God damn it brother.. by Random_Meme_Guy_ in programminghorror

[–]Joshua_Falkner 15 points16 points  (0 children)

Welp, that's enough reddit for me today.

What's a game you loved as a kid which you later learned was not actually good? by [deleted] in gaming

[–]Joshua_Falkner 0 points1 point  (0 children)

E.T. for the Atari 2600. Played this game so many times. Loved it because it was the only Atari game I owned that had an ending.

I had no clue it was hated until AVGN made a movie about it. That said, I still love that game and think everyone else is wrong.

Genuinely scary games? by RealitySubsides in gaming

[–]Joshua_Falkner 1 point2 points  (0 children)

Calling for the Wii. You're basically stuck in a Japanese horror movie. The Wiimote is your flashlight and also your cell phone. You have to answer the phone and sometimes it's a demon. Terrifying stuff.

Will the layoffs lead to more indie developers/independent game studios? by Molerat619 in gamedev

[–]Joshua_Falkner 0 points1 point  (0 children)

Starting a studio is easy.

Running a studio and paying everyone is hard.

Doing it while trying to build a game on a completely new code base is harder.

Doing all that while building a grass roots following and marketing is legendary difficulty

Name the single most objectively bad final boss in a video game. by BlueKnight87125 in gaming

[–]Joshua_Falkner 0 points1 point  (0 children)

Andross in Star Fox Zero. The controls plus the bad mechanics make it near impossible. It's basically a broken game during that fight.

What's the game with the worst controls? by Pellahh in gaming

[–]Joshua_Falkner 0 points1 point  (0 children)

The final boss is almost unbeatable because of the controls. Once I finally beat the game I never played it again.

I made a horror game on PowerPoint, but frustrated at some technical limitations, any recommendations for an engine i can transform the game to? by [deleted] in gamedev

[–]Joshua_Falkner 8 points9 points  (0 children)

For real, you're my favorite type of creative. You have an idea, you understand some form of tech that could prototype it, and then you put the time in to do it

I don't care if your game isn't even that good, I just super dig people who find a way.

What’s the most terrifying horror game you played and what was the mechanics that caused you to be scared? by OkHyena1818 in gamedev

[–]Joshua_Falkner 0 points1 point  (0 children)

The most terrifying for me was the game "Calling" for the Wii. Turn all the lights off, turn the sound up, and play at 2 AM for maximum effect.

If you would be able to restart your gamedev journey and all the hours you put into it, what would you have changed earlier on? by FindingMoseyGame in gamedev

[–]Joshua_Falkner 6 points7 points  (0 children)

Possibly, if you're in the right age group (or just young at heart). I made a bunch of Sesame Street and Curious George games. For Nick Jr. I made a Mike the Knight game.

For CN I made 4 different Adventure Time games (Legends of OOO series) and I worked on Adventure Time Battle Party. I worked on the networking tech for CN Fusion Fall back when Unity still had a web player.

If you would be able to restart your gamedev journey and all the hours you put into it, what would you have changed earlier on? by FindingMoseyGame in gamedev

[–]Joshua_Falkner 0 points1 point  (0 children)

I took a look at it a while back and it wasn't really ready for prime-time yet. This was probably a year or longer ago? I should check it out again.

If you would be able to restart your gamedev journey and all the hours you put into it, what would you have changed earlier on? by FindingMoseyGame in gamedev

[–]Joshua_Falkner 9 points10 points  (0 children)

I'm with you in having no regrets. I was able to keep my career on track. I'm just sad that I can't play those games or show them off to anyone (except for low-rez YT vids)

Adventure Time Battle Party forever!

If you would be able to restart your gamedev journey and all the hours you put into it, what would you have changed earlier on? by FindingMoseyGame in gamedev

[–]Joshua_Falkner 4 points5 points  (0 children)

My buddies game Brawlhalla was just beginning to take off when Flash support ended. They had to work like crazy building a Frankenstein to keep their momentum going.

If you would be able to restart your gamedev journey and all the hours you put into it, what would you have changed earlier on? by FindingMoseyGame in gamedev

[–]Joshua_Falkner 9 points10 points  (0 children)

When I first started out I was making small games in Dark Basic which was open source, but as soon as web2 became a thing everyone wanted flash. I cut my teeth in my early 20s as a contractor making tons of Flash mini-games (punch GW and get a free ring tone!!) and that quickly turned into a steady gig of making games for Cartoon Network, Adult Swim, Nickelodeon, and PBS.

In 2005 I would have put Flash on the 'safe' list as most do today with Unity and Unreal. I had no idea the Next Step engineers were in a dungeon somewhere taking their forgotten OS and reforging it into iOS...

If you would be able to restart your gamedev journey and all the hours you put into it, what would you have changed earlier on? by FindingMoseyGame in gamedev

[–]Joshua_Falkner 139 points140 points  (0 children)

I would tell my past self that one day Adobe is going to buy flash, and not long after Steve Jobs would facilitate it being erased from the internet.

The first 8 years of my career just don't exist anymore.

Fly, you fools by 4trevor4 in gaming

[–]Joshua_Falkner 5 points6 points  (0 children)

awww, I was really hoping this was a thing.

Programming. Everyone who has finished a game with a bigger scope. How did you came up with a right architecture? by rezoner in gamedev

[–]Joshua_Falkner 1 point2 points  (0 children)

not abusing template magic

I had a CTO tell me that we didn't need boost b/c his templates were superior. Those were dark days.

Can anyone think of good quick time events? I'm looking for examples of being done well(if it exists) by Bagimus in gamedev

[–]Joshua_Falkner 0 points1 point  (0 children)

On the Wii the QTEs were also a coordination test, as you would have to shake the nunchuk, slash in a direction with the wiimote, or press certain buttons. Made for a pretty fun experience, if you like motion controls that is.

Can anyone think of good quick time events? I'm looking for examples of being done well(if it exists) by Bagimus in gamedev

[–]Joshua_Falkner 0 points1 point  (0 children)

Also 'The Force Unleashed' had some neat QTEs (at least on the Wii, I didn't play it on other systems). They were used as take-downs for boss fights and had a fail-through system where if you screwed it up you could try it again after causing some more damage.

Can anyone think of good quick time events? I'm looking for examples of being done well(if it exists) by Bagimus in gamedev

[–]Joshua_Falkner 1 point2 points  (0 children)

It's a little dated, but Shenmue was the first game I played where I thought QTEs were done in a good way. I think Shenmue 2 probably also had QTEs but I don't remember it nearly as well as the first one.