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CARL

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#1 CARL
Member since 2002 • 651 Posts

i havent gotten big brain yet,

brain age is ok, the sterile environment is a bit boing, but i guess i can understand why it's there, some tasks wouldnt work that well if it looked very colorful i guess, since u need to pay attention

why u need to unlock a lot of the tasks? as it is, there's too few from the beginning

the music is very midi... but still ok

the doctor is talking a lot, and repeating himself a lot... his talking even slows down the game... every time u reenter a task, ull hear the doctor sayig the same old line, something like "ive already saved ure progress for today, but u can go ahead and do the task anyways" or something like that... and after that ure allowed to start the task... it should have been possible to turn off all of the doctors advices, everything the doctors says...

it would have been better if u could use the doctor as a dictionary or something like that, where u could ask him what would be the best way to work the different tasks, or something like that, instead of hearing the same old same old "this activates the prefrontal cortex jada jada"

on the whole it's a nice game, and the ds lite is a great piece of hardware for this type of game, i like two screens now... although i still guess it's not for that many games...

hmm... i don't think there are any other games id like to buy now...

anyhow, id say this is a great game, and i hope big brain is just as good

 

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#2 CARL
Member since 2002 • 651 Posts

They probably have plenty of their own ideas. Kid-Icarus-

well that's the thing really, i feel that the ds library is a bit stagnant as of now... im not bying the whole "they're not in need of developers"... and also, why would miyamoto tell in an interview he did a while ago that people with game ideas should turn to nintendo for finanzing, nintendo's got the money... why would he say that if they weren't in need of developers?

but whatever, i think it's a bit misleading, i mean, if he really did mean that it shouldn't really be so hard to get through to nintedo through their american homepage...

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#3 CARL
Member since 2002 • 651 Posts

oh i see i didn't get a reply, ohhh sorry

yes it wasn't very fun to read :(

i shouldn't complain about anything i have no one to complain at

but i can still be allowed to write about the frustration of not having time to do any music or game design because of work... it sucks...

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#4 CARL
Member since 2002 • 651 Posts

Although the touch screen does have its shortcomings, we have to give Nintendo some props. Their DS was the top selling gaming item on the market last year. And so far this year has outsold the PS3 and X-Box 360 combined. and the Wii is not doing to bad itself. So clearely Nintendo is on to somthing with its outside the box thinking, no matter how much improving can still be made, you have to admit that Nintendo has a bright future ahead.marcusmpcconnor

yeah, nintendo understands how to sell hardware, and they of course also see to it that they have some great titles on their systems as well, although i think the ds is a bit lacking really... not much going on there right now, except for a zelda title arriving later this year, that's about it...

i mean, i don't know, but it feels like nintendo of america is pretty bad at snapping up people with good game ideas... such as me :)

here's what a mail from nintendo might look like for me...

Message(#6851-000575-74455757445)

Hello,

Although we appreciate your interest in offering to share your game ideas and
music with us, we are unable to pass along or accept unsolicited ideas for a
variety of reasons.  For more information, please visit the following address:

and the address that follows is like a link to where u can search for information about games on nintendos consoles... wohoo!! :(

so yeah, they don't give a damn about trying to reach out to young wannabe developers like me :( , they feel just fine with what they got, so i mean, nothing more to do except prey... or to be honest, i have more or less given up on games...

by the way, below is how my mail to them looked like, i thought that if i also had some mp3 songs id done, that they might be more interested, seeing as the reason they cutt me off the first time (several years ago when i came to them with the subterrania game idea, they told me that i should maybe look into perfecting some craft that was handy for the game development process, and seeing as im not good at math--im terrible--i thought i could give music a go) and the above message is the thanks for that? ohhhh great... great..

http://web.comhem.se/~u46112885/vadisittt.mp3
http://web.comhem.se/~u46112885/vaken.mp3
http://web.comhem.se/~u46112885/frolicks.mp3
http://web.comhem.se/~u46112885/vidrigt.mp3
just some songs ive made
http://web.comhem.se/~u46112885/Subterrania.pdf
http://web.comhem.se/~u46112885/METROID 1.1.pdf
the first doc is an old, bad game idea i had 5, 6 years ago, it's not in line
with how i look at the narrative structure in games anymore...
that is: i don't want a subtile dialogue tree, i don't want a dialogue tree at
all actually :)
the metroid game idea i did a half year ago represents my present view on
narratives in games
anyhow... can i get in contact with anyone over at nintendo in regards to the
metroid game idea?

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#5 CARL
Member since 2002 • 651 Posts

IF the next nintendo handheld has a touch screen it NEEDS to be able to reconise more that one point.dfnj123

i agree, but it's already mentioned in my post :)

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#6 CARL
Member since 2002 • 651 Posts

dual screen?

 

im not so sure about that, but the irritating thing with dual screen is that it has some neat aspects, such as making the ds look like an interactive book when "playing" brain age... and it probably works with a "game" like nintendogs, and the viewtiful joe game looked like it used the upper screen in a good way too, as did the metroid shooter...

that's of course pretty neat, but the upper screen, or the second screen, actually more like detracts from most other games out there...

so with that in mind, id say that the psp route is a lot better: to have one large, widescreen, high resolution screen

but i wouldn't be against a dual screen concept completely, and actually the whole idea behind educational titles works well with a dual screen handheld... but then u need the educational titles, and also more games like nindendogs and viewtiful joe...

EDIT: well, one thing that is for certain--whether it will be dual screen or not--is that the screen(s) need to be a lot bigger, and pack a lot more pixels.

 

nintendos iphone without the... phone?

 

nintendo stresses that it's not about the horsepower but about the gameplay and how u can make it more interesting using inovative hardware (touch screen, wii remote)

so the natural step for nintendos next handheld is of course to introduce some new interesting hardware, and what comes to mind is of course accelerometers and gadgets like that, the wii way, that make the device aware of where and how it's being held by the user. it's definitely not something that every game could take advantage of, and it would maybe more suite gimmicky game concepts, such as games where u "tilt" the gameworld, as in a maze ball game or something like that, or a game where u hold the device in front of u and "look around" with it in real life, to experience the view in the gameworld to change in an analogue, mimicked way, and of course u can also have games where the touch screen input works in tandem with the accelerometers and what not the device carries.

as for the touch screen mechanics it needs to be updated to "multi touch screen inputs", which of course makes this handheld earily simlar to the iphone, like the videogame littlebrother to iphone, with no phone, no camera, no itunes, no operating system... but then again, not as expensive either

so yeah, probably no operating system but something that would suffice for at least a gaming device would be a robust way to link up to some kind of oline portal, where you could even go as far as to send images you'd done with "mario paint ds2" to other users, or even to the internet, so that they could be looked at by people using pc's or mac's. because that's the thing, creative production software (for music, for painting, for whatnot) relies on community aspects...

 

interface: buttons, touch pen...

 

other changes that would be for the better would be, and this is ideas ive had for a long time now, a touch pen that is conseived in such a way that the touch screen notices if u twist it, in what direction, at what ratio, at what speed... that would be pretty neat, but i don't know if it's duable. another idea i had was for some kind of "touch button", a vertical line, which first and formost would be for sidescrollers like castlevania and metroid, in that if u pressed this button at the upper corner samus would for example fire away her gun at that angle...

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#7 CARL
Member since 2002 • 651 Posts

tetris!!

:)

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#8 CARL
Member since 2002 • 651 Posts

emergent action games are like the big brother version of action movies "hey, i want to take part in doing my own movie!"

almost...

anyhow... so samus, or u, are inside a building in the "burried city", u are there together with a team member who tells u that the two of u are going to have to get a hold of explosives so that u can damage the tunnel that goes between the building ure currently inside and the main builing of the city... this so that u wont get followed by all the mean pirates who are trailing u...

fast forward, u have the explosives but the pirates are dangerously near now...

emergent action: so u place the explosive charge inside the tunnel, it goes off, but it doesn't succed in shielding u off from the pirates, why? because part of the ceiling of the tunnel doesn't explode but instead falls down to the floor, since the ceiling is round shaped, this means that apart from getting a sand wall, u also get a new, small crescent tunnel within the sand wall... the pirates have a pretty advanced ai, and they go like, "ok, i want to stay alive together with my ai friends, to stay alive i need to take out the bounty hunter and her team, but im not going to go inside that small tunnel and get exposed by the bounty hunter..."

so what the pirates do, is they start to lobb toxic gas bombs along the floor, u see these small bombs coming out of the crescent tunel, gliding on the floor... u, samus, says something short and too the point, like... "run", and u and ure team member start to run from the scene

i hope this example shows that with just a little bit of dialgoue (team member telling samus that they need explosives) u can get a pretty immerse, emergent action sequence...

 

EDIT: of course, the bizzare thing with these sequences is that it's just scene after scene that will eventually lead up to the "game over" screen, since u failed in establishing the wall... lol

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#9 CARL
Member since 2002 • 651 Posts

The event was the GDC: Game Developers Confrence.soulfood4

thx for clearing things out...

anyways, i don't know why the hel* i started this thread :)

lol

i looked at the trailer again, and actually i don't know what lightning i was talking about... sorry :)

BUT... i don't like the look of that fish that much... i guess it's supposed to look scary, but i don't like it... i don't like how the eyes of the fish joggle like they do, but they should i guess, but it something about it i don't like, can't put a finger on specifically what it is though... as for the surface lightning and things like that... i can't see much bc of the video quality i have...

sorry for pointless thread :P

 

EDIT: jikes!! a lot of posts have appeard on this thread while i was typing this post... well, as i said, sorry... and that's it...

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#10 CARL
Member since 2002 • 651 Posts

it's not a new trailer, but it's the newest

it's from that event, what was it called?

anyhow...

one little critique from idiot me

i don't like the fish in the water... it looks... out of place, the art style didn't look spot on... sure it was a "mario fish" in it's form, with those eyes it had... but it looked a bit slimy, just like a real fishs texture would have been... and for me, mario doesn't equal realistic looking textures... but maybe that's just me, and maybe that realistic texture, or graphical surface effect or whatever ud like to call it, looks similar to the "graphical surface effect" (what i mean is like how the light is spread on a surface and things like that) of the giant carnivorus plant... but that one worked... so the line is clearly thin, between what works, and what doesn't...

yeah i know, it's a bit like that uncanny land dilemma, with realistic, scary faces in computer games...

only, this is about art style in a mario game that in this particular case happens to revolve around how realistic u should allow the surface effects on the different characters to be...

and that it indeed is a difficult question...where the line is thin... i mean, it's just the fish that doesn't work in my eyes at least... i mean, i like the graphical, shiny effect on the volcano, sure the shiny lightning looks like real life lightning, but on that particular object it works... but the fishs slimy "texture surface effect" didn't quite impress me, i hope they change it... but probably wont...

 

a long, long post about a fish gone wrong...