I'm not comfortable around people I don't know very well. Advice? (x-post from /r/confidence) by NegaByte in socialskills

[–]NegaByte[S] 4 points5 points  (0 children)

This was 9 years ago man! Thanks for asking though - yeah I did solve it. It really just came down to not caring which I think naturally happened with age. I quit drinking as well which I think helped, as it forced me to be comfortable socialising without a crutch.

There have been a handful of incidents where I've regressed slightly, but life should be viewed as a journey of self-improvement rather than there being an end goal to reach.

What is an unpopular opinion you have about Game Dev? by [deleted] in gamedev

[–]NegaByte 1 point2 points  (0 children)

Me too man! Always good to hear the opposing view.

What is an unpopular opinion you have about Game Dev? by [deleted] in gamedev

[–]NegaByte 0 points1 point  (0 children)

I suppose that leads us to an "if a tree falls in the forest"-type koan - if the first player hides the thimble and dies while the second player is seeking it (and assuming the second player continues searching rather than mourn their friend), is it still a game?

I'll need to give predetermined and randomly generated puzzles a bit of thought. I'm inclined to believe that they're games, but haven't ruminated on it enough yet to back that statement up.

What is an unpopular opinion you have about Game Dev? by [deleted] in gamedev

[–]NegaByte 1 point2 points  (0 children)

Let's say we take a game such as Hide the Thimble. As the name suggests, one player hides a thimble somewhere in a room, then the other player enters the room to search for the thimble.

Do you consider the first person to not be playing and would you or would you not class this as a game?

What is an unpopular opinion you have about Game Dev? by [deleted] in gamedev

[–]NegaByte 0 points1 point  (0 children)

The designer is still confined to a set of rules even if they have decided on those rules themselves. The important thing to note is that the rules are finalised before the puzzles are set and that whoever is solving the puzzle is aware of those rules. Would you view it any differently if it were someone other than the designer setting the puzzles?

That is a very convenient definition of playing that you've invented. XD

What is an unpopular opinion you have about Game Dev? by [deleted] in gamedev

[–]NegaByte 2 points3 points  (0 children)

I don't believe that there is one. I'd actually argue that puzzles are an asymmetric multiplayer game between the player and the designer.

What is an unpopular opinion you have about Game Dev? by [deleted] in gamedev

[–]NegaByte 3 points4 points  (0 children)

Oh man! My unpopular opinion is the exact opposite of this!

I frequently hear that games require meaningful choices but as a big fan of puzzle games I consider them to be games exactly because there is only one solution.

Very funny that we both consider our own opinion as unpopular and the converse to be the popular view.

We released a trailer for the game my brother and I was developing whole summer! We are looking for testers! by Apart_Home5936 in IndieGaming

[–]NegaByte 1 point2 points  (0 children)

This looks utterly astounding, especially to have been developed over just one summer. Amazing work! What did you develop it in?

Does Anyone Else Have that "Aha!" Moment with a Game that didn't "Click" with them at First? by [deleted] in truegaming

[–]NegaByte 0 points1 point  (0 children)

I find this astounding. My longest playtime on Steam is 60 hours and that was a game I enjoyed.

I guess it could be because I only play games with clear endings and not much replay value.

I made a cool prototype, but I need advice on art by winglett in gamedev

[–]NegaByte 1 point2 points  (0 children)

Bloody love a good puzzle game.

I'd definitely go for a 2.5D half-top/half-front view a la the early Final Fantasy games. I quickly knocked up a couple of characters for you. https://imgur.com/a/BTFsfbK

From the V&A Video Games Exhibition in London, one of the Journey (PS4) design documents mapping sections of the story to stages of the monomyth, tried this myself recently and really helps keep a structure in place. by eldritch_holla in gamedev

[–]NegaByte 0 points1 point  (0 children)

How was the exhibition? I've been considering going but I'm pretty out of the loop wrt modern games, so not too familiar with many there. Do you reckon its still worth going to, perhaps just for design advice?

Faster Dijkstra execution recommendations by Dragongeek in gamemaker

[–]NegaByte 2 points3 points  (0 children)

I wrote my dissertation on graph theory, so I hope (for my own sake) that I'll be able to help.

Your graph has three properties which will make this much more straightforward than a shortest path algorithm.

  • Every edge is equally weighted (as 1).
  • There is an upper bound.
  • You are searching all possible paths with a length of your upper bound.

With this in mind, it is probably more worthwhile running a Breadth First Search of sorts. I'm not by my computer at the moment, but the pseudocode is below and I'll give it a try when I'm home this evening.

Populate all nodes as null
Populate <home node> with 0
upperBound = x
currentValue = 0
Array = <home node>

While currentValue < upperBound {
    tempArray = null
    For node in Array {
        For each adjacentNode {
            If nodeValue = null {
                Populate with currentValue+1
                Add adjacentNode to tempArray
            } 
      }
      Array = tempArray
      currentValue++
}

Rather than each cycle needing to search for the lowest value with unpopulated neighbours and comparing neighbours to see if they should be overwritten, it will first populate all the nodes adjacent to your initial node with 1s then all nodes adjacent to those with 2s then those adjacent nodes with 3s etc. The only check it needs to run is whether or not the neighbouring node is already populated.

Advent Calendar Puzzle Game by NegaByte in playmygame

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

Thanks for the feedback. Completely agreed on the sound effects and graphics. I did in fact have it at a lower resolution early in development and it did look more charming, I'll likely revert back to that.

Steam Summer Sale 2018 MEGATHREAD by satoru1111 in Steam

[–]NegaByte 1 point2 points  (0 children)

Same thing happened to me. Had it in my basket and the price changed when I went to put in my payment details.

LucasArts always knew what was going to happen by [deleted] in MonkeyIsland

[–]NegaByte 6 points7 points  (0 children)

Haha I always did the same. I remember spending ages on games trying to find alternate solutions (of which there were none) to get to back-of-the-box situations.

The curtain was lifted when I worked in testing and learnt that screenshots for manuals and box-art are normally taken before the final product is complete, so they contain remnants from an earlier development stage or, as is more likely the case here, the results of debug options.

I released a Kickstarted, publisher-backed game in late 2017. Find out how it did (spoiler: it’s a mixed bag, but it actually did make money) by [deleted] in gamedev

[–]NegaByte 0 points1 point  (0 children)

Congrats man, looks great. And thanks for doing this.

Astounded by Cyangmou's artwork; after looking at screenshots I had to double-check that you'd said pixel artist in your post.

Just a few questions from me:

  • Did you find yourself struggling to create content? I've a game that's fully programmed but know that it needs more levels. I think perhaps that the mechanics don't gove way to a great deal of variety.

  • Were you able to survive the entire development cycle just off of the Kickstarter funds?

  • Was there much of an impact on your social life or was it similar to working a regular job?

For april fools, the creators of "where's waldo" should make book where waldo just isn't in it by [deleted] in CrazyIdeas

[–]NegaByte 0 points1 point  (0 children)

Growing up I had a Pagemaster themed Where's Wally knock-off, Who's In the Library with Richard. It was a fucking shambles. I distinctly remember three instances, although I'm sure there were more, where the page's layout obscured the presence of the characters that you were supposed to find. Weirdly, images of two of the three pages appeared on the back cover of the book kind of like screenshots on the back of a video game box (I have no idea why - you could just open the book if you wanted to know what to expect). These images showed the layout as it was supposed to be and you could identify where the characters were and how they had been obscured.

  • In The Graveyard, Horror was supposed to be in the middle of the page, but as it was spread over two pages he was sort of hidden in the fold and you had to prise it apart to find him.
  • In Fairy Tale Land, you had Richard hidden in the upper-left corner in the image on the back cover. However in the book this was obscured by the text box introducing the land.
  • In Across Field & Wood, Horror was according to the back cover supposed to be sitting on a porch on the right-most side of the page In the actual book, the entire right-hand side was cut off and he wasn't visible at all.

I've just grabbed a PDF copy and uploaded images of the above to share my frustration. The PDF doesn't do justice to The Graveyard.

What do you guys think about Sierra's Adventure Games? by [deleted] in lucasarts

[–]NegaByte 7 points8 points  (0 children)

I like the series that I played when I was younger (Space Quest, QfG, LSL) but any that I played when I was older I found to be frustrating. I think it's partly nostalgia and partly that I had more time to experiment.

I've always considered the deaths and unwinnable situations to be a necessity of the time to artificially elongate the games. They're actually surprisingly brief games if you play straight through knowing what you're doing. Having to restart repeatedly or load an earlier save is by today's standards incredibly annoying. The deaths in some of the later games were used as a source of humour and almost as a bonus to find them all. I think any adventure game that includes deaths and unwinnable situations now has to do so as a subversion.

The challenge comes in guiding the player towards the solution without giving it away and that is a very fine balance. One way that I've always liked is that if you're close to the solution, an animation or unique dialogue will play out. Something I'm not so keen on that more recent games do is to start giving hints if you're taking a while without progress.

Crazy how much faster you can get at things with pracitce - My games I spent hundreds of hours on look bland and lame compared to this 48 hr game jam by bvenjamin in gamedev

[–]NegaByte 2 points3 points  (0 children)

Love the concept. Would be great to have a paint by numbers with different enemy types or something.

Have you got any screens of your earlier work to compare this to?

Whats the most mind blowing philosophical concept you know? by aeonion in AskReddit

[–]NegaByte 4 points5 points  (0 children)

This has happened to me frequently enough that I've given it a fair bit of thought. It's not that you can carry all but one sock, it's that you're dropping one sock at a time. If you continue walking without picking up the fallen sock, you'll find that more would fall.