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shul

DFA Backers
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Everything posted by shul

  1. Hi, Any chance I can see it on Vimeo's site ? I want to see it on my big screen and without adding it to my vimeo queue it is a hassle, Thanks
  2. After the first marryk mission right when I got the seconds star chart and were supposed to open the terminal to rescue someone the screen went blank, only the cursor shows and marryk voice in the background (music too, probably)
  3. Guys, this DRM discussion crap was already over in page 10, why do you bring it back up? leave it be or open a new thread. We are just excited about today, don't ruin it for the rest of us. Thanks.
  4. Well considering that it's 6:33AM right now here in EST and DoubleFine is based in California; It's about 3:30AM where they are. They probably don't get into the office until around 9AM, so I would say 6 hours minimum left. So hard to be patient. I was only half joking, so thanks for taking the time to answer me.. I wonder if humble bundle has some automatic going live feature.. 6 hours is a lot.. and it will be night over here
  5. Ok, its the 14 and its afternoon here, where is my beta??? :-D
  6. This was done so well. I must admit I had my doubts but you blew me away with this one
  7. Didn't see the movie yet, but I wanted to say that amnesia fortnight's movies were amazing and Tim, you committed to a game in a budget of 400k, do not take money made from other channels for this game, on the contrary, you should have some money left for pr and stuff. the game will be great but dont forget its all a big experiment and you dont know if people will buy it (other than us the backers) so you are taking a huge risk investing more money into this.
  8. A snowy desert/a burning hot north pole Inside of the earth's core At the deepest place in the sea On (journey to the moon's) the moon's eye In a quantum entanglement In parallel In a surrealist's environment Getting a baby to sleep In Gluecifer's lap Under the brooklyn bridge On top of the tallest pole of an existing bridge Behind the waterfall, in a secret lair In a ruined NY/Paris years after some mass eviction happened In an enacted scene from the civil war
  9. I agree with OP. The way the old point and click adventures worked was limited. today, with minecraft, games like the amazing machine and sandbox games there are many ways to tell a story without it being so linear. Question is, what do you like DFA to be? a story mainly told by Tim, or a story mainly told by each of us. going in, I think it was clear the a point and click adventure is not a sandbox game of any kind, so having sandbox elements in a point and click means the devs will have to devote more time to all(well, most) possible permutations of inventory items (however they are implemented) and the env. This is not feasible, so the next thing is to make it an adventure game more akin to black and white where you had little puzzles all over the place which may or may not give you more abilities and so you progress with the story - but again, this makes it less of a story based point and click and more of a sort of a sandbox game. So OP, looks like this is not in the cards with this one..
  10. A bit out of the box, but the ender / shadow of ender is an example of all sorts of parallel and intersecting realities and characters.
  11. I'll pipe up, as the resident source control expert. To simplify immensely, Perforce is Subversion that costs money. For that money, we get excellent technical support and a rock-solid product, built by very smart and experienced people, which can scale up to Google size. We rely heavily on its fast and robust branching and merging, since our projects can be 200K files or more. In the world of server-based VCS's there is really no competitor. I don't follow svn vs p4 debates, but the main beef I've heard so far (besides "it's just different from SVN") is that p4 requires you to explicitly ask the server before being able to modify a file. This isn't as silly as it sounds. Programmers are used to being the masters of their computers, and it can be very psychologically bothersome being forced to be a supplicant to the P4 server. It also means it's more difficult to work while disconnected. There are solid technical reasons for that tradeoff, but it's a tradeoff. Re: p4 vs git, that's more of a "server-based vs decentralized" debate. git is actually a nice complement to p4 when you want to work offline on text files. There currently isn't a credible DCVS solution for storing binary files at the scale we need; nor is it important to us to allow DCVS workflows on binary files. This analysis is very Double Fine specific; yes, Perforce is awesome by many metrics, but the metric you and your coworkers care about is "is it awesome for us?". I can't answer that question, but there's a ton of useful information on the internet. At the risk of incurring DF Justin's wrath for advertising on the forums, I'll point you at this. What a great answer. someone should forward this to linus
  12. I'm also curious about this. I've worked on an HTML5 gaming website for about a year or so, and my experience is that most people underestimate what's possible with /WebGL nowadays.[1] But at the same time, cross-platform/browser compatibility is still problematic. Chrome definitely is the player's browser of choice. I've always used Firefox (and Mozilla/Netscape before that) as my main browser, and I still do, but when it comes to playing HTML5 games, I switch to Chrome. Still, the future is now. It could be interesting for DF to be on the forefront of the next generation of web-based games. However, since Chrome isn't available on iOS, I don't think going for HTML5 would be wise. Unfortunately, it is (and the browsers' HTML5 implementations are) simply not mature enough. [1] To see what's possible, check TankWorld, Emberwind and Crystal Galaxy. Hi, Thank you for saying this. I'd like to know what Oliver thinks, shul Hmm interesting. To be honest I don't know HTML5 in great detail although I have been quite impressed with what some people manage to create using it. For us it wasn't really a choice because of the platforms we need to support. As you guys already said it would cause problems on mobile devices, which will be important for this project. Also it might make future SKUs more difficult to port (unfortunately). If the game is super successful (and I hope it will be) we might want to port it to consoles for example. Of course this is pure speculation, but for us it was the right business decision. Does that make sense? Yes, it does make sense. As long as you think about portability and get a high end product out of the door I think you should use whatever you know best and fits the bill . Thanks for the reply
  13. I'm also curious about this. I've worked on an HTML5 gaming website for about a year or so, and my experience is that most people underestimate what's possible with /WebGL nowadays.[1] But at the same time, cross-platform/browser compatibility is still problematic. Chrome definitely is the player's browser of choice. I've always used Firefox (and Mozilla/Netscape before that) as my main browser, and I still do, but when it comes to playing HTML5 games, I switch to Chrome. Still, the future is now. It could be interesting for DF to be on the forefront of the next generation of web-based games. However, since Chrome isn't available on iOS, I don't think going for HTML5 would be wise. Unfortunately, it is (and the browsers' HTML5 implementations are) simply not mature enough. [1] To see what's possible, check TankWorld, Emberwind and Crystal Galaxy. Hi, Thank you for saying this. I'd like to know what Oliver thinks, shul
  14. Those both games are running on Chromes Native Client SDK, a compiled browser plugin, which is limited to Chrome only. Angry Birds has A HTML5 version. But it is too highy optimized for Chrome, for best performance. In other words due huge imparity in browsers, only Chrome is considered as the only viable game environment at this moment. Stand alone games again do not need to be run as plugins, but may converse straightly with the OS libraries, which is why first and foremost all major game releases, are standalone applications. I know html5 is cool kids stuff, but not necessary a valid option for a game of this magnitude. So we'll use Chrome. I don't see the issue.
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