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Topics - seanthechinaman

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Inner Rage / Overworking
« on: December 29, 2019, 02:52 pm »
i hate these myths that to be successful you have to never sleep and work every hour of your life. even if anyone actually does this, most of the time they spend working isn't actually productive, and being healthy would make them a lot more successful. also what about people that do hard labor? are they ' successful '?

also the idea that failure is the only way to improve

why do poor people take advice from rich people?

General / didn't even notice it was CHristmas Eve
« on: December 24, 2019, 01:18 pm »

General / Why I Left The Discord Serve
« on: December 18, 2019, 04:55 pm »
I was banned from the discord server jusst for bespeaking my opinion

Cany ou bbelievei it????


So this is me trying out for the secret Sploderian Banned Member discord server ( the one with Mix and Marc and their racist dwarves )

please let me join the team i'm really good i'v ebeen banned tiwce now

Debate Tower / why are Romanians the most problematic Sploderians?
« on: September 17, 2019, 05:48 am »

General / whats your opinions on black people?
« on: September 05, 2019, 09:01 am »
( credit to daniel for thread idea )

General / @konnichiha
« on: August 29, 2019, 09:50 pm »
you told me bfore that you knew how to fix my discord desktop app's brokenness. do you still know how? i need it to get my mic working

General / Opinion Article
« on: August 06, 2019, 01:28 pm »
i've one upped those threaders

General / Congralutions
« on: July 21, 2019, 06:01 am »
To the guys in Rocky's signature

General / #NewAvatarThursday
« on: June 27, 2019, 11:06 am »
Equip a new avatar or be humiliated.

General / Pictures of People on Sploder
« on: June 01, 2019, 09:08 am »
thread body

Game Discussion / the Game Orphanage
« on: April 26, 2019, 01:25 pm »
is your game unfinished? neglected? abused?
bring your game to the Game Orphanage, where a new, loving parent can adopt and care for it

- recommended format
  SCREENSHOTS of the game ( make your current progress clear )
  POST CONSENT - move the game to a private account and pm the password to the foster parent

once your project has been shared here, it is NO LONGER YOURS, although you MUST consent before another creator can claim it

General / Post for a Spirit Animal
« on: April 09, 2019, 10:27 am »
Idea from moi.

Game Discussion / Holistic level design
« on: March 22, 2019, 07:24 pm »
Holistic level design describes the design of levels as wholes.

Coherence and patterns play into the nature of human learning, being able to make informed choices about our levels not only makes our player FEEL smarter, it makes them practically smarter as they play. By designing our levels as concrete wholes, patterns are exaggerated and players can always draw from a central idea that they are guaranteed to have picked up on to make informed choices about the level. Levels with no coherence are unlearnable and often misguide players through lack of motif.

Creating a level wherein every figure contributes to some greater theme can be daunting, so I instead suggest that you add lighter motifs to a level to create coherent wholes. These ideas will periodically surface to lend ' holisticity ' to your level, and while the level isn't wholly themed around some single idea, lightweight motifs tie a level together with subtlety. This can be as simple as the recurrence of a specific enemy or powerup.

Through the lens of holistic level design there are very few intrinsically flawed sequences, your level's logic and theme govern the quality of each encounter more than dogmatic Sploder theory.

  For example...

  Spy Motives by Yugioh77

Here in Spy Motives we are trapped without recourse for guessing the incorrect switch. We have no way to make an informed choice as to which switch will or will not trap us. This is unfair and has no connection to the game as a whole. We could easily fix this by adding subtle patterns around traps to suggest their lethality, giving the level a brand new set of motifs, or even removing lethal traps entirely, consolidating our current whole. Alternatively ( and more interestingly ), we could recontextualize this trap by using unfairness itself as the level's tie-together theme.

In this wholly unfair level, a new playstyle is born. Life is no longer precious, it is a currency that we exchange at every turn for new knowledge of the level's tricks. What might have caused frustration in an incoherent level has now become a source of experimentation and casino-esque fun.

I hope that you keep my thesis on holistic level design in mind when creating Sploder games, and that you take advantage of patterns both to guide and misguide your player. Thank you for reading.

General / Will Sploder survive?
« on: March 17, 2019, 12:00 pm »
We all know about Geoff's carpal tunnel syndrome, preventing him from working efficiently on anything Sploder related.

Still, will he be able to do anything about it? Will we, as a community, be able to preserve the idea of Sploder?

Personal Exhibition / Soundcloud - Beats
« on: March 16, 2019, 07:10 pm »

Posted multiple new songs.

Reviewer Lane / Sean's Application Advice
« on: March 16, 2019, 09:15 am »
- Express your opinion
  we read reviews for a peer's opinion, not a walkthrough or summary of the game

- Express WHY
  we can't take a peer's opinion alone as fact, explain your opinions, with IN GAME EVIDENCE if possible

- Flow
  any reading is made harder by a lack of flow or direction, the reader should be able to create SOME premonition of what will happen next

- No pre-thoughts
  nobody cares what you thought when you first saw the thumbnail, or how many awards the game's creator has

- No unnecessary paragraphs
  if you have nothing interesting to say about ' powerup placement ', don't give it its own eight line paragraph

General / Small 3D Creator Update
« on: March 10, 2019, 07:00 pm »

Game Discussion / Epic Game War
« on: March 09, 2019, 01:14 pm »
Epic Game War is the team-based game making event that I have been planning. There will be 3 challenges, each spread across 10 day periods. I recommend that you create a Sploder account named after your team to collaborate through.

For each challenge I will give your team a rating out of 10 (based upon parameters in the ' Your games will be judged upon ' section), at the end of the event these ratings will be collected to give your team their place in the competition.

- Current challenge

  after years of war and years of peace, you settle into home life as a war story author
  make a game themed around WAR itself

Complete this challenge by the 24th April and submit your team's game here

Your games will be judged based upon

  adherence to the challenge
  general game design

- Teams

  G.A.Y - Mat7772 & Lordeldar
  Team League of Society - Wordigirl, Awesomefinnz, MK6520 & Duck5557474
  Team Star - Star34, Bricc & Ethan2009
  Mat7772Lordeldar - Futuremillionare & Jmc10

- Judges


- Rewards [ WORK IN PROGRESS ]

  Platinum award for each team member
  Reviews on all of your team's submitted games
  Feature on your team's best rated submitted game

  Gold award for each team member
  Review on your team's best rated submitted game

  Silver award for each team member

- Results
  First Challenge - G.A.Y ( 8/10 ), Team League of Society ( 5/10 ), Team Star ( 5/10 ), Mat7772Lordeldar ( 0/10 )
  Second Challenge - G.A.Y ( 7/10 ), Team Star ( 5.5/10 ), Mat7772Lordeldar ( 5/10 ), Team League of Society ( 5/10 )
  Third Challenge - G.A.Y ( 6/10 ), Team Star ( 6/10 ), Team League of Society ( 5/10 ), Mat7772Lordeldar ( 0/10 )
  Overall - G.A.Y ( 21/30 ), Team Star ( 16.5/30 ), Team League of Society ( 15/30 ), Mat7772Lordeldar ( 5/30 )

Music / Travis Scott's voice is disgusting
« on: March 08, 2019, 07:57 pm »
It disgusts me to hear his voice.

Game Discussion / Team event?
« on: March 06, 2019, 11:16 am »
Would anyone be interested in a team-based game making event, in which multiple teams collaborate against each other through a few stages of game making challenges?

I'm currently running the Weekly Challenge as well, but this would be easier to gather guaranteed members for and I'd be able to offer better rewards.

If you're interested, I recommend that you round up your team now, once we have at least two teams I can set it all up. ( team size can range from 2 members to 6 )

- Registered Teams
  G.A.Y - Mat7772 & Lordeldar
  Team League of Society - Wordigirl, Awesomefinnz, MK6520, Mariogames333 & Duck5557474
  Team Star - Star34, Bricc & Ethan2009

General / Opinion Thread
« on: March 05, 2019, 02:06 pm »
Go ahead.

General / Invite people to Sploder!
« on: February 28, 2019, 06:40 am »
I'm so bored, do me a favor and invite thousands of people to the site!

General / Anybody here considering game development as a career?
« on: February 27, 2019, 11:14 am »

Game Discussion / Platformer puzzle experts needed!
« on: February 27, 2019, 07:22 am »
I want to make a game that intuitively teaches less experienced players ALL KNOWN platformer exploits that go into creating puzzles, so that they may fully savor the best of Sploder's puzzle platformers.

The problem is that I have sparse knowledge on how platformer puzzles are made as well. :(

General / New Hbomberguy Video
« on: February 22, 2019, 03:11 pm »
I haven't seen it yet but watch:

Game Discussion / Creator Database
« on: February 20, 2019, 07:01 pm »
All known data on Sploder's creators (enemy health, damage, speed etc) will be collected in this thread, contributions are welcome.

Not being able to use apostrophes for game titles or in-game text is annoying.

Game Discussion / Difficulty curves and Sploder games
« on: February 16, 2019, 10:04 pm »
The difficulty curve of your game is the way in which your game's difficulty progresses. Difficulty influences a lot of factors in your game, and the way that such difficulty moves should be mastered to create the best Sploder games.

To begin with, difficulty will naturally be jarring for players if they are unfamiliar with the level of difficulty presented. This is akin to running into a wall, and will cause many players to give up before they can even fully experience your game. The player should always have SOME preparation for the level of difficulty ahead. With a slow rising difficulty curve you can lead the player through hell and back organically, allowing them to experience your game at its full potential.

I commonly see Sploder games showcasing the worst case scenario for difficulty curves, immediately killing the player if they fail to learn some unmentioned trick in time. This tells the player that they should stop playing, whether they stop out of frustration or to look up a guide.

While a natural difficulty curve is ideal from a game design perspective, we can also MANIPULATE the difficulty curve to communicate ideas to our player. Are you creating an exploration-focused game? Do you want the player to come back to this area once they've found a better weapon? Well, simply add a difficult enemy to the entrance of this area, or better yet, an enemy that can only be killed by one specific weapon (for example, placing an enemy behind a gap you can only fire projectiles through). But remember that in the latter case this can curb exploration in a way, allowing your player to only pass through by following a linear path.

Through the solution discussed above, the player is elegantly and silently told that they should leave and improve their arsenal. This may be difficult to put into practice in certain creators, but the design principle is sound, previously hated "difficulty spikes" can be used to convey ideas within your game world to the player. The example above only touches the surface of this concept's potential.

Not only can your game's difficulty curve communicate gameplay ideas, it can also act as an instrument for our narrative or atmosphere. For complete thematic cohesion, all tools available should be utilized, and difficulty curves are yet another tool in a wide variety for we creators. Is your game's story coming to its intense climax? INCREASE THE GAME'S DIFFICULTY! Is your game tonally peaceful and pleasant? Let the difficulty settle, let it breathe... Moving thematic elements and difficulty in harmony helps to better communicate these ideas to the player, as there is no clash to obfuscate or interrupt our understanding of the game's story or themes.

Difficulty curves can also illustrate less abstract thematic ideas. For example, if our platformer game was based around mountain climbing, we could steepen difficulty when climbing steep areas of the mountain to emphasize this struggle. The player should ALWAYS be in control, difficulty is one of many ways through which we can tell stories to our player without forcing them into cutscenes or stasis, these tired methods of storytelling take control away from the player, and disrupt the pace of a game to FORCE ideas onto the player.

I will conclude this guide by telling every Sploder game maker to employ at least a few of the ideas discussed. Too many Sploder games leave me confused or completely unprepared for the level of difficulty at hand, even in the very beginning of the game. And so, a lot of unique ideas are never experienced by Sploder members because they simply weren't ready yet. It's YOUR job to prepare them.

General / Statement
« on: February 15, 2019, 11:02 am »
In the future I will be a lot less active on Sploder, especially when it comes to interacting with the community.

You should hand all of my forum responsibilities onto a suitable member, as I wish to simply make and discuss Sploder games.

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