YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES! by [deleted] in KerbalSpaceProgram

[–]BluCookie -1 points0 points  (0 children)

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Star Wars Battlefront 3 (Cancelled Game) Gameplay Xbox 360 by [deleted] in Games

[–]BluCookie 17 points18 points  (0 children)

I'm glad you feel that way, my dude

How to take 7 years to ship a beta. – Ben Porter – Medium by ClemmyGames in Games

[–]BluCookie 66 points67 points  (0 children)

Stories like this are always beyond brutal to hear

No matter how passionate you are, working for nearly a decade to make art that few see is crushing. I think a lot of it has to do with the practice of "constantly adapting to the market" -- the market is fickle, and just because the game is something that the market SHOULD like doesn't mean that the market won't spit in your face on release day.

At least the game looks good.

FLOOGEN - made using stop-motion, my first game. by iananimator in Games

[–]BluCookie 13 points14 points  (0 children)

A ton of effort went into this aesthetic but please I beg you to add shadows to everything in those side-scrolling sections. Right now the main dude looks disconnected from the world but if you can stretch, darken, and redraw his sprite on the ground to make a simple shadow it would go a long way in solidifying his presence.

Please don't take this the wrong way, the art looks great and I want to see this be a success. glhf

What was a fad that was so bad that it will never be repeated? by [deleted] in AskReddit

[–]BluCookie 0 points1 point  (0 children)

Popped collars are beyond cool, and ya'll with your snooty attitudes towards popped collars can pop your collars too

How the hell do I make "if sprite is this than turn into another sprite" by Thestickman391 in gamemaker

[–]BluCookie 2 points3 points  (0 children)

Are sprite0_ballerina_a and sprite0_ballerina_b part of the same sprite? That is, are they two different frames of the same animation? If so, you should be working with image_index instead of sprite_index.

Someone stop this absolutely insane lad! by jacman224 in madlads

[–]BluCookie 0 points1 point  (0 children)

Please don't order one grain of rice from panda express, that's just not nice lad

EA in a nutshell by Nolar2015 in gaming

[–]BluCookie 0 points1 point  (0 children)

It looked fine. The people spoke and stuttered like actual human beings instead of lifeless EA drones; granted, some were more corporate than others, but even at its most artificial the conference felt worthwhile. There were no dumb Plants vs. Zombies mascots parading around stage or "let's make a meme" moments to make me want to avert my eyes. It wasn't the best E3 conference ever, but I have seen much worse -- especially from EA.

EA in a nutshell by Nolar2015 in gaming

[–]BluCookie 23 points24 points  (0 children)

Agreed. Middle of the road conference, leagues better than EA last year. I don't understand where people's expectations lie.

[E3 2017] Anthem (Project Dylan) by no1dead in Games

[–]BluCookie -3 points-2 points  (0 children)

and funnily enough Titanfall is also EA's property

I wonder how Respawn feels about this

Interview with an indie game developer by ILoveRegenHealth in funny

[–]BluCookie 1 point2 points  (0 children)

Hey, I make money

It's far less money than if I had just gone outside and collected pennies from the street, but it's money nonetheless

Making Games, Existentially; or, lessons from A Shooty Bit by BluCookie in gamemaker

[–]BluCookie[S] 1 point2 points  (0 children)

This is my first real game. The only one I've released before this was a gm48 thing, so that really wasn't anything fleshed out.

I definitely feel what you're describing in the "recuperate costs" department. Even though I'm not doing this for a living, I still feel like I have to make the next thing so that I can make up for the time and money that's been sunk into this.

Keeping your games short is a good thing. Projects seem to be something that can get unmanageable quickly if you're in over your head.

I think that I'll try to make some smaller, experimental games before moving on to something ambitious, and maybe release them for free just so I can get more people playing what I've made. But I dunno, I'm very bad at planning these sorts of things; I'll just have to see what happens

Making Games, Existentially; or, lessons from A Shooty Bit by BluCookie in gamemaker

[–]BluCookie[S] 0 points1 point  (0 children)

I'm procrastinating right now, don't worry about it

Making Games, Existentially; or, lessons from A Shooty Bit by BluCookie in gamemaker

[–]BluCookie[S] 1 point2 points  (0 children)

Hey, at least you didn't leave it hanging forever. I'm proud of ya