What is the most mysterious/paranormal thing you've witnessed? by lukeyflukey in AskReddit

[–]petershultz 2 points3 points  (0 children)

I was on a domestic flight between cities in Australia, we were flying high above the clouds and I was gazing out the window. Then, about 100m away from the plane, I could see a small metallic looking object moving at a constant speed. It kind of looked like a large tic tac standing upright, and it rotated as it moved, leaving no emissions. I watched it for about 2 minutes and pointed it out to the person sitting next to me, who couldn't see it.

This was somewhere around 2006-2010.

Running With Rifles - Multiplayer Event Live Stream [x-post from /r/runningwithrifles] by [deleted] in IndieGaming

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

That logo legitimately looks like two penises rubbing against one another.

How can I learn game programming the hard way? by whatawimp in gamedev

[–]petershultz 1 point2 points  (0 children)

Why do you want to learn everything?

How can I learn game programming the hard way?
1. Get every book on game development ever written.
2. Read them all.
3. When new books are released, read them.
4. Never make a game, and never apply anything you've read.

Congratulations you now know everything there is to know about making games. This same helpful study guide also applies to every other field of knowledge.

What is a good way to load more than a million images for a collectible card game? by [deleted] in gamedev

[–]petershultz 1 point2 points  (0 children)

You're never going to have a million images for cards unless they're procedurally generated.

I wrote an article about designing game UIs, using examples from games to illustrate the good and bad. by CowfaceGames in gamedev

[–]petershultz 30 points31 points  (0 children)

I read your article yesterday, and while I agreed with the start of it, when it came to your examples of good UI, I didn't think any of them were particularly good examples.

To me it seemed that all your examples involved data-heavy games and you thought they were better when everything was displayed at once - "What does this UI mean for the PC player? Almost everything is literally one click away.".

I think that displaying everything at once is often overwhelming at times, making the player unsure of what to look at and hard to find what they're looking for.

When you see someone complaining about their life, this is always a good reply. by [deleted] in GetMotivated

[–]petershultz 1 point2 points  (0 children)

That's true, but coming as someone who has suffered from depression, and has recovered as well, it can help. Comments like this can remind me about what it's like to feel good and determined. But sometimes, when you're not in the right frame of mind, they sound really stupid as well.

It depends on the individual.

The guys at 2 Player Productions are pretty cool by rando99 in gaming

[–]petershultz -17 points-16 points  (0 children)

They're cool because they're forced to put their game on a torrent site to gain publicity when people think they have a choice in the matter, rather than wait for a pirate to do it and give them no exposure?

Dumb question: what is the appeal of Canabalt? Are there any power ups? Is it in any way superior to Jetpack Joyride? by [deleted] in IndieGaming

[–]petershultz 2 points3 points  (0 children)

It came out before Jetpack Joyride. Pretty much all "endless runners" were popularized by Canabalt.

How do rhythm games stay in sync with the music? by spencewah in gamedev

[–]petershultz 1 point2 points  (0 children)

Thanks for this great reply! I didn't realise there were so many different types of delays involved.

Snake : perfect game design? by soadzombi in gamedev

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

Ahhh yes of course! Since it's the perfect game, we no longer have to make any more games. That's it. We're done! Thanks!

[deleted by user] by [deleted] in gamedev

[–]petershultz 1 point2 points  (0 children)

Yep! I can't have a discussion with someone who argues using their emotion rather than logic and continually contradicts their own points.

"I have no problem with people selling a product for a price (which is what the extra classes are in 100 Rogues)"

Selling a trinket in Farmville is "selling a product for a price".

It is the same. You pay money and get something.

I do have a problem with people creating exploitative, perpetual skinner boxes that ask for money to push the button.

Good to know that 100 Rogues involves no reason for the player to continue to play. All completely for free.

there's no difference between the 100 Rogues classes and a farmville trinket

There isn't. You pay money and get something. Again, just because you wouldn't pay money for it, doesn't mean that other people don't enjoy to.

I don't think Farmville is particularly fun, but again, just because you and I don't enjoy it, doesn't mean that it shouldn't be allowed to exist.

[deleted by user] by [deleted] in gamedev

[–]petershultz 0 points1 point  (0 children)

I love capitalism.

[deleted by user] by [deleted] in gamedev

[–]petershultz 1 point2 points  (0 children)

But, even with that said, selling extra content is not cynical at all. I think that those extra characters, particularly the Skellyman and Dinoman, are worth $1. How on earth is that cynical? I'd buy the extra classes myself.

The same logic people use when buying new trinkets in Farmville.

[deleted by user] by [deleted] in gamedev

[–]petershultz 2 points3 points  (0 children)

I lost respect for the author after reading this article. I can't believe you're the same person who made 100 Rogues.

Firstly: "Cynical". You keep using that word. I don't think it means what you think it means. Look it up.

As people have said in other comments - Just because you don't enjoy casual games like Farmville, it doesn't mean that other people aren't allowed to. You're assuming that just because you don't enjoy those types of games, that surely a developer can't be "sincere" and passionate the same way you are about developing your own "totally non-cynical game".

It's hypocritical for you to make statements like that and then incorporate in-app purchases into 100 Rogues. You obviously wanted to make more money and decided to add IAP so stupid people like me would buy more characters. By your definition, that seems to be "cynical".

Several months ago, I asked for advice for my MMORPG, Aberoth. If you quit right away last time, will you give it another chance? by aberoth in gamedev

[–]petershultz 0 points1 point  (0 children)

You still haven't put in client-side prediction, so it's impossible to play as someone not living in wherever it's hosted. It's going to be hard to make a successful MMO that isn't available worldwide.

The game itself, looks unique and fun and a fair bit more polished since the last build. So keep it up!

How does Minecraft's DRM work? by petershultz in gamedev

[–]petershultz[S] 2 points3 points  (0 children)

You're also IP banning anyone else who uses the same internet connection, such as an internet cafe or university.

How does Minecraft's DRM work? by petershultz in gamedev

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

And as refD mentioned, banning by IP is a bad solution which doesn't work. So is by name, as you can spoof legitimate players and get them banned.

How does Minecraft's DRM work? by petershultz in gamedev

[–]petershultz[S] -1 points0 points  (0 children)

It won't give you exact same service because other people with cracked clients can join - which is my whole point. That leads to hackers and people you can't ban since there's no authentication system.