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Found 7 results

  1. IGN have published this article about game actors' pay, hours, and royalties/residuals, both inside and outside the SAG-AFTRA union: https://www.ign.com/articles/bayonetta-3-voice-actors I don't have much to say about it myself, but the article's worth reading. And as it's a broader subject than just the recent Bayonetta 3 news, I'm starting this thread for it.
  2. LucasArts fansite The International House of Mojo has published this book-length restrospective (~30,000 words!) on Sam & Max: Freelance Police, the game that was abruptly cancelled in 2004: https://mixnmojo.com/news/Mixnmojo-releases-its-memoirs-in-the-form-of-ridiculous-Sam-and-Max-2-retrospective This one that had this trailer: Well, it's ostensibly about Sam & Max: Freelance Police - and covers that game's development very thoroughly. But the first few parts are about LucasArts in general, and the changes in the company through the '90s that led to it releasing little other than Star Wars games. And it's also about the relationship between the company and its fans (hence the subtitle, "A Mixnmojo Memoir") - particularly in Part 9, about the fan reaction to the cancellation. And it concludes with the switch to Telltale. "A job too important to be left to the professionals," they originally intended the article to be a tenth anniversary feature. Then a 15th (which still appears in the URL, "sam-and-max-2-fifteen-years-in-the-grave"). And now they've published it, sixteen years since the game was cancelled. They commissioned Indiana Jones and the Fate of Atlantis cover artist William Eaken to do this illustration (link to full res version): They've also published the full interviews that went into the feature: https://mixnmojo.com/features/interviews/Sam-and-Max-2-Anniversary-Interview-Round-up/ Quoting one short section on how the cancellation was conveyed to the developers, with a hilarious assertion about downloadable games: It’s unclear whether or not he’s being facetious here, but I’m inclined to believe that it’s not far from the truth, because a separate meeting that Dan Connors remembers isn’t appreciably less farcical. Freelance Police’s producer recalls that at the end of one work day “they invited me to a meeting at Lucasfilm with LucasArts publishing and some LucasFilm folks where a Kellogg Business School grad student explained how downloadable games wouldn’t be viable for 10 years.” Yikes.
  3. A fascinating article by Ed Fries (formerly of Microsoft's VP of Xbox game publishing): https://edfries.wordpress.com/2017/03/22/chasing-the-first-arcade-easter-egg/ The rest of the article is about his attempts to get it working first on MAME, then on a real arcade machine. It's quite a detective story!
  4. I think it would be a useful resource if we had a list of good, solid books on various aspects of game development. I find that as good as the internet is for finding chunks of good information, there's a lot to be said with a book that can go into some depth on a particular subject, particularly one that puts a good deal of effort into explaining both the how and the why. I can start off with a few books I've read recently that have been pretty useful. Programming Game AI By Example - Mat Buckland Written by the guy who coded the AI for Scrabble on the Spectrum, so you know it's going to be good! Er... actually, it's still pretty good. It gives an overview of concepts like pathfinding, steering behaviours and decision making, together with a healthy wodge of C++ source code to demonstrate those concepts. Useful if you're a beginner when it comes to AI, like me. Game Programming Patterns - Bob Nystrom It's a book you can also read for free on the website, which is very useful indeed. It's a detailed look at 19 different patterns that apply especially well to games. Unlike most books on design patterns, the use cases are all very recognisable problems you'll come across when making a game, rather than creating some bespoke bank software or car manufacturer that you'll very easily fall asleep when thinking about. Each case is presented with a problem that you need to solve, the ways that it can be solved, and the various design issues you'll need to think about when tailoring it to your own game. As said above - it's great at both the how and the why, and it's often the why where I fall down. Game Engine Architecture - Jason Gregory Written by a lead programmer at Naughty Dog, this isn't as detailed as either of the other books, preferring instead to cover the entire game engine. It's specifically tailored towards 3D, but there's a lot of crossover with 2D stuff too. The hefty, thousand page tome looks at various engine subsystems, the architecture pipelines of consoles and the PC, and devotes nearly half the book to chapters on graphics, animation, physics and audio, as jumping off points for further reading in other books. It's useful as a way of considering the bigger picture, but it doesn't set out any particular structure as gospel, so it's not really a "how to.." book, but there's plenty here to pick up. Those are three I've been reading, but I'm sure there's plenty of others out there that are worth giving my time that others can recommend.
  5. Hey there, I'm looking at a way of logging when we get referrals in (we aren't connected to any main hospital system and as such are currently doing this by simple tally charts). It's the first time I've seen this process we use and I know it can be automated, we're currently writing down a new sheet of paper for everyday and then translating that into an excel sheet by hand :s Anyway, I can see this process would be much easier if we essentially had a digital tally sheet on a touch screen with a button you press that then sends an 'add + 1' command to an excel box. To be honest, I would love to know how to do this myself and put a bit of work in to achieve it but I never know where to get started with google on projects like this. Any help much appreciated. I hope the loss of the development folder doesn't discourage the friendly helpful crowd that did from time to time hang out there! Maybe this should be in ATF. I just don't know. Now I've done this, is there a way to make it so I can label the button itself with a word rather than just an up and a down arrow? Ahhhh I think this might be what I want: http://en.allexperts.com/q/Excel-1059/Tally-Counter.htm
  6. here's a little insight into how we did our beat/keymatched audio in ookibloks
  7. Thought that some of you might be interested in reading an interview with Infinite State Games, developers of the brilliant Frutorious. And if you have not played it yet, rectify that immediately! There's also a look at future plans, including the awesome Avoid Droid... http://www.100percentindie.com/2013/07/05/infinitely-happy/
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