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Everything posted by Cheeseness

  1. Thanks people <3 Seems that the forums here too are moving on. Definitely going to miss this place!
  2. After 7 years of supporting and working with Double Fine in various capacities, it is with very big and very mixed emotions that I announce that I'm moving on. I find it hard to come up with words that express how thankful I am for the relationships and opportunities I've found along the way - the doors and hearts that have been opened to me through Double Fine and its community have been personally and professionally enriching beyond anything I had ever imagined. There are far too many people for me to thank and acknowledge individually, but I love you all and hope that everybody finds engaging and fulfilling things to fill whatever space my absence leaves behind <3 I do want to make note of the volunteer moderator team in particular, though - the effort and attention you've donated to the community fills me with both pride and inspiration. I'm confident that the community is in the best, most caring hands it can be. Moving forward, I'm not expecting to be as active here as I have been in the past, but I'll still try to drop in from time to time and see what people are up to. If anybody wants to keep in more direct contact, I'm pretty contactable over on Twitter, Mastodon, Twitch, etc.. Here are a few things from the past 7 years that I'm proud to have worked on/been involved with: Various bits of art/fan art Day of the Tentacle Remastered Full Throttle Remastered Coordinating Bad Golf: Community Edition development (AF2014) Coordinating AF2017 community participation (Pongball, etc.) AF2017 mentor streams/interviews Coordinating the Double Fine Game Club Organising Australian fan meetups
  3. Late last week I made a little arcade game called Honeycomb CRUNCH to use as a case study in a talk I was giving about making games. I popped it up on Itch and put the source up on GitLab as well. Today I shipped what I suspect will be the final update, which adds some pacing devices (mostly centred around adding discrete stages), some new graphics and a few other tweaks, so it's a little more polished than what's in the video here (which is how these things always seem to go!). I've had an absolute blast making this game, and I frequently found myself getting stuck playing the game for fun when I only intended to test changes >_<
  4. Tim shared some photos (tweet 1, tweet 2) of the Psychonauts playing cards on Twitter today (I'd not seen them previously)!
  5. It's an aside, but Return of the Jedi still hasn't made a profit. Film accounting is difficult to take seriously at the best of times.
  6. I suppose it depends on who you talk to and whether a third party distributor is handling marketing/promotion.
  7. Film budgets usually include marketing/promotion (unless specified as a production budget, of course).
  8. These days spam is as much about search engine optimisation as it is about catching unsuspecting users. Pretty soon it'll be robots manipulating robots all the way down.
  9. An observation about the TFA trailers - there was a lot less character/setting/story context going in, so spoilers wouldn't have been as evident as spoilers. I think perhaps seeing this new TLJ trailer already knowing the characters and their trajectories at the end of the preceding film, it's a lot easier to intuit plot points from what's shown. YMMV
  10. Nice I also collaborated with @flesk @kednar and Milan on a game for AdventureJam earlier this year called The Farrier, which is MIT licenced. We're working on a post-jam update to make it even better \o/ I'd also had plans to revisit a bunch of other F/OSS projects in September, but got waylaid
  11. In light of recent complications caused by users deleting posts, we disabled that ability. If you report your own post as a double post, a moderator will be happy to remove it for you.
  12. I can't remember where I first heard it (maybe it was in a commentary?), but there's been a suggestion that Ghostbusters is "the ultimate startup film". From that perspective, it could nearly be seen through the lens of a "against all odds, you can start a successful business without sacrificing your personal identity" type theme (characters don't have overt arcs, and maintain their stances through various hurdles that could challenge them - culminating with the outcomes of Ray's inability to stop his imagination running wild), but it's hard to know if this was intentional. IIRC Ghostbusters began conceptually as a story set much later, when ghostbusters were seen as the "garbage men" of a world where the supernatural manifested in ways that potentially endanger society. In this incarnation, they would have been typical taken-for-granted blue-collar workers, presumably rising from class oppression to save the city and earn the recognition and respect of society, which feels like a pretty 1980s theme (I think the DVD commentary mentions paramedics and firefighters, but I'm sure that "garbage men" had come up when I'd first read about that aspect of the film's history, and it was focusing on them being downtrodden), and maybe has echoes in the final version of the film. Supposedly its projected budget was too high and Ramis was brought onboard to do a rewrite that became more of an origin story. Ghostbusters definitely bucks a bunch of popular storytelling/filmmaking norms, which is fascinating for a hit pop culture feature like that. It's got more in common with modern TV sitcoms, and maybe that reflects the film and its creators' roots in Saturday Night Live's approach toward comedy that was apparently (I wasn't around in the late 70s, and wasn't really old enough to watch TV in the early 80s) had a big impact on western TV/film.
  13. I haven't come across this problem before. What platform (Linux, Mac, Windows, iOS, PS4, Vita) are you playing on?
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