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Adding on to my complaints about clipchamp I just found out it fucks with the audio for no reason, compressing it in some sort of unorthodox way where I couldn't even tell that there's a difference in audio quality if not for the evenly spaced, almost inaudible, instantaneous shrieks not too unreminiscent of what a momentary dog whistle being played would sound like, that are heard throughout the song like a subliminal message in morse code.
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Free bitcoin miners with every copy of creamsoda, sent to my wallet. Yum! spending it all on sweeties
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Want to make my game hard but there's only gonna be like five people playing it tbf and i don't want it to be too hard for them so whatever.
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How to tell is something a copy or not. Videogame copies videogame: copy Videogame copies movie: not copy Videogame copies book: not copy Movie copies movie: copy Movie copies book: not copy Movie copies videogame: not copy Book copies book: copy Book copies videogame: not copy Book copies movie: not copy Videogame copies old videogame: not copy Movie copies old movie: copy Book copies old book: copy
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For what actual reason is so much modern software so shit? Why does the default video editor that comes with windows crash constantly, force you to sign into google to use it, only lets you export to four file sizes (among other things) where i could easily get a free alternative that i could run while offline, with ten times as much features, that takes up half the space on my machine, runs three times as fast, and overall just gives me so much more freedom? I mean, I'm not even asking a rhetorical question here, Microsoft is such a huge company, why can't they invest money into making a halfway decent video editor, even if it was 70% as good as a free alternative, most people wouldn't bother switching out of pure convenience. I mean I'm particularly bad at choosing one program and sticking to it, and yet every time I open clipchamp I'm encouraged to just stop using it altogether (which i have) by the sign in screen? Even if you're the kind of person who has no problem with unnecessarily linking accounts to different programs I'm sure it would get old logging back in after the 3rd time. And the default windows "media player", what the fuck? I thought it was normal having to wait three seconds every time you open an audio file, and all it took was switching to using the other preinstalled "windows media player" which is a great name btw not confusing in the slightest, and all of a sudden my files opened instantly! I mean, I'm not pretending to be the Gandhi of optimization here, every program I make is wildly inefficient, but what could have possibly been added between two programs with an utterly identical use, to make one like a million times slower than the other? Im being dead serious, what the actual fuck guys. Is this just pure incompetence? or is there some incomprehensible-to-me reason for this? I mean, the only thing the newer program has over the old one is it appears to be able to open more file types, so I just have it set that any files that can be opened by the old "windows media player" are opened by the old windows media player, and my life has been so much faster since. Why can they not just (at the very least) automate that with the new program being split into two sections so that old files are opened quick on the old system, while new files are opened slowly on the new system? Makes you wonder what else is 10 times as slow as it should be, would I be transferring my 33 gigabytes that I do be doing at the time of this post in the blink of an eye if my operating system was more optimized? Utter incompetence from microsoft, I shouldn't have to do this shit myself, I'd switch to linux if i wasnt so lazy.
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I love eating pretzels, the little crunchy ones from small plastic bags, i'm a messy eater too. so the crumbs go flying all over the place, mostly on my desk due to the projectory from my mouth, some landing within the crevices of my keyboard, others landing on the flat surface of my desk, leaving me a delicious snack of stale pretzel molecule, and every now and then i can flip my keyboard upside down and shake it to reveal a sizeable portion of crumbs, it's a beautiful cycle.
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Game design hack: steal a russian videogame and replace the textures with your own stupid characters, then pretend you made it.
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For every 1 thing i put out into the world i have probably like 5 failed projects, which doesn't sound like much but really adds up, i wonder do other people who make things have a similar backlog?
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no, 200 days since and i only did two of those games, at this point it would be offensive to offer. I'll just sweep it under the rug and forget about it
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I made some thread on itch.io where i told people i would play their games for free and make a video and a short review of it, but i only ended up doing two despite promising like 10, and now it's been three months, I'm too ashamed to post anything on any of my platforms, I mean i really was going to do the videos but after spending like 4 hours editing a video for this second guy i mean i didn't even get a "thanks!" so i became a bit disheartened pretty much, I suppose i'll just forget about the video and try to release the short review, I mean i'm sure these people assume I've forgotten about them after three months but i never forget. My original plan for the thread was to gain some sort of positive reputation for my account/game and i certainly gained a lot of interactions, but ultimately to no avail since i only got like 1 guy to play my game, I do however notice that since the thread has been up I've been getting about 3-6 downloads a month which isn't terrible all things considered.
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Had to do a redesign of the cream cheese boss fight, hopefully people are able to tell which one is the new one
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People seem to think my art being horrible is some sort of style choice, it's not, but the fact that people think that must mean it has some element not usually present in beginner art.
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I think a lot of great stories have mostly real settings with one or two unreal or supernatural elements Moby Dick comes to mind, in that book you have this monstrous whale, and although the story doesn't really include the whale that much, it's all people remember about the book because the idea of these regular human beings setting out to try and kill this supernatural evil whale is interesting not just because it's a cool big whale (even though it is) it's because it's handled in such a realistic manner. They don't kill Moby Dick, I don't even think they put up much of a fight against him, and, to me at least, that's just so much more interesting than your typical triumph against evil. So many videogames now days seem to me to just be power fantasies. It makes nothing seem important anymore and leaves the viewer jaded to the more subtle elements that may be present, It's all about contrast really, why would I feel any fear of a fully grown lion, if the leopard who attacked me five minutes ago didn't pose any threat? Just because I'd fear something in real life doesn't mean I'd fear it in a digital format, and it doesn't mean I'd revel in it's riddance.
I'm toying with the idea of a first person shooter with emphasized gun controls and slow, suspenseful combat where your survival is dependent on how you strategize things out as opposed to a typical fps where your aim and reaction speed is what's being tested. I'd like to invoke emotions in people through things that could not be ignored, I want people to be genuinely scared of the monster lurking around the corner, not because it is horrific in it's nature and design, but because if they are caught by the monster, they will become seriously setback, and I want that fear to be compounded by the horror elements present. As well, I dislike when things that would not kill me in real life do so in a game, in the real world injuries gained through combat don't usually immediately kill you, you usually die from bleeding out, and even then some people get back up after serious wounds in a final attempt to cling onto their life. If the player gets caught by the monster I don't want them to die, I want them to break their leg, get away, and be forced to become much more careful henceforth, I want them to be unable to fall back on previously used strategies like for instance maybe taking chances when investigating noises or movement in the distance etc, knowing that they could just run away at the first sign of danger. If they manage to avoid further injury long enough with this impairment I suppose they could heal and take it as a lesson, but if they are too reckless again they will die and have to return to the start. I don't know how I'll make this game, I suppose Godot seems like a good engine, unity3d can't be monetized if I ever decide to do that, and unreal engine seems like it's not optimized enough. I worry sometimes that I don't have the skill to make videogames (which is my passion), but I'd like to believe I have the design down somewhat, and that all I'll need to work on to a major extent is the art, music, etc.
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youtube
I also like to make many Youtube videos with deep meanings, here is my most recent creation "that's life!" each viewing unlocks a new hidden meaning to this short film.
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DONNER
I would love to introduce everyone to myself with my new tumblr account where I'll be posting all (within reason) of my creations to a hopefully eagerly waiting crowd of online viewers.
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