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Post: #6940 in Site Downtime
1195269996
If they aren't going to do anything, I don't know why they won't let the wheel role and see what happens with turning this project (GGE) into the hands of the community here - maybe we can make it into something great...perhaps make this a really great games experiment. ;D
Post: #6933 in Profile Buy Now link...
1195221017
I 'second' this... ;D
Post: #6932 in Site Downtime
1195220923
I'm still here...! Though their lack of attention towards GGE is disheartening... I understand they're working on the other project, but heck, theoretically, if they'd have had even one of their programmers work on this site one hour a week, we'd have seen some sort of update by now... :_(
Post: #6851 in Huh?
1193113114
*cough* Leapord *cough* ...Yes, after over 10+ years with Microsoft I've been converted. ^_^
Post: #6844 in Huh?
1192850865
I've begun to wonder that as well. Seems the lack of attention from GG is causing this place to slowly die; however, I plan on continuing to use this place! ^_^
I must say though that because of GG's lack of attention - though I do understand where it is and why such a thing has happened - I haven't really brought the people I come across to GGE, because I don't want to bother them with the many hindrances/bugs that GGE has. For instance, I want to get the gaming program I'm in (at college) to use GGE regularly, but I'm not going to recommend a place that is "falling apart". :_(
I must say though that because of GG's lack of attention - though I do understand where it is and why such a thing has happened - I haven't really brought the people I come across to GGE, because I don't want to bother them with the many hindrances/bugs that GGE has. For instance, I want to get the gaming program I'm in (at college) to use GGE regularly, but I'm not going to recommend a place that is "falling apart". :_(
Post: #6840 in Huh?
1192824603
I think I'm seeing the module on the side (the right side of the page, not the left side that takes up most of the profile width).
Post: #6834 in Huh?
1192766021
I see your portfolio...it has two games, right?
Post: #6760 in Oroboros
1191707173
Thread: Project Frog
1191556328
For now, I've taken the liberty to code name this - without much thought (LOL) - as Project Frog until we create an official name for the game. Following the rules of this group (as posted in the brain-storming thread), lets continue further details of this game here. Below are some things that need to be discussed:
* Goal - what is our goal, or rather the frog's goal? As Kevin said, this game is different from Frogger with both its POV - being a 2D side-scroller - and focus on exploration; however, if we wish to at least attempt to make this a freash experience (for the player), we'll have to develop this keeping in mind that Frogger (at least the PSX and later versions) has a sense of exploration when it comes to searching for the frogs (honestly, Frogger for PSX is my favorite version of the game). In essense, the player needs to gather something, to have a sense of purpose; many games do this by having the player collect coins (or other objects). Do we want this or do we want a (I for now will call) more of "Ecco the Dolphine" approach, where the player solves puzzles within the environment in order to proceed - instead of collecting a certain coin amount.
Personally, I've been trying to think on how to deviate from the typical collection phenomina, to instead have the player "be" the frog and not observe it, to attempt to think in the "shoes" of the main character (example: "How would a frog do this?") - I've been having trouble, but haven't given up. On the other hand, this is simply a demo, so we don't have to have some epic story (like Ecco') - we can simply have levels with puzzles that require the player to think in the mind of a frog (if that makes sense).
* Abilities - what is the frog's abilities? Are we having it so there are levels that are both land and pond? Are we having it so the player has to go through the growth process of a frog (from tadpole to adult), further requiring the player to adapt to the character's innate abilities? I personally would like to add a touch that differs from Frogger in not simply the style of play, but the actual abilities of the main character.
- Walk / Run
- Swim / Dive
- Jump
- Lick (tongue)
I would like this to be a team decision (which I'm - dare I say - assuming you all do as well), so what do you think of the goal and abilities for the character - and what would you like to bring to the "table"? To restate my preference, I'd like to create a game where the character goes through each level by solving puzzles created by the environment thorugh using its innate abilities; I have no problem with a few collectable items, but only if you two deem it necessary to improve the player's experience. As for the frog's abilities, I vote for the list above.
* Goal - what is our goal, or rather the frog's goal? As Kevin said, this game is different from Frogger with both its POV - being a 2D side-scroller - and focus on exploration; however, if we wish to at least attempt to make this a freash experience (for the player), we'll have to develop this keeping in mind that Frogger (at least the PSX and later versions) has a sense of exploration when it comes to searching for the frogs (honestly, Frogger for PSX is my favorite version of the game). In essense, the player needs to gather something, to have a sense of purpose; many games do this by having the player collect coins (or other objects). Do we want this or do we want a (I for now will call) more of "Ecco the Dolphine" approach, where the player solves puzzles within the environment in order to proceed - instead of collecting a certain coin amount.
Personally, I've been trying to think on how to deviate from the typical collection phenomina, to instead have the player "be" the frog and not observe it, to attempt to think in the "shoes" of the main character (example: "How would a frog do this?") - I've been having trouble, but haven't given up. On the other hand, this is simply a demo, so we don't have to have some epic story (like Ecco') - we can simply have levels with puzzles that require the player to think in the mind of a frog (if that makes sense).
* Abilities - what is the frog's abilities? Are we having it so there are levels that are both land and pond? Are we having it so the player has to go through the growth process of a frog (from tadpole to adult), further requiring the player to adapt to the character's innate abilities? I personally would like to add a touch that differs from Frogger in not simply the style of play, but the actual abilities of the main character.
- Walk / Run
- Swim / Dive
- Jump
- Lick (tongue)
I would like this to be a team decision (which I'm - dare I say - assuming you all do as well), so what do you think of the goal and abilities for the character - and what would you like to bring to the "table"? To restate my preference, I'd like to create a game where the character goes through each level by solving puzzles created by the environment thorugh using its innate abilities; I have no problem with a few collectable items, but only if you two deem it necessary to improve the player's experience. As for the frog's abilities, I vote for the list above.
Thread: Methods of Contact
1191219271
I believe it would benefit us all if we had other ways to contact each other outside of GGE; however, please note that I believe all conversations (that are relevant - if you aren't sure, post it) should be posted her accordingly, and if time isn't an issue, the conversation rewritten into a more coherent fashion.
E-Mail / Googletalk: toshiro.vincentius@gmail.com
AIM: toshiro.vincentius@gmail.com
MSN: toshiro.vincentius@gmail.com
P.S. I know, my aliases are very difficult... ;D
E-Mail / Googletalk: toshiro.vincentius@gmail.com
AIM: toshiro.vincentius@gmail.com
MSN: toshiro.vincentius@gmail.com
P.S. I know, my aliases are very difficult... ;D
Post: #6722 in More frustrating bugs.
1191217285
Is it a game that some other user already suggested? If so, after you click on the game icon (or whatever it is called), retype the game in the text box, because it doesn't work properly. If that isn't your problem, I have no idea then... >_<
Post: #6666 in What was that old game called...
1190781721
Yay! What flavor of cookies did I get? Also, I just realized how silly I was...I called it Ranma, even though it is Rama. LOL! ^_^;
Anyways, your welcome! :D
Anyways, your welcome! :D
Post: #6664 in Ominous Feeling of Dread. . .
1190760237
Alright, we'll bear through this "silence"...but remember this Dr. Wiley, if you guys close this place, Mega is only a call away. ;D
Post: #6657 in Nintendo's Wii Ware
1190739955
I was doing some Google searching, but either it isn't listed or I'm skimming over it - does anyone know how to go about getting Wiiware? Not that I can use it now, I would like the knowledge for the not-so-distant future... ^_^
Post: #6648 in Ominous Feeling of Dread. . .
1190695940
Yeah, I understand the whole greatness of their current project (Instant Action), but I hope they don't forget about GGE. I strongly believe there is so much potential for a place like this that it would be an extreme shame for this place to die.
*pokes @ GGE staff for some more support to remind us you aren't giving up on this place* ^_^;
*pokes @ GGE staff for some more support to remind us you aren't giving up on this place* ^_^;
Post: #6647 in What was that old game called...
1190695700
I spent a few minutes on Google and this is what I found, let me know if this is what you were looking for - Ranma (Wikipedia and a review of it and screenshots). ^_^
Post: #6567 in Unable to embed Xfire badge.
1190007279
I even though that maybe trying this might work, but it doesn't:
Post: #6560 in Unable to embed Xfire badge.
1189985047
I don't know if it would work, but did you try:
[img=http://miniprofile.xfire.com/bg/bg/type/0/xii7.png,http://profile.xfire.com/xii7] or using the brackets or something...though I don't think it will work, since it isn't working in this post. >_>
I even though that maybe trying this might work, but it doesn't:
[img=http://miniprofile.xfire.com/bg/bg/type/0/xii7.png]
since it made it a link, the above is - <url><img></url>
[img=http://miniprofile.xfire.com/bg/bg/type/0/xii7.png,http://profile.xfire.com/xii7] or using the brackets or something...though I don't think it will work, since it isn't working in this post. >_>
I even though that maybe trying this might work, but it doesn't:
[img=http://miniprofile.xfire.com/bg/bg/type/0/xii7.png]
since it made it a link, the above is - <url><img></url>
Thread: GGE Code - Slash tag
1189304510
I have no idea why the tag for slashing a line through text isn't there, but we need a slash-line tag. For instance:
[s][/s]
<3
[s][/s]
<3
Post: #6510 in Popularity
1189283446
Kevin James said,
Perhaps that is the joke, they have no details! ;D haha j/k
I was expecting a link, yet there was none.
Thread: Forms - My Groups
1189208197
Bug?
Since you don't have an inefficient (according to my browser) section, I'll put this under the Bugs section. Basically, when loading the "My Groups" tab/page I usually am informed that the script is taking too long and is requiring my input on whether to let it continue loading the script or to stop it - of course, I tell it to finish loading. This probably doesn't go into the highest of priorities, but I'm guessing that message would imply that the code is inefficient (no offense, especially since I'm no coding expert).
Browser of Choice: Safari 3.0 beta (OSX)
Firefox loads it without complaining (so far, at least), but I can tell it loads longer than any other page on this site.
------
On another note, I have a suggestion, if it doesn't do this already (I can't tell because the groups don't update enough).
Suggestions
* It would be awesome if the updated groups would be pushed to the top of the screen so you don't have to scroll through all the groups (a long list).
* Also, it would be cool if there were preferences to make it so the groups that have no new posts are automatically minimized (and by clicking on the Group Title Bar, the group would expand, showing all the threads).
* Another neat feature would be to have arrows (and perhaps page #'s) that allowed scrolling through the pages of threads, thus taking out the need to actually go to the group thread page (perhaps not a needed feature, but neat nevertheless ^_^).
Since you don't have an inefficient (according to my browser) section, I'll put this under the Bugs section. Basically, when loading the "My Groups" tab/page I usually am informed that the script is taking too long and is requiring my input on whether to let it continue loading the script or to stop it - of course, I tell it to finish loading. This probably doesn't go into the highest of priorities, but I'm guessing that message would imply that the code is inefficient (no offense, especially since I'm no coding expert).
Browser of Choice: Safari 3.0 beta (OSX)
Firefox loads it without complaining (so far, at least), but I can tell it loads longer than any other page on this site.
------
On another note, I have a suggestion, if it doesn't do this already (I can't tell because the groups don't update enough).
Suggestions
* It would be awesome if the updated groups would be pushed to the top of the screen so you don't have to scroll through all the groups (a long list).
* Also, it would be cool if there were preferences to make it so the groups that have no new posts are automatically minimized (and by clicking on the Group Title Bar, the group would expand, showing all the threads).
* Another neat feature would be to have arrows (and perhaps page #'s) that allowed scrolling through the pages of threads, thus taking out the need to actually go to the group thread page (perhaps not a needed feature, but neat nevertheless ^_^).
Thread: Friend Availability Tag
1189145123
I almost don't want to create a new thread, since it is so similar to the idea of a Friend Skill Tag, but it is different enough (I guess).
I propose that there be another section (above the Friend Skill Tags section (so the right size of the page)) that is devoted to letting their friends know of their status towards helping other friends out. For instance, some people wrote in their profile that they might be interested in "said" project, but to PM them about it to see if it interests them enough... What if there was a graphic-set that symbolized the different types of availability each friend was in? It could work just like the Friend Skills Tag, but instead of it being skills, it'd be different availability types (example):
* Not Interested
* Interested if it entices me...
* I'll do anything!
I'm sure you all can come up with better expressions for the modes of availability, but I'm tired - thus I fell into laziness... :P
I propose that there be another section (above the Friend Skill Tags section (so the right size of the page)) that is devoted to letting their friends know of their status towards helping other friends out. For instance, some people wrote in their profile that they might be interested in "said" project, but to PM them about it to see if it interests them enough... What if there was a graphic-set that symbolized the different types of availability each friend was in? It could work just like the Friend Skills Tag, but instead of it being skills, it'd be different availability types (example):
* Not Interested
* Interested if it entices me...
* I'll do anything!
I'm sure you all can come up with better expressions for the modes of availability, but I'm tired - thus I fell into laziness... :P
Post: #6501 in Anyone going to the Austin Game Dev Conference?
1189141310
You mean my plan worked?! Yes...! ...yet another step closer to world domination...
Mwhahahahahahahahahaha...
*cough* *wheeze*
...
*ahem*
As for if I'm going, that all depends if Dr. Wiley pays me for the megabots I've been making for him... ;D
Mwhahahahahahahahahaha...
hahahahahahahahahahahahahaha...
hahahahahahahahahahahahahahaha...
*cough* *wheeze*
...
*ahem*
As for if I'm going, that all depends if Dr. Wiley pays me for the megabots I've been making for him... ;D
Thread: Friend Skill Tags
1189115523
I'm sure you're all aware of the skill boxes below each developer's avatar (or you should by now :P ), I was thinking that it would be extremely efficient and cool to have a separate Friend Tag - a Skill tag; however, unlike inputting the tags with any word - as it is now - there would be a separate module that would be dedicated to this task (above or below (or user customizable?) the Friend Tags - I suggest above):
Exampling Mapping of right panel
"[x]" is a ASCII representation of a skill box (designer, 2D artist, etc) and the "(#)" represents how many friends have that skill.
- Skills -
[x] - [x] - [x] - [x]
(3) - (4) - (0) - (12)
[x] - [x] - [x] - [x]
(10) - (2) - (7) - (1)
- Tags -
met online
met personally
gaming friend
guild member
etc
Realizing that people have different skills (after mapping the above example out >_<), here is another way that it could be done (I'll only map the Skills area this time); note that the "_" is where the skill level would be shown and the "-" is simply a separator:
- Skills -
[x] _ - _ - _ - _ - _
(1) (2) (0) (8) (3)
[x] _ - _ - _ - _ - _
(1) (2) (0) (8) (3)
[x] _ - _ - _ - _ - _
(1) (2) (0) (8) (3)
[x] _ - _ - _ - _ - _
(1) (2) (0) (8) (3)
Another way to solve this - if for some reason you didn't want to map out the skills vertically like that - would be to have it so the user could click on the 'bars' within the skill-icon and it will change the number of friends displayed and by clicking it would display the actual list (like the Friend list does when you click on a Friend tag).
Why do this? Other than the coolness factor, it would be extremely beneficial when searching within your friend-network for those with the skills you're looking for. On another note, this could also be applied as a searching method when browsing the general Developers Listing. ^_^
P.S. Currently I have it set so I have a many (of what I think) unnessacry tags for my friends so that I am able to reference later when I either want "said" person or if I just want to browse the skills of my friends. The problem is that it is very inaccurate since I'm not going to spend the time to write tags for all the types of skill levels (beginner, intermediate, etc) of each skill - thus my tags are currently like:Designer * DirectorMusician * etc
Edit: And I guess there is some bug that isn't liking my bullet list here... >_>
Exampling Mapping of right panel
"[x]" is a ASCII representation of a skill box (designer, 2D artist, etc) and the "(#)" represents how many friends have that skill.
- Skills -
[x] - [x] - [x] - [x]
(3) - (4) - (0) - (12)
[x] - [x] - [x] - [x]
(10) - (2) - (7) - (1)
- Tags -
met online
met personally
gaming friend
guild member
etc
Realizing that people have different skills (after mapping the above example out >_<), here is another way that it could be done (I'll only map the Skills area this time); note that the "_" is where the skill level would be shown and the "-" is simply a separator:
- Skills -
[x] _ - _ - _ - _ - _
(1) (2) (0) (8) (3)
[x] _ - _ - _ - _ - _
(1) (2) (0) (8) (3)
[x] _ - _ - _ - _ - _
(1) (2) (0) (8) (3)
[x] _ - _ - _ - _ - _
(1) (2) (0) (8) (3)
Another way to solve this - if for some reason you didn't want to map out the skills vertically like that - would be to have it so the user could click on the 'bars' within the skill-icon and it will change the number of friends displayed and by clicking it would display the actual list (like the Friend list does when you click on a Friend tag).
Why do this? Other than the coolness factor, it would be extremely beneficial when searching within your friend-network for those with the skills you're looking for. On another note, this could also be applied as a searching method when browsing the general Developers Listing. ^_^
P.S. Currently I have it set so I have a many (of what I think) unnessacry tags for my friends so that I am able to reference later when I either want "said" person or if I just want to browse the skills of my friends. The problem is that it is very inaccurate since I'm not going to spend the time to write tags for all the types of skill levels (beginner, intermediate, etc) of each skill - thus my tags are currently like:
Edit: And I guess there is some bug that isn't liking my bullet list here... >_>
Post: #6489 in LUA - How to detect a USB device?
1188865484
I'm creating an addon, so I'm left with (as far as I know) LUA and XML. As for how the plan goes, I can't have it be only keyboard input - I need camera movement from the mouse, which is for one of the analog sticks.
P.S. Those programs that make it so the Joypad just "works" doesn't work so well. I can't simply have it "work", I need to set up arguments that recognize the joypad input correctly, else it jitters the movement.
Ex: On my dual shock I bound right-click (of the mouse) to Triangle (on my Dual-Shock) and it didn't simply execute the command of right-click, it kept executing the command as I held the button down; I'll have to write it to ignore such things.
Pseudo Code
function GPadBUTTON1(value)
{
int counter = 1;
if (value == 1)
-- if (counter == 2)
---- break;
-- else
---- right-click = true;
---- counter += 1;
if (BUTTON1 == 0)
-- right-click = false;
return right-click;
}
P.S. Those programs that make it so the Joypad just "works" doesn't work so well. I can't simply have it "work", I need to set up arguments that recognize the joypad input correctly, else it jitters the movement.
Ex: On my dual shock I bound right-click (of the mouse) to Triangle (on my Dual-Shock) and it didn't simply execute the command of right-click, it kept executing the command as I held the button down; I'll have to write it to ignore such things.
Pseudo Code
function GPadBUTTON1(value)
{
int counter = 1;
if (value == 1)
-- if (counter == 2)
---- break;
-- else
---- right-click = true;
---- counter += 1;
if (BUTTON1 == 0)
-- right-click = false;
return right-click;
}
Post: #6487 in LUA - How to detect a USB device?
1188857612
Well, since no one has replied yet... Here is what I've found pertaining on how to get LUA to read USB devices.
- Clicky!
So yeah, I either have to write in C++ functions that will allow the LUA to access the API responsible for USB integration or write a low-level driver (I hope not the latter ^_^;; ). If anyone wants to assist me with this project, I'll gladly accept it - I would prefer to work as a team. Anyways, I guess I'll post my idea (that isn't likely too original...):
Goal: to give WoW gamepad support.
I know many people say it is impossible, but I aim to prove them wrong. I've already thought of ways to make the game flow "well" by only using a gamepad (ex: Dualshock or Xbox360 controller), but as I said, the problem is making it so WoW recognizes the key-mappings in the LUA for the USB device. So, I'm excited about this, I hope someone else out there is... ^_^;
P.S. This is a learning experience for me. I'm not really a programmer, but I am comfortable with the LUA syntax, since it is similar (to me at least) to C++ (minus a few things). The only thing I need to (really) learn is the LUA Data Types (I know some :P ).
- Clicky!
So yeah, I either have to write in C++ functions that will allow the LUA to access the API responsible for USB integration or write a low-level driver (I hope not the latter ^_^;; ). If anyone wants to assist me with this project, I'll gladly accept it - I would prefer to work as a team. Anyways, I guess I'll post my idea (that isn't likely too original...):
Goal: to give WoW gamepad support.
I know many people say it is impossible, but I aim to prove them wrong. I've already thought of ways to make the game flow "well" by only using a gamepad (ex: Dualshock or Xbox360 controller), but as I said, the problem is making it so WoW recognizes the key-mappings in the LUA for the USB device. So, I'm excited about this, I hope someone else out there is... ^_^;
P.S. This is a learning experience for me. I'm not really a programmer, but I am comfortable with the LUA syntax, since it is similar (to me at least) to C++ (minus a few things). The only thing I need to (really) learn is the LUA Data Types (I know some :P ).
Thread: LUA - How to detect a USB device?
1188792606
From what I've gathered, I seem to have (at least) a basic understanding of LUA, as far as using the syntax and arguments; however, my trouble lies within the existing variables. I would like to program support for a Joystick/GamePad, but in order to do that I need to know what to reference and since I don't understand how to get that data...this is where I need your help. In a list, this is what I believe I need to create it:
* USB Recognition
* Joystick/GamePad (general) variable reference list
* Define the Axis(es) and Buttons
Although it would be nice, I don't need someone to simply "hand" me the data, but rather I'd like at least a few hints on how to gather it. Also, if you'd like to know more about the project and perhaps might be interested in teaming up with me on this experiment I'm having, PM me. Not that this is a real top secret project, but I'd like to be a part of the project, not have someone simply walk with the idea (though I'm sure someone has already thought of it before)... :P
Anyways, thanks in advance! <3
P.S. I'm trying to call it without being OS dependent (if possible) - in other words, my goal is to write one script and it should theoretically work in Windows, Mac, etc.
* USB Recognition
* Joystick/GamePad (general) variable reference list
* Define the Axis(es) and Buttons
Although it would be nice, I don't need someone to simply "hand" me the data, but rather I'd like at least a few hints on how to gather it. Also, if you'd like to know more about the project and perhaps might be interested in teaming up with me on this experiment I'm having, PM me. Not that this is a real top secret project, but I'd like to be a part of the project, not have someone simply walk with the idea (though I'm sure someone has already thought of it before)... :P
Anyways, thanks in advance! <3
P.S. I'm trying to call it without being OS dependent (if possible) - in other words, my goal is to write one script and it should theoretically work in Windows, Mac, etc.
Post: #6482 in When can we expect fixes?
1188788899
Ahahahahaha... Sucks for me that I rolled a critical failure... ;D
Post: #6475 in When can we expect fixes?
1188690963
Yes, but how do you get food... Do you work at McDonalds (or whatever) and at Garage Games?
Post: #6471 in A game like no other: Agent: the Duel
1188616952
I would try this out, but it has no love for OSX - though, considering my reviews as of late (except one), you're likely happy that I can't play it... ;D <3
Post: #6469 in Reviews...
1188612660
Unless I'm mistaken and am "blind" to this feature, shouldn't there be a feature in the REVIEW module that allows users to check out a user's past reviews?
Post: #6468 in Music Creation Tools?
1188610030
Well, I would like to know, but I don't want to keep you from dinner... ^_^;;
Thread: Quote Suggestion
1188596438
Currently quoting something italicizes the text, like so:
Problem: what about those of us that would like to italicize something inside the quote for emphasis? By defaulting all text to italicization, it is taking away a common English literary trait, leaving (basically) only bold and underline for emphasis.
Proposition: have it so the quoted text is no longer italicized and is instead emphasized (to show it is quoted text) by keeping the quote "" and indenting the text on both sides of the paragraph. An ASCII example:
Here be normal text for this demonstration.
"Here be quoted text for demonstration."
Text is here, because it can be and I felt like putting it here.
In the above example, I had to take out a word to show the indentation, but pretend I didn't. ^_^;
P.S. Please let me know if this example is confusing...
Here be some italicized text... ^_^
Problem: what about those of us that would like to italicize something inside the quote for emphasis? By defaulting all text to italicization, it is taking away a common English literary trait, leaving (basically) only bold and underline for emphasis.
Proposition: have it so the quoted text is no longer italicized and is instead emphasized (to show it is quoted text) by keeping the quote "" and indenting the text on both sides of the paragraph. An ASCII example:
Here be normal text for this demonstration.
"Here be quoted text for demonstration."
Text is here, because it can be and I felt like putting it here.
In the above example, I had to take out a word to show the indentation, but pretend I didn't. ^_^;
P.S. Please let me know if this example is confusing...
Thread: Right Profile Panel
1186725743
Unless I am mistaken, it would seem the panel along the whole right side in my user profile doesn't update to what changes I make... Does this happen to anyone else?
Thread: Watcher List
1186636556
I think it would be good to have a Watchers List, in addition to the current Friends List. Why? Personally, I don't really want to add mongers to my friends list, but I wouldn't mind them being on a watchers list. My reasoning for a different type of list is so that when I see my friends list I actually have friends on it, not a clutter of friends and watchers (or as some might say, fans). I'm currently not in a position that I have such a huge list of fans, but I'm sure there are some already in this community that would like to have it better differentiated. Sure, when you have 8-16 friends it is manageable to sift through, but when you get 20+ I imagine it would be a bit more tedious.
P.S. I'm not sure if I made a good enough example, because I'm tired... ^_^
P.S. I'm not sure if I made a good enough example, because I'm tired... ^_^
Thread: The Rants of Mulacor
1186565364
I made a blog that you can easily find a link to on my profile page, right above "Systems Owned". If you want, let me know what you think. I plan to do many more, for better or worse... ^_^;;
P.S. I may be doing it wrong, but it is an attempt to bring people here via this blog... I have many links to my profile, thus here. If you have any suggestions for how I can improve anything, I'll take them into consideration. <3
P.S. I may be doing it wrong, but it is an attempt to bring people here via this blog... I have many links to my profile, thus here. If you have any suggestions for how I can improve anything, I'll take them into consideration. <3
Thread: The Rants of Mulacor
1186565216
I made a blog that you can easily find a link to on my profile page, right above "Systems Owned". If you want, let me know what you think. I plan to do many more, for better or worse... ^_^;;
Thread: The Rants of Mulacor
1186565119
I made a blog that you can easily find a link to on my profile page, right above "Systems Owned". If you want, let me know what you think. I plan to do many more, for better or worse... ^_^;;
Thread: Friend Status
1186548823
To honor Dr. Wiley... ;D
Example Scenario: lets pretend Protoman finds Megaman's profile here on GGE. He wants to add him as a "friend" (hehe) and checks the boxes indicating that they met IRL and online (etc). Later Protoman wants to add a status to it, for instance, being defeated by Megaman.
Now lets use a realistic scenario - some people first meet online and only become friends because of liking their activity and/or profile (etc) and later their relationship grows; for instance, lets say I want to also say I'm working with a friend on a project and I'd like to let others know of this.
Problem: Unless I've missed something, users aren't able to change status after 'said' friend is added.
Solution: Perhaps by providing an 'edit' feature next to their friends names if they go to the friends page...? I'm sure you all have some neat ideas for this already... ^_^
Example Scenario: lets pretend Protoman finds Megaman's profile here on GGE. He wants to add him as a "friend" (hehe) and checks the boxes indicating that they met IRL and online (etc). Later Protoman wants to add a status to it, for instance, being defeated by Megaman.
Now lets use a realistic scenario - some people first meet online and only become friends because of liking their activity and/or profile (etc) and later their relationship grows; for instance, lets say I want to also say I'm working with a friend on a project and I'd like to let others know of this.
Problem: Unless I've missed something, users aren't able to change status after 'said' friend is added.
Solution: Perhaps by providing an 'edit' feature next to their friends names if they go to the friends page...? I'm sure you all have some neat ideas for this already... ^_^
Thread: Reviews...
1186469819
Although I find the current system for reviewing the games on this site good, it is far from perfect (no offense). There are too many ways to misinterpret the areas for rating the games, let alone there aren't enough qualities to rate a game on (in the current system). To comment on the misinterpreting factors:
Learning Curve - this is great, no complaints.
Gameplay - what are you calling gameplay? In a sense, 'gameplay' and 'fun factor' are the same question...at least on how I view gameplay.
Graphics - no complaints.
Replay Value - this is great and all, but it relates with the 'fun factor' and if that is rated low, it is highly likely this will be low.
Fun Factor - (look at 'gameplay')
As for what factors that have been left out (that I can recall at the moment):
Music - not simply how well it "sounds", but how well did it fit the scene (the mood the developer was after)?
Story - if you believe it had a story (thus the option of "N/A", since this is a highly debatable topic...) and if so, how well was its execution, let alone the quality of the story itself?
Delivery - did you experience the game how the developer intended (assuming the developer's intention is known)?
I don't think I did a good job in providing useable examples for the current way of rating the games, but I think that the games could be rated the current way still (even with the addition of 'music, story, and delivery'). This post was more for a "food for thought" thing, over providing an actual solution. If you wish, I can attempt to map out such a solution, but I figured you all would likely take it upon yourselves anyways. ^_^ <3
Edit: Oh yeah! I almost forgot... I believe that each area of the rating system (gameplay, fun factor, etc) needs to have a description so that all reviewers may give a rating based on similar understandings of the terms (if that makes sense...).
Learning Curve - this is great, no complaints.
Gameplay - what are you calling gameplay? In a sense, 'gameplay' and 'fun factor' are the same question...at least on how I view gameplay.
Graphics - no complaints.
Replay Value - this is great and all, but it relates with the 'fun factor' and if that is rated low, it is highly likely this will be low.
Fun Factor - (look at 'gameplay')
As for what factors that have been left out (that I can recall at the moment):
Music - not simply how well it "sounds", but how well did it fit the scene (the mood the developer was after)?
Story - if you believe it had a story (thus the option of "N/A", since this is a highly debatable topic...) and if so, how well was its execution, let alone the quality of the story itself?
Delivery - did you experience the game how the developer intended (assuming the developer's intention is known)?
I don't think I did a good job in providing useable examples for the current way of rating the games, but I think that the games could be rated the current way still (even with the addition of 'music, story, and delivery'). This post was more for a "food for thought" thing, over providing an actual solution. If you wish, I can attempt to map out such a solution, but I figured you all would likely take it upon yourselves anyways. ^_^ <3
Edit: Oh yeah! I almost forgot... I believe that each area of the rating system (gameplay, fun factor, etc) needs to have a description so that all reviewers may give a rating based on similar understandings of the terms (if that makes sense...).
Thread: Friend Status on Modules
1185856674
I was wondering if my friends are notified of what modifications I make to my modules, be it a simple edit or a whole new module; so, to make this a question - do they? ^_^
Thread: Blog
1185856330
Although it is technically possible to "blog" already, I propose the following to make it more efficient in both appearance and execution:
Blog Tab - much like the 'profile, comments, kudos, etc' tabs, the "blog" tab would allow for "better" accessibility of the blog(s). As I suggested in another thread about our profiles needing a TOC, the profile page being the central hub of all the person's information has incredibly high potential to be messy/cluttered. To add to the TOC thread, although a TOC would be a nice addition, it still leaves the simple fact that the profile page could be 20 pages long. Simply put, what if 'said' person only wants to see their blogs. Sure, you could add a tag system (much like these forums use) to filter out the content on their profile page - not to say that isn't a bad idea - but what about being able to add your own tabs? Hmm... Now that I think about it, it is a hard choice for me, tabs or tags? I'm not sure which one is better... Perhaps the tags could be the TOC...?
All these ideas can be used with the tag system, but we'll pretend we're using the tab system - The blog tab would allow multiple blogs within (think of the blogs as a blog module, thus being separated from each other). The user could subscribe via RSS or/and some sort of membership that they can check via going to their account page.
Blog Tab - much like the 'profile, comments, kudos, etc' tabs, the "blog" tab would allow for "better" accessibility of the blog(s). As I suggested in another thread about our profiles needing a TOC, the profile page being the central hub of all the person's information has incredibly high potential to be messy/cluttered. To add to the TOC thread, although a TOC would be a nice addition, it still leaves the simple fact that the profile page could be 20 pages long. Simply put, what if 'said' person only wants to see their blogs. Sure, you could add a tag system (much like these forums use) to filter out the content on their profile page - not to say that isn't a bad idea - but what about being able to add your own tabs? Hmm... Now that I think about it, it is a hard choice for me, tabs or tags? I'm not sure which one is better... Perhaps the tags could be the TOC...?
All these ideas can be used with the tag system, but we'll pretend we're using the tab system - The blog tab would allow multiple blogs within (think of the blogs as a blog module, thus being separated from each other). The user could subscribe via RSS or/and some sort of membership that they can check via going to their account page.
Thread: Games List Descriptions - "Dare I be witty...?"
1185084200
Dare I be witty enough to list a suggestion as a bug report? I dare. ...-and part of me asks for forgiveness for it. ^_^;;
Upon writing my last game description, I came across this "bug". While editing the description all seems fine and dandy - enter (break) works, and the inclination that I can use GGE Code: - but upon viewing my profile I find all is not well. The GGE Code doesn't work and it seems I'm not allowed multiple paragraphs; in addition to this, is it just me or does it look "so-so" being centered instead of the (what I) expected align-left.
I really like the feature to comment about the games that influenced my creativity, but (if you haven't noticed already) I don't like being limited. Anyways, not to be bother (sorry if I am), but it likely isn't that difficult to "fix" this "bug". ^_^;;
<3
Upon writing my last game description, I came across this "bug". While editing the description all seems fine and dandy - enter (break) works, and the inclination that I can use GGE Code:
Be creative and have fun!
I really like the feature to comment about the games that influenced my creativity, but (if you haven't noticed already) I don't like being limited. Anyways, not to be bother (sorry if I am), but it likely isn't that difficult to "fix" this "bug". ^_^;;
<3
Thread: Anchor Tag - TOC
1184827294
I don't know about others, but I'd be nice if it was possible to link to other parts of your profile page via anchor... I attempted this, but it appears you don't HTML working (for good reason, security) and with your current GGE Code (*cough* BB Code *cough*) it didn't work either. I attempted the following in the Uber Module title:
<a id="Literary_Excerpts">Literary Excerpts</a>
...and then added this in my 'Basic Description':
* <a href="http://www.greatgamesexperiment.com/user/vincentius#Literary_Excerpts"> » Literary Excerpts</a>
I even tried doing '[url=]' tags, but that resulted in the same result... :_(
It would be neat to be able to have a Table of Contents...
<a id="Literary_Excerpts">Literary Excerpts</a>
...and then added this in my 'Basic Description':
* <a href="http://www.greatgamesexperiment.com/user/vincentius#Literary_Excerpts"> » Literary Excerpts</a>
I even tried doing '[url=]' tags, but that resulted in the same result... :_(
It would be neat to be able to have a Table of Contents...
Thread: Reset Password
1184742687
Upon resetting my password I found you send the link incorrectly, since it has too many "http" tags. I'll quote a small bit from my e-mail:
Other than that, the password reset worked like a charm...though it would've been nice to have been instructed to logout in order for the link to work, but I figured it out. ;)
Click to Reset: http://http://www.greatgamesexperiment.com/login/reset/
Other than that, the password reset worked like a charm...though it would've been nice to have been instructed to logout in order for the link to work, but I figured it out. ;)
Thread: Systems Owned
1184742513
In the user's edit-profile page it says "Systems I Own", but in the user's (viewable) profile it says "Systems Owned"; not only is this incorrect grammatically, but (unless Safari isn't viewing the page correctly) the position of the text is incorrect as well (you can't tell me it looks pretty...). I suggest the following:
- Change "Systems Owned" to "Systems I Own" (or "Systems I Currently Own")
- Add a new feature called "Systems Owned", allowing the user to display what systems they owned in the past.
Also, if you want to be extra spiffy, you could add a section (of sorts) that would allow the user to explain why they gave up such system(s).
As for the positioning, the text should be on the left of the System Icons, not the right (unless you change the colon position to the left of the text - instead of "Systems Owned:" you would do ":Systems Owned" - but I don't think that'd look quite right).
- Change "Systems Owned" to "Systems I Own" (or "Systems I Currently Own")
- Add a new feature called "Systems Owned", allowing the user to display what systems they owned in the past.
Also, if you want to be extra spiffy, you could add a section (of sorts) that would allow the user to explain why they gave up such system(s).
As for the positioning, the text should be on the left of the System Icons, not the right (unless you change the colon position to the left of the text - instead of "Systems Owned:" you would do ":Systems Owned" - but I don't think that'd look quite right).
