Actually I think he's trying to say that he's only making his games for about 100 people to play, and after the last couple of POS Metal Gear games, I would have to say I believe him. Play Splinter Cell instead, that's art!
Well, the PC-Engine is the unquestioned king platform for shooters. Some remarkable classics would be:
Gate of Thunder Lords of Thunder L-Dis Cotton Air Zonk Soldier Blade Download 2 Spriggan mark 2 Sidearms Special Darius (for the best non-arcade version)...just as a primer.
Many others come to mind for other systems though... Mars Matrix (Dreamcast) Radiant Silvergun (Saturn) In the Hunt (Saturn/Playstation) Darius Gaiden (Saturn) all of the Darius games on the Genesis Steel Empires (Genesis)
Come to think of it, just drop by SHMUPS for all your shooter needs.
So does this mean everytime my Sony PlayStation system fails because it is made out of crap parts, I have to repurchase my entertainment library. F'em. This is insane.
It's a promotional piece designed to drive traffic to their new comics portal.
The article is about online gaming comics.
on
Will Strip For Games
·
· Score: 2, Interesting
If you want to just cover "gaming comics" in general. Nintendo had one, Famitsu had a couple (I love the strip were it turns out that Wario is actually Luigi in disguise, getting revenge for all those years of Mario getting all the credit), GameFan had one... and there were about a billion others. Heck Atari published Atari Force under DC Comics in 1982 when Nintendo was nothing but a Game'n'Watch fad in the U.S.
I've already written to the editors, to fix the errors at the beginning of the article:
In the third paragraph, it is stated that PCC started off in 1995 on MPOG.COM, that is wrong. It started out on the web on GameZero.com in 1995. It only ran on MPOG for a short stint from mid-2000 to mid-2001.
And only the archives for the current storyline date back to 2000. For previous strips dating back to the start you need to visit the pre-2000, older archives on the Game Zero site at: http://www.gamezero.com/team-0/comics/
He didn't say "disable WEP". He said "disable WPA". Most people use WEP if they use anything at all as it's the most compatable, so I don't see a problem here.
Ah! I think this may be exactly what I was looking for to test with. I would be the only person pulling down the encoder, so I don't see that this would impact what the project is doing. Especially if it truely gives me an plain vanila MPEG4 file that will load under all of the primary players.
Well I have done test videos using the DIVX encoder and the WMP9 MPEG-4 export codec under Premier, but both of those leave me tied to a specific viewer. I haven't tried Quicktime Pro yet, and I think I will have to do that later today.
My distribution platform is a Cisco CDN/CE delivery infrastructure that is setup to stage videos out at each branch so that watching the videos doesn't impact business traffic on the LAN.
To date with MPEG-2, I've been using 320x240, 400kbps video, 32k/128-bit audio as that has provided optimal performance/quality in the past for our audience.
As for clients, they are pretty much all over the map and can be anything from a P2/400 up to a P4/2.4. Mostly standard corporate workstation models.
Well, over the last two weeks, as friends have been looking ahead to figure out their finances for the next few months, one thing has started to hit all of them. They don't have $800 for a game system. All of them have 360 pre-orders, and yesterday the last one told us that he's going to go down and cash out his pre-order for the new williams collection release. This last friend was a surprise as he's what I consider a bleading edge adopter. He's the only guy I know that bought a 3DO when it came out at the full $700 price tag.
So, if my friends who are big XBox fan boys all have now decided that they don't have the money for a 360 bundle and bailing on their purchases (it's not that they don't want them, they just physically don't have the cash)... I have to seriously wonder who the hell is buying these systems?
Yeah, Anju sitting there happy and *knowing* that her love will show up and you know he's not because you f'd up the mission. You're just sitting there going "Oh god, please leave, he's not going to make it" and she just smiles and tells you that she just knows he's going to be there....and that's where she dies, and it's your fault.
Yeah, that was a real heart breaker that brought tears to my eyes.
Oh please, now we drag out the tired "just like Hollywood" argument... please Mr. (or Ms.) Anonymous Coward, stay out of this.
Please read the article NEXT TO NOTHING to see examples that big budget and large staff are not a requirement to do well in Hollywood either.
As for your GBA/DS heckle... One recent game quickly jumps to my mind, Alien Hominid. Small staff, small budget, big sales. They've done pretty well and they had release on both the GameCube and PS2.
The arcade developer I mentioned is not someone "that I claim to have heard of" it's a studio located in the city where I live and I know the staff so piss off.
As for your slam on shareware games, you obviously haven't played very many shareware games.
Lastly... You DO NOT need 40+ man teams and millions of dollars to make a game for a console unless you A) don't know what the hell you're doing, or B) are trying to make a game that is more focused on graphics than gameplay, or C) making a game where the focus is first and formost on the the graphics and nothing else (Manager to AI coder on Wednesday: "Since the environment is going to have 50,000 trees in it, you have 1/10 of a clock cycle left to run your physics model in. We also need the game to have 15 other AI competitors to challenge the player. I'd like to see your progress Friday.")
My case was the same thing has been said about those groups and see the proof. As for your statement of "capital required", and "significant manpower". I firmly state that these only apply to certain classes of games. And for many titles, better use of staff time and available resources can significantly reduce cost (do we really need to pay a million dollars for a 50 Cent song, or can we go out and find great song that is approriate for the game at a fraction of the cost from a lesser known artist?)
Case in point, I am aware of a development house that has just shipped their first game to market test in arcades in preperation for AMOA in September. It is a racing game for children with full 3-D textured environment. They also have three other games lined up in their pipeline at various stages of completion, and have been working for the last three years to get to this point. All self funded I might add from secondary employment until things take off.
And how big is this company? The company has TWO full time staff members, and one part-timer.
How about the major shareware game developers. They ship "WORLDWIDE", frequently have a staff of 2-4 people, and can bring a quarter million a year in sales. Sure this only applies to a couple of companies but still, it is possible. And look at Pop Cap, they give away product for free and cheep in greater volumes than any band does. Pahleese... go on, let's here more B.S. excuses.
Oh please, STFU, people have been preaching this line of crap for a decade now and small shops keep popping up left and right. Their top two problems are not knowing how to market their games, and *completing* their games (let's discount the cash issue for now). If more indi shops could get a handle on these two items, there would be more games from small developers in the market.
Using your logic: Small bands should have died off decades ago. Local based retail chains should have ceased all existance in the U.S. yadda yadda yadda...
As long as there are people who want to do their own thing and have the focus to stay commited to their goal, there will always be small development shops around making interesting and unique games.
My answer is no. I waited till November of 2004 to get my first X-Box. I was able to buy it new for $180 and got four games and a racing wheel from a Toys'R'Us sale. I'll wait a few years until a deal like that comes around for the 360.
Nintendo's release schedual speaks for itself
on
The GBA's Last Stand
·
· Score: 1
As I've pointed out before, you can see Nintendo keeps a pretty strict schedual to platform upgrades.
It's 5 years per console, and 10 years per handheld, with some form of experimental system launched in between.
who pick up their books at midnight from their book sellers, and then each one of those people scans in one page... Then they each OCR their page and post it to a undetermined newsgroup...
Then what, by 12:15, the book is electronic and free on the net. What was that about DRM?
I wonder if something like that could be pulled off, and just how quick everyone of those posters would receive their legal notices. Yikes! =8^O
Well, screw it, Amazon is delivering my copy, and it's hiding away till my kids birthday at the end of the month.:)
Actually I think he's trying to say that he's only making his games for about 100 people to play, and after the last couple of POS Metal Gear games, I would have to say I believe him. Play Splinter Cell instead, that's art!
The post filtered out my link... http://www.shmups.com/
Well, the PC-Engine is the unquestioned king platform for shooters. Some remarkable classics would be:
...just as a primer.
Gate of Thunder
Lords of Thunder
L-Dis
Cotton
Air Zonk
Soldier Blade
Download 2
Spriggan mark 2
Sidearms Special
Darius (for the best non-arcade version)
Many others come to mind for other systems though...
Mars Matrix (Dreamcast)
Radiant Silvergun (Saturn)
In the Hunt (Saturn/Playstation)
Darius Gaiden (Saturn)
all of the Darius games on the Genesis
Steel Empires (Genesis)
Come to think of it, just drop by SHMUPS for all your shooter needs.
DON'T do it. If I'm clicking the link to RTFA, then I want to go to TFA, not some dipshit's summary.
Period. End of discussion.
So does this mean everytime my Sony PlayStation system fails because it is made out of crap parts, I have to repurchase my entertainment library. F'em. This is insane.
It's a promotional piece designed to drive traffic to their new comics portal.
If you want to just cover "gaming comics" in general. Nintendo had one, Famitsu had a couple (I love the strip were it turns out that Wario is actually Luigi in disguise, getting revenge for all those years of Mario getting all the credit), GameFan had one... and there were about a billion others. Heck Atari published Atari Force under DC Comics in 1982 when Nintendo was nothing but a Game'n'Watch fad in the U.S.
I've already written to the editors, to fix the errors at the beginning of the article:
l es#Basic_Chronology
In the third paragraph, it is stated that PCC started off in 1995 on MPOG.COM, that is wrong. It started out on the web on GameZero.com in 1995. It only ran on MPOG for a short stint from mid-2000 to mid-2001.
And only the archives for the current storyline date back to 2000. For previous strips dating back to the start you need to visit the pre-2000, older archives on the Game Zero site at:
http://www.gamezero.com/team-0/comics/
Please see wiki for clarification:
http://en.wikipedia.org/wiki/Polymer_City_Chronic
Sigh...
He didn't say "disable WEP". He said "disable WPA". Most people use WEP if they use anything at all as it's the most compatable, so I don't see a problem here.
Ah! I think this may be exactly what I was looking for to test with. I would be the only person pulling down the encoder, so I don't see that this would impact what the project is doing. Especially if it truely gives me an plain vanila MPEG4 file that will load under all of the primary players.
Thanks!
Well I have done test videos using the DIVX encoder and the WMP9 MPEG-4 export codec under Premier, but both of those leave me tied to a specific viewer. I haven't tried Quicktime Pro yet, and I think I will have to do that later today.
My distribution platform is a Cisco CDN/CE delivery infrastructure that is setup to stage videos out at each branch so that watching the videos doesn't impact business traffic on the LAN.
To date with MPEG-2, I've been using 320x240, 400kbps video, 32k/128-bit audio as that has provided optimal performance/quality in the past for our audience.
As for clients, they are pretty much all over the map and can be anything from a P2/400 up to a P4/2.4. Mostly standard corporate workstation models.
Anywhere from 5 minutes to 2 hours. And we do use MPEG2 for DVD distributions of the content within the company.
That's what we always used to call it atleast.
Bell Laboratories (Bell Labs) -> Lucient Technologies
We'll need to hire the Swedish Chef to figure out what the hell everything means now.
Well, over the last two weeks, as friends have been looking ahead to figure out their finances for the next few months, one thing has started to hit all of them. They don't have $800 for a game system. All of them have 360 pre-orders, and yesterday the last one told us that he's going to go down and cash out his pre-order for the new williams collection release. This last friend was a surprise as he's what I consider a bleading edge adopter. He's the only guy I know that bought a 3DO when it came out at the full $700 price tag.
So, if my friends who are big XBox fan boys all have now decided that they don't have the money for a 360 bundle and bailing on their purchases (it's not that they don't want them, they just physically don't have the cash)... I have to seriously wonder who the hell is buying these systems?
Yeah, Anju sitting there happy and *knowing* that her love will show up and you know he's not because you f'd up the mission. You're just sitting there going "Oh god, please leave, he's not going to make it" and she just smiles and tells you that she just knows he's going to be there. ...and that's where she dies, and it's your fault.
Yeah, that was a real heart breaker that brought tears to my eyes.
You deliver a completed game to a publisher so that they do not have to take any up-front risk short of the risk of putting it on the shelf.
left out he link:
e s/fund_feature29.htm
http://www.ideasfactory.com/funding_awards/featur
Oh please, now we drag out the tired "just like Hollywood" argument... please Mr. (or Ms.) Anonymous Coward, stay out of this.
Please read the article
NEXT TO NOTHING to see examples that big budget and large staff are not a requirement to do well in Hollywood either.
As for your GBA/DS heckle... One recent game quickly jumps to my mind, Alien Hominid. Small staff, small budget, big sales. They've done pretty well and they had release on both the GameCube and PS2.
The arcade developer I mentioned is not someone "that I claim to have heard of" it's a studio located in the city where I live and I know the staff so piss off.
As for your slam on shareware games, you obviously haven't played very many shareware games.
Lastly... You DO NOT need 40+ man teams and millions of dollars to make a game for a console unless you A) don't know what the hell you're doing, or B) are trying to make a game that is more focused on graphics than gameplay, or C) making a game where the focus is first and formost on the the graphics and nothing else (Manager to AI coder on Wednesday: "Since the environment is going to have 50,000 trees in it, you have 1/10 of a clock cycle left to run your physics model in. We also need the game to have 15 other AI competitors to challenge the player. I'd like to see your progress Friday.")
My case was the same thing has been said about those groups and see the proof. As for your statement of "capital required", and "significant manpower". I firmly state that these only apply to certain classes of games. And for many titles, better use of staff time and available resources can significantly reduce cost (do we really need to pay a million dollars for a 50 Cent song, or can we go out and find great song that is approriate for the game at a fraction of the cost from a lesser known artist?)
Case in point, I am aware of a development house that has just shipped their first game to market test in arcades in preperation for AMOA in September. It is a racing game for children with full 3-D textured environment. They also have three other games lined up in their pipeline at various stages of completion, and have been working for the last three years to get to this point. All self funded I might add from secondary employment until things take off.
And how big is this company? The company has TWO full time staff members, and one part-timer.
How about the major shareware game developers. They ship "WORLDWIDE", frequently have a staff of 2-4 people, and can bring a quarter million a year in sales. Sure this only applies to a couple of companies but still, it is possible. And look at Pop Cap, they give away product for free and cheep in greater volumes than any band does. Pahleese... go on, let's here more B.S. excuses.
Oh please, STFU, people have been preaching this line of crap for a decade now and small shops keep popping up left and right. Their top two problems are not knowing how to market their games, and *completing* their games (let's discount the cash issue for now). If more indi shops could get a handle on these two items, there would be more games from small developers in the market.
Using your logic:
Small bands should have died off decades ago.
Local based retail chains should have ceased all existance in the U.S.
yadda yadda yadda...
As long as there are people who want to do their own thing and have the focus to stay commited to their goal, there will always be small development shops around making interesting and unique games.
My answer is no. I waited till November of 2004 to get my first X-Box. I was able to buy it new for $180 and got four games and a racing wheel from a Toys'R'Us sale. I'll wait a few years until a deal like that comes around for the 360.
As I've pointed out before, you can see Nintendo keeps a pretty strict schedual to platform upgrades.
It's 5 years per console, and 10 years per handheld, with some form of experimental system launched in between.
Check here to see the chart.
who pick up their books at midnight from their book sellers, and then each one of those people scans in one page... Then they each OCR their page and post it to a undetermined newsgroup...
:)
Then what, by 12:15, the book is electronic and free on the net. What was that about DRM?
I wonder if something like that could be pulled off, and just how quick everyone of those posters would receive their legal notices. Yikes! =8^O
Well, screw it, Amazon is delivering my copy, and it's hiding away till my kids birthday at the end of the month.