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Messages - seanthechinaman

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1
Video Games / Re: Rate The Game Above You.
« on: Today at 03:17 am »
2/10

Half Life 1

2
Game Discussion / Re: HTML5 Creators
« on: Today at 02:54 am »
I have a few Platformer suggestions:

Better water physics (floating enemies are currently quite inconsistent)
Broader destruction conditions (for example, melt blocks should be melt-able through any source of fire, be it flamethrower or Snarley)
Obviously, smoother controls

3
General / Re: I Remember A Time...
« on: Today at 02:36 am »
Iirc Geoff has some sort of carpal tunnel syndrome which makes typing difficult/painful, which makes it difficult to do any work outside of his main job.

That's a real shame. Has he made any hint as to whether he'll pass on the site (or anything of the sort)? Because that sounds like the end of his splodeing to me.

4
Name isn't everything. I've spent a while trying to be "a quality game maker" and look what happened? I was inactive for half a year because of boredum and frustration. As soon as I come back without standards, I get a feature on the FIRST GAME I MAKE after break

Features shouldn't matter as much as personal fulfillment and innovation.

5
Sploder Games / [HYPE] Sink by Seanthechinaman
« on: Today at 01:11 am »
<a href="http://www.sploder.com/game2.swf?s=d005gj4v&amp;cs=1" target="_blank" class="new_win">http://www.sploder.com/game2.swf?s=d005gj4v&amp;cs=1</a>

The above game showcases my progress thus far...

6
Game Discussion / Difficulty curves and Sploder games
« on: Yesterday at 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.

7
Game Discussion / Re: Thumbnails in Classic Shooters
« on: Yesterday at 09:08 pm »
I don't know the proper method but as a placeholder you can hide the player and a portal behind your thumbnail art, then teleport them away to a gameplay area.

8
I'm not a good writer, I admit, but I'm great at game analysis so I prioritized my strength... I need to still work on things

I recommend showcasing more of that great analysis then, and less summary of in game levels. Also, what I suggested IS analysis related, so I'm slightly confused by this response.

9
I organized each one by what it analyzes?

That would be the case if you didn't ramble and describe the game in such precise detail. This is a review, not a walkthrough, to compact a review like this you should analyze broader design ideas present in the game while citing only a FEW examples.

10
I haven't read much so far because the review is bloated but from what I've read the content is all over the place. I can see why there's not paragraphs when there's no clear focus for each section.

11
Game Discussion / Re: Seanthechinaman's Weekly Challenge
« on: Yesterday at 05:28 pm »
I would, but I suck at  everything, so that would include this

Well you are obviously somewhat confident in your capability if you even suggest yourself in the first place. Go ahead and run it.

12
Game Discussion / Re: Seanthechinaman's Weekly Challenge
« on: Yesterday at 02:58 pm »
Who would like to run this, or borrow the idea and design their own weekly challenge in this style?

13
General / Re: I Remember A Time...
« on: Yesterday at 02:53 pm »
and rant about inactivity when its their fault (sorta)

I agree that the site has been somewhat surrendered in favor of Discord, but they are doing SOME actual work and are in contact with Geoff.

work on converting the mainsite's creators to HTML5 as well.

I have no knowledge of programming whatsoever, so I wouldn't know how to do any of this. But we should gather our code-savvy members for this if it's really needed, although I still think Geoff could do it himself quite easily.

It would be nice to have a new level editor site designed for and by Sploder members, one of the reasons the site is so inactive these days is because legacy members are realizing how poorly made the creators are, it's not even the simplest or most convenient method of game making anymore.

As well as the limitations of Sploder's creators, the community isn't organized to facilitate much real Sploder activity. Our forums and Discord servers put game making to the side, with the Discord server not even having a dedicated Sploder game discussion or help channel at all.

14
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.

15
If you're saying that homos are okay as long as they marry, that is NOT what I am saying. I am saying the acts that are performed period in their case are sins.

Yes I understand what you're saying. That's disappointing.

16
Personal Exhibition / Soundcloud
« on: February 13, 2019, 03:52 pm »

17
well, to answer your question, yes. They are all grouped together as sexual sins.

The question was whether you believed both homosexuals and heterosexuals fall under the SAME sexual sin (fornication, lust etc), not if you believed homosexuality was a sexual sin.

18
Well, I believe that homosexuality is real. It's a real mindset. It's hard to shake sometimes, but if you are homosexual you aren't doomed. We can do all things through Christ who gives us strength, and that includes breaking bad habits and loosing worldly lusts. There are many true stories of people who overcame.

You didn't answer my question. You just stated a separate belief.

19
Personal Exhibition / Re: Drawing MS Members
« on: February 12, 2019, 10:32 am »


Seanthechinaman is done at last, Sorry about the inactivity of this thread, I was busy with studies n stuff.

Next up: Star34

I'll have to photoshop the hair black and the skin a few shades darker, but that's my fault for not telling you that I wanted it to accurately portray my Sploder avatar. Thank you very much for the art, I will use this as my Discord avatar!

20
You can love anyone, whether you are of the same gender or not. It's the kind of "love" or the act to show love, and the romantic affection that is forbidden. The same goes for heterosexuals. Most people think that homosexuals are so bad, when in all actuality, they're committing some of the same sins that their accusers are committing. Christians are supposed to wait to make love AFTER they are married, and most people don't do this. They are fulfilling worldly lusts, fornicating, and committing sexual immoralities. Will you say the same is hateful, forbidding consensual acts of love between two human beings with free will? Well, it's the same thing.

So you believe that sexual condemnation should all fall under one branch, and that this shared sin is their fault, rather than their homosexuality?

21
It isn't hateful. Just like if a murderer said that the ten commandments were hateful when God said "thou shalt not kill", or thieves said it was hateful of the rule "thou shalt not steal"

Thou shalt not kill is a reasonable moral code accepted in cultures outside of Christianity though. Taking someone's life and loving someone of your own gender are not comparable, one is a harmless expression of one's own free will while the other is a violent denial of another's free will.

22
He means that you should not "lay" with a man in the same manner that you "lay" with a woman.
I see. I never knew scripture was so hateful. Do you have any personal beliefs against homosexuality outside of these passages?

23
Leviticus 18:22 King James Version (KJV)
22 Thou shalt not lie with mankind, as with womankind: it is abomination.
This is one example. I can explain further as well.
Please explain further, the phrasing is confusing, especially the "as with womankind".

24
Game Discussion / Did anyone else know this?
« on: February 12, 2019, 04:41 am »
SegFaults can damage the player while they are in a vehicle. :o

25
General / Re: Epic Game Drop 13
« on: February 11, 2019, 08:49 pm »
I will judge!

27
Where in the bible is homosexuality denounced? I don't want to see where heterosexuality is established, I want to see where homosexuality is denounced.

28
General / Re: How to #MakeSploderGreatAgain
« on: February 11, 2019, 04:55 pm »
As for the Staff, well, I doubt my views will count for much so I'll keep them to myself.
Speak up! Everybody's opinion is valued here. Are you worried that you'll be punished?

29
Game Discussion / Re: Seanthechinaman's Weekly Challenge
« on: February 11, 2019, 04:25 pm »
Done! http://www.sploder.com/games/members/awesomefinnz/play/toxic-companion/

This is what I like to see! I haven't completed the game yet but this is a very creative use of the challenge's limitations.

30
MRE / Re: Editor Recruitment
« on: February 11, 2019, 11:27 am »
I understand, and I will work to change that.

You're definitely on the right path, your genuine passion and influence over mainsite activity has already lifted the Recruiters' spirits around you.

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