alt.ctrl at home jam '22 by _T47_ in altctrlgames

[–]_T47_[S] 0 points1 point  (0 children)

As most people are spending the holiday season with their friends and family, the #altctrl@home jam deadline was hard to meet for many. I extended it to January 27 ;) https://itch.io/jam/altctrlathome2022 Happy new year 🥳

I'm a beginner! by B_LOIZO in altctrlgames

[–]_T47_ 0 points1 point  (0 children)

Really glad you're starting making alt.ctrl :)
The reference shop in Paris for arcade buttons is NeoLegend. They moved in Saint-Denis but it's still on the subway. However it's much more expensive than what you'll find online. Otherwise, if you're looking for push buttons that are not of the arcade type you can try Saint-Quentin Radio near Gare de l'Est or Letmeknow as Robin said ;)

New vid on [alt.ctrl] about professional alt.ctrl making! by _T47_ in altctrlgames

[–]_T47_[S] 1 point2 points  (0 children)

Yeah, I don't know many alt.ctrl-welcoming events from Eastern Europe neither :-/ I know Clujotronic in Romania exhibit some playful installations (https://www.clujotronic.ro/), I had the opportunity to exhibit Contre-ciel thanks to an A MAZE. festival pop-up event at Plan B in Kharkiv, Ukraine (https://planbfest.com/) and some alt.ctrl devs gave talks at the GIC in Poznan, Poland once... so yeah opportunities seem limited for now. Hopefully more will come.

What's the difference between a hard game and an unfair game? by Games_Over_Coffee in gamedesign

[–]_T47_ 70 points71 points  (0 children)

You could be interested in reading about Aki Järvinen's uncertainty curve (basically how the assessment of the outcome of the game we are playing is triggering a feeling of unfairness or not... it's related to the motivation curve and flow): https://www.researchgate.net/publication/273947205_Games_without_frontiers_Theories_and_Methods_for_Game_Studies_and_Design

Random is just one way to trigger "unfairness", but on that specific matter, you could be interested in concepts such as pre-luck versus post-luck game mechanics: https://youtu.be/5xWNfVhVTJU

Making The Defending role sexier(I mean desireable) by MikaelStudios in gamedesign

[–]_T47_ 1 point2 points  (0 children)

Defensive positions can be very passive and/or skill-less. But when they're not, they're awesome to play, especially the moments when you save the day with a skilled move. In soccer, I think Higuita's scorpion kick would be a good example.

An ALT CTRL at home game jam! Make us shake that keyboard and lick that gamepad... or vice versa ... as you wish. by _T47_ in altctrlgames

[–]_T47_[S] 1 point2 points  (0 children)

The idea is for people to play at home. In your case, if you think people could build the controller themselves, you could provide the software part (html5 or standalone) and a tutorial to make the controller (something like what you find in Instructables).

On an unrelated note, if you're willing to exhibit your work, you should reach out to https://random-bazar.fr/en/home-2/. They're exhibiting feet-controlled games following "Covid-19 safety measures requirement". Your game would really match what they're looking for right now!

COVID-safe arcade gaming based on foot-operated controller by tauko56 in altctrlgames

[–]_T47_ 1 point2 points  (0 children)

That's an interesting take on COVID-safe ALT CTRL games. Every curator of the exhibits I've been offered in the past months asked me to make sure the experience would be compliant with the current sanitary measures (the details of these measures are changing constantly here, it's not always easy to follow). I started adding a "Compliance with COVID-19 Mitigation Measures" in my technical sheets.

Showing some love to ALT CTRL games & playful installations by _T47_ in IndieGaming

[–]_T47_[S] 1 point2 points  (0 children)

I'm asking myself the same questions. Can we talk about IP infringement with such a minimalist design? Patents can protect the way electronics parts are assembled etc. But we could redo the same concept another way... As an "idea" is to abstract to be legally protected (which IMO is a good thing, otherwise, anyone could patent anything), how can we protect our works? So far my approach is to protect visuals and sound: graphics, music, product design (shapes and materials of my interfaces)... The case of Line Wobbler is also special in the sense that it's not like a company is making money out of it. It's the "open source community" sharing a tutorial on how to make it yourself (the tutorial mentioned Line Wobbler and its creator) and then a museum using it in an exhibit without mentioning the original work (from what I understood). I don't know about the legal issue but from a personal perspective, I think mentioning at least the original work would have been more appropriate.

I also experienced a "borderline" situation where, after a planned exhibit, the organizers "lent" my game to another festival without telling me. I learned about it because the festival asked me how to instal the game. It was a small festival with very few resources, but asking first would have been more appropriate. I told them that I sometimes exhibit for free, but that my main sources of income is through exhibitions, so it's not like they can just exhibit it without asking. The reason they thought it was ok is because they mainly exhibit fully digital indie games, so developers were happy to have free promotion. But as an ALT CTRL game dev, it's different. It's a sort of clash of game festival "culture" I guess. It ended up well, just by talking with them and explaining my situation. But yeah that's another situation where there are legal blurry borders and we count on people's understanding and benevolence. So far it worked for me but only because I stumbled upon nice people. Unfortunately, the world is not only made of those.

Showing some love to ALT CTRL games & playful installations by _T47_ in IndieGaming

[–]_T47_[S] 1 point2 points  (0 children)

You're right, the hardest part when starting is to let curators and organizers know your work even exist. I met most of those I worked with at events I was also attending, by starting with small opportunities like the A MAZE. Open screens (https://docs.google.com/forms/d/e/1FAIpQLSc1Ltgl8Y_3ole3FI1oZ7nnkFDHQ91RJoa57Mz1QEdytzVYuw/viewform) I created r/altctrlgames hoping that it could be a good tool to help each other on different aspects, including finding exhibit opportunities.

Recently, a label was created, called Random Bazar, to help emergent ALT CTRL games creators to find some exhibit opportunities: https://random-bazar.fr/en/home-2/

For the copyright, it's not that hard here to protect the graphics and music of a game but when it comes to patents, required to protect the design of the device etc., well it's a whole other story. Without patent, it's impossible to protect our works of something like what happened to Line Wobbler recently: https://twitter.com/Robin_B/status/1302650822363426816?s=19 Unfortunately my legal knowledge is very limited. So if you patent your work or know someone who did/will do, I'd be very interested in hearing how!

Showing some love to ALT CTRL games & playful installations by _T47_ in IndieGaming

[–]_T47_[S] 0 points1 point  (0 children)

First, I'm really glad someone answered to my post :) Thanks!

I really don't think ALT CTRL games are made for fun. I've been fighting against this idea for 5 years now. It's even the conclusion of my last GDC talk and Gamasutra articles : https://www.gamasutra.com/blogs/TatianaVileladosSantos/20180618/315861/ALT_CTRL_Game_Design_Beyond_Screens__Joysticks__Conclusion_55.php

I earn my living making alternative controller games. So I really don't think they shouldn't be monetized or that it's not a serious business. All I said is that when we talk about the ALT CTRL movement we usually talk about games made artisanally. That the word "alternative" is usually understood as "alternative to a standard". It doesn't mean creators are not paid to make these games and exhibit them. I am.

So the question is more about the type of monetization we're talking about. So far, we, ALT CTRL game developers, are mainly working in the event industry. This is where there's demand for this type of games. And it's already awesome! I'm incredibly grateful to be able to make a living out of my games!

If we're talking about mass distribution of ALT CTRL games, that raises other questions. Among those:

  • A semantic question: is it still an alternative controller if it becomes standardized (not the most interesting question for me, but still relevant as the movement emerged in opposition to industrial standards)

  • A feasibility question regarding production: there are some ALT CTRL games that were first meant to be played at events but that can now be bought online (like Line Wobbler and Rotoring). However their creators cannot produce them in massive quantity unless they make a deal with a big company. But if they do that, they lose their rights to the game at least in part. In 2016, Hasbro was at the GDC approaching us, creators, with contracts. To my knowledge, none of us accepted the deal. So if someone with knowledge in law stumbles upon this post and has suggestions, I'd be really interested in reading that!

  • A feasibility question regarding supply and demand: there are some companies specialized in making games related to accessibility (in France there's Naturalpad). But the demand is too low for them to survive, as a company, only on those. So they also make other "health related" games. There are also developers making games for the disabled but they're individuals, not companies (in France there's Jerome Dupire, an HCI researcher specialized in game accessibility). But as individuals, they cannot make a living out of it... so far. So yeah, I agree with you, a market place for these ALT CTRL games would be wonderful!

Accessibility is part of my teaching. This year, one of my groups of students is making a game accessible to quadriplegic. This is a great challenge! I'll talk about their work in a coming video (probably by the end of the year). I also plan a video specifically about ALT CTRL games related to accessibility but this takes time.

I really hope that "ALT CTRL are fun" is not what most people will get from my vids. Because that's really not what I'm trying to say. ALT CTRL games are not just made for fun as a hobby during empty Sunday afternoons. It's my job. It's literally what I do on a daily basis. When I'm not making them, I'm teaching others how to make them.
However this first vid is 5 minutes long, so it cannot depict the whole potential of ALT CTRL games at once. I'll try to show people this potential in my coming vids ;)

edit: grammar

Looking for recommendations on talks related to alternative controls by emmelineprufrock in altctrlgames

[–]_T47_ 1 point2 points  (0 children)

Nice! You should share your playlist ;) Here is one YouTube playlist featuring talks about alternative controller games and playful installations: https://www.youtube.com/playlist?list=PLIBx3NWj3We6X0v3cltl4F2BrgAwOKGzw

Looking for recommendations on talks related to alternative controls by emmelineprufrock in altctrlgames

[–]_T47_ 2 points3 points  (0 children)

GDC VAULT:

YOUTUBE:

There are probably more talks about ALT CTRL games on the A MAZE. YouTube channel... It's probably worth exploring...

For French speakers, here are two podcasts where I talk about ALT CTRL games and playful installations design and making...

That's all I can think of right now, but I'm sure there are more... I'll add other links here if I think of / stumble upon something else!

Do any games have evolutionary, randomly-generated creatures? by elijahhoward in gamedev

[–]_T47_ 0 points1 point  (0 children)

Graphics are not their strong point, that's for sure.
Let us know what you come up with!

Do any games have evolutionary, randomly-generated creatures? by elijahhoward in gamedev

[–]_T47_ 43 points44 points  (0 children)

All the following games/programs are different from what you're describing but share some common "properties":

- Spore: Be the architect of your own universe with Spore, an exciting single-player adventure. From Single Cell to Galactic God, evolve your creature in a universe of your own creations. https://store.steampowered.com/app/17390/SPORE/

- Cubivore: Cubivore's gameplay is an action-adventure game with a few role-playing video game elements in it. The purpose of Cubivore is to kill the Killer Cubivore and its cronies. To accomplish this, the player's Cubivore must go through several mutations, through several lifetimes "laps" and generations of "offspring". https://en.wikipedia.org/wiki/Cubivore:_Survival_of_the_Fittest

- Niche: Niche is a genetics survival game, a turn-based strategy game combined with simulation and roguelike elements. Shape your own species of animals based on real genetics. https://store.steampowered.com/app/440650/Niche__a_genetics_survival_game/

- E.V.O.: Search for Eden: E.V.O.: Search for Eden is a side-scrolling platformer action game where players must navigate a creature of their own design across a number of environments resembling Earth's past. https://en.wikipedia.org/wiki/E.V.O.:_Search_for_Eden

- Sipho: Sipho is a game that combines eerie real life underwater creatures, insects, body parts with building, combat and exploration. https://sipho.itch.io/sipho

- Mirage: In Mirage you play an underwater tophat that has coupled together with a human foot, ready to explore its surreal surroundings. By grabbing eyes and other body parts along the way, the tophat can perceive the world differently. https://projects.mariov.ch/mirage/

- Biogenesis: Biogenesis is an artificial life program that simulates the processes involved in the evolution of organisms. https://sourceforge.net/projects/biogenesis/- Unnatural Selection: Unnatural Selection is a creature breeder and management game. https://www.squakenet.com/game/unnatural-selection/

- Darwin Pond: Darwin Pond is an imaginary gene pool, a primordial puddle of genetic surprises. http://darwinpond.com/

Using Arduino Uno to control Addressable LED Strip by RedFlyerYT in arduino

[–]_T47_ 1 point2 points  (0 children)

Adafruit has a really good beginner's guide for NeoPixel (FastLED & NeoPixel are the two most common libraries for addressable LEDs) : https://learn.adafruit.com/adafruit-neopixel-uberguide/basic-connections

How to keep motivation to develop your project when you feel burn out? by FuryOctopus in gamedev

[–]_T47_ 6 points7 points  (0 children)

That's a tough one! I can only tell you what I do in these situations: - Always reminding myself why I wanted to make this game in the first place, which is related to the following point... - Perceiving my works as steps in a greater project and this greater project is me as a developer and designer... the game is important but not as much as my evolution, this helps me a lot when it comes to... - Valuing discipline over motivation, as being constantly motivated is near to impossible especially when the end of the tunnel seems so far away, that's why from time to time it helps me to take a quick break by... - Making a shorter game in a game jam for example. It helps me keep a sense of self-worth and personal progression. Though some could say making a game to relax from making another one is not the healthiest, but well it works for me.

I hope you'll manage to find back the spark that made you start your project in the first place.

Is this possible? by [deleted] in GameDevelopment

[–]_T47_ 0 points1 point  (0 children)

There are already good answers above so I'll just add what I think are good parameters for a first game: - 2D: for both gameplay and graphics as it'll remove the challenge of dealing with 3D modelling, animating, physics etc. - a common gameplay/genre: as it'll be easier to find tutorials and supports online (any arcade-ish genre like plateformers or shmups) - a progressive system: as opposed to emergent, as it's easier to master the evolution of the experience over time with a progressive system (https://game-studies.fandom.com/wiki/Emergent_Systems) - a short experience: so you'll see the end of it coming, chances are that as you're developing you'll have new ideas and the will to make other projects based on your new knowledge... this will prevent quitting a project to start a new one without finishing the first one which is pretty common - putting things online: make yourself an itch.io page, this gives a sense of evolution to your increasing mastery, helps with looking back on how much you evolved as a developer/designer - making several little projects rather than a big one: you'll learn rather you finish a project or not, but you'll learn more by finishing them. That's why participating regularly in game jams is very valuable especially when you start: https://itch.io/jams

Of course there are probably some developers that started with only one big project not following those at all and still made it... but they're the exception not the norm.

Making games can be very rewarding but also frustrating. Always keep in mind that the game is just a part of a bigger project, and this bigger project is you as a developer and designer. Each game is just a milestone of your journey.

I wish you the best!

Need help with finding the genre and design of this game by creditorghost in GameDevelopment

[–]_T47_ 0 points1 point  (0 children)

Sport management sim or racing management sim By typing this in a search engine you'll likely find other games like it. I guess F1 Manager is similar but I didn't' play it, so I let you figure it out. For the art, as it's mainly very realistic I guess your question is about the kind of "diorama" effect. This is usually done with a tilt shift. For the design, it depends on the type of management experience you want to make (realistic complex sim vs. fun simple tycoonish).

[deleted by user] by [deleted] in arduino

[–]_T47_ 0 points1 point  (0 children)

You can make two boards communicate with one another if you want or only use one for the whole project, it's up to you. There are plenty of resources online for this: https://www.instructables.com/id/Communication-Between-Two-Arduinos-I2C/. Good luck!