're doing.

If you're serious about doing games development, you've gotta do your time like everyone else; start small, learn the basics, crawl before walk walk before run etc. Compare it to filmmaking; you don't immediately set out to film a feature-length movie with a cast of hundreds, you start with your dad's camcorder and four of your friends. Even if you did hand over a bazillion-dollar budget and access to all the nifty kit money can buy to an enthusiast who'd never actually made a movie before, the result would almost certainly be an absolute trainwreck. Passion and enthusiasm are important - vital even - but cannot and will not make a game happen on their own. You need to learn some aspect of game design as well as you can - and writing a plot is very different from designing a gameworld - if you're to make this happen, and the best way to do that is to start making small games now. Even if you later decide to opt out of the programming/art/music/whatever process when you finally come to making your dream project, you need the insight that experience provides if you're to effectively relate your ideas to your team.

15
Games / Re: Tips for starting an indie development team?
« on: March 16, 2008, 08:55:42 pm »
See how much you can do on your own; you say you don't think you could handle it alone, but unless you try, you won't know for sure. It's a good way to determine your strengths and capabilities. Once you've got a clear idea of what needs to be done that you can't do yourself, start looking for people to supply the skills you need. The TIGSource boards might be a good place to look for talent.

Bear in mind that you really need to be involved in the development process. If you've got a bunch of concepts but no skills directly applicable to game development - concept art, in-game graphics creation, programming, level design etc. - I suspect you're going to have a harder time putting a team together. It'll probably be easier to attract people if you already have something in progress; it shows that you're genuinely determined to make something, and that you've already put some time and effort in, rather than just having a bunch of ideas with nothing to support them; it's the difference between saying "hey, I've made this, but I need some help, can you help?" and saying "hey, I've got an idea for something I want to make, now make it for me!", which is how approaching people with an idea but no product can easily come off. I've worked (concept art mostly, some in-game graphics) for dev teams where the project leader just spouted scenarios and mechanic ideas and expected everyone else to do the heavy lifting, and it's a nightmare. The team feels used and it can generate a lot of friction, plus the "ideas man", not feeling obliged to follow through once he's got his idea out, can lose interest rather quickly. The last developer I worked for ended up pissing me off so much that I just collected my fee for what I'd already completed and simply stopped replying to his e-mails, and I'm never, ever going to work for a developer like that again.

(If you're after a concept artist, btw, PM me with whatever you've got and I might be interested; it's been awhile since I've done that kind of work, and, despite the tone of the above message, I do kind of miss it sometimes.)

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