At 3/31/15 07:16 PM, TharosTheDragon wrote:
Hey, really nice work with that sample, @WhirlGuy.
Thanks a lot :)
Let's see, Adam Phillips is represented. Sexual Lobster, David Firth, even Zone Sama is represented. Hot Diggety Demon is there...
Oh right, it may be a better idea to make a list of artists that should be represented. I kind of feel this is more about characters than it is about their artists, but still, here's a list of some big names we have in the list right now:
01. Tom Fulp (4x)
02. Dan Paladin (3x)
03. Krinkels
04. StrawberryClock
05. IllWillPress
06. MindChamber
07. SamBakZa
08. Adam Phillips
09. David Firth
10. The-Swain
11. Johnny Utah
12. LazyMuffin
13. HotDiggedyDemon
14. The Weebl
15. Bluebaby (2x)
16. Egoraptor
17. Oney
18. Sexual-Lobster
19. Zone-Sama
20. Warlord-Of-Noodles
21. danmarkowitz
We may indeed make some room by removing one of Bluebaby's characters. Either Time Fcuk or Super Meatboy. We may also exclude a couple of game characters by Dan Paladin. Games include Alien Hominid, Dad 'n Me and Castle Crashers.
I'm not too sure about adding The Shadling. Her work is superb and real popular, but I'm not sure whether her devotion has provided characters with iconic status. For the same reason, I haven't been able to add anything by users like bill-premo, Ricepirate, Gonzossm, Catoblepas, TommyVF, Luis and many others. I'm worried that adding characters from the art portal will also be unfair towards other art-portal regulars like say, Sabtastic or Death-Ink. Not to mention people from the audio portal, who are getting left out of this thing completely. Keep in mind that many things that won't make it into the menu, will still be referred to in the movie. Anyway, I've thought of more people who could make it on the list:
01. LegendaryFrog (Kerrigan's Adventures, 2002)
02. Evil-Dog (Punk-O-Matic, 2004)
03. Sarkazm (Smile!, 2004)
04. Eddsworld (Eddsworld, 2004)
05. GMan250 (Numa Numa Dance, 2004)
06. Stamper (Penicorns, 2006)
07. rtil (Metropolis Circuit, 2007)
08. Zeebarf (Journeys Of Reemus, 2008)
09. RobsH66 (Fallen Angel, 2008)
10. Weisi (Shark Games, 2009)
11. JamesLee (Tarboy, 2009)
12. Jazza (LARRY, 2009)
13. matt-likes-swords (Epic Battle Fantasy, 2009)
14. Harry Partridge (Starbarians, 2012)
15. Hikarian (Little Merry Ego, 2013)
16. NedelchoBogdanov (Balgar, 2013)
17. Razziberry (Technical Dave, 2014)
The title art isn't a bad idea, but I'd rather go without it. You'd be surprised how hard it is to make sure every collaborator provide extra content like that. We'd end up...
Good point. I've been in a similar situation before. Then again, that was something I've decided on when we were almost done. I doubt there's any problems if everyone knows what to do from the very start. We could always ask for a simple logo anywhere between 500×250 pixels, which we may later copy and paste at the top of a black screen and turn that into their start screen. A little reminder every now and then goes a long way too.
But what I do like is the game select screen. I presume what you were thinking is that when a player clicks the title art, the game would take over the whole Flash window. Here's what I think should happen...
As much as I like the idea of having a responsive border - with joysticks and buttons that would be moved by animated hands, depending on what buttons are pressed by the player - I think we're better off without any borders at all. It has nothing to do with your approach or anything. In fact, having people send their games within Movieclips sounds like a very solid plan.
If we wrap a bitmap border around the actual game, wouldn't the joysticks at the bottom of the screen block the player's view? Removing those joysticks doesn't sound like a very good option either, as they are pretty much the reason the border even exists! I'll assume you don't want these joysticks overlayering the game, so this is probably where you want to show those usernames; underneath the game. If that's the case, we'll have to cut into the height of the game even more, just so we can make room for the border. Should we really have to?
Also, we can't warp the screen dimensions, which ruins the perspective I was going for to begin with. We could still add a transparent overlay image to help each game look like it's being played on an RGB Television display, but it wouldn't be necessary if we jumped "into" the game, with a fresh new screen.
Again, if we agree on a bitmap border, the menu implies that the arcade is never actually left. That means we can't go canceling out any noises from the environment, as it would be an odd thing to mute the entire arcade (I'm planning to create soundscape loops for each menu location. These loops should alternate when you switch position. I should probably have mentioned that before). Another positive note for jumping to a new screen, is that developers get more freedom on what to do with their audio.
If you're worried about people clicking between games accidentally, I'm thinking we should have the kind of button that you have to hold down on them to use. Obviously we wanna still make it easy for people to browse quickly, so maybe the home and end keys can be used when people wanna skip between games quickly.
Sounds a bit convoluted to be honest.
Should the first game you see depend on where you click on the screen that takes you to the game select screen? Or should it be chosen at random or should people always see the same game first?
Good question! Let's go with random.
1) Many games don't really have a concept of levels. I think the best way to limit people is to say the compiled file size must not exceed 1MB.
True, let's go with that then.
2) I've been thinking about what to do if people want to have persistent data, since of course their game object should be destroyed and constructed every time someone leaves their game and comes back. I don't think it should be a problem. And I'll want their entire game to be in a movie clip, so it doesn't matter if they want multiple frames. Needless to say, there should be no preloader though.
Sound good to me!
3) Yes.
Yes.
4) I presume you want it uniform so people aren't confused about the controls. I think to allow for preferences we should have both Arrow keys and WASD, and ZXC can be an alternative to JKL. Space bar as well?
No spacebar. The rest sounds fine. We should probably leave room for instructions somewhere in plain sight. Maybe there's letters engraved on the buttons within the game select screen?
5) I presume you said this to go along with the old-school arcade theme, but I really don't want to impose our personal preferences on the collaborators. It's all about the kinds of games they like to make.
Haha, you're absolutely right :)
6) A week is a little tight, but I suppose it's manageable. Might wanna make it two weeks to be safe.
Sounds good!
Say, do you know of any other collabs that include both movies and games? Maybe we should advertise this as the first collab of its kind.
Hmm, that's actually very plausible! Truth be told, I don't think I've ever seen a massive minigame collab, period. I wonder if anyone has tried this before?