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Subject: Re: [Kde-games-devel] Improving theme authoring for kgoldrunner - msg#00007
List: kde-games-devel
================================ Matthew Woehlke wrote: ================================
> Indeed. For whatever reason, KGr takes after Pacman as one of /very/ few > games where you keep moving in the absence of any inputs. This always > drove me nuts also. (In the Sierra version you don't keep moving
> constantly. I wouldn't know about the Broderbund version, having never > seen it.)
Actually, Ian does have a point, its very likely that the original did have perpetual movement and would at least explain why I was quite scared to play it since my reaction times were (and still are to some extent) quite slow. If anything, its possible that most of my memories of the Atari 8-bit version were of me watching my older brother play it and sharing all the anxious moments of whether the "hamburger" (what the coins looked like in our screen) was underneath a fake tile or not (because if it wasn't, we'd have to say goodbye to 6 hours of gameplay). :P
That being said, seeing as I really loved the Sierra version, I would at least propose one technical change, and that in addition to the current Mouse Control and Keyboard Control, we'd add a third Keyboard Control for ondemand movement similar to the Sierra version (and most other modern adventure games). The existing one could be called "Keyboard Control - Arcade" and the proposed one can be called "Keyboard Control - Precision".
The problem of course is that the current scheme makes a popup appear when you switch between keyboard and mouse, which fits like a glove with the current two option scheme. It might get a little too wordy if we also offered two separate suboptions within the Keyboard Control notification.
So my perhaps then the control scheme popup can be made to appear before the start of a new game and remembered thereafter so [for example...] using the mouse while under any of the two Keyboard Control modes won't invoke a popup message anymore. [Naturally, the player can still switch control modes from the menu, as it is now.]
================================= Ian Wadham wrote: =================================
> Modesty forbids me to replay the nice things you said about KGr, Arturo, > but thank you very, very much for saying them. Suddenly you have made > years of work worthwhile. I even feel inspired to get to grips with those
> graphics and GUI libraries yet again ... :-) ...
I am very glad my words inspired you, and since I inherently admire game developers I'd love to say the feeling is mutual. :)
It does worry me, however, that you only get told nice things about your project very rarely. I fear that more often than not the commercial product mentality is applied, unfairly so, to FOSS development in general (or in my case to CC artwork). Whether it is used and instantly scorned for not being up-to-snuff to a €500 locked-down equivalent, or used silently in a claustrophobic manner, either approach deprives us of the social interaction that primarily fuels us. Whether it be a nice comment, a useful patch, some great contributed artwork or music, an informative blog entry advertising your creation, a thorough peer review, or even a well-written rant that, while annoying, can offer its own valuable insight or pique your ego back into action during a lull....
All of these, I think, are our lifeblood, raison d'être and return on our investment of time (and blood and sweat, and sometimes even money), and impossible to comprehend for people used to dehumanizing software as a total unit of cost. And if you're not getting enough of that, then that's the first and foremost issue to tackle. ;)
> The mouse control tries to emulate a joystick, which *real* players liked > to use back in the day ... :-) The hero would stop when the joystick was > released and sprang back to center. Our family wore out 4 or 5 sticks.
> In mouse mode, the hero stops when he catches up to the arrow. So > the trick is to point where you want him to go and he stops automatically > when he gets there. When you get to know the enemies really well,
> you can pick a good stopping point and rest or have a think, while > they mill around uselessly in the distance.
Ah yes, I do remember using (or more accurately, my brother using) a joystick to play the game (thankfully, Atari's game system accessories were often interswappable with their PCs).
I won't say the Mouse Mode is bad -- it has a particular elegance to it, and as the message says it just takes some getting used to. :)
However, I spend 80% of my computing time on one of my 5 netbooks, and if a mouse can be accidentally imprecise 1 out of 10 times, the little trackpads can be accidentally imprecise 8 out of 10 times, especially on higher speeds. :P
That's where keyboard controls could come and save the day. :)
> Heh, heh! Did you get through the ladder-trap loop in Mazes, level 13. > Well, this *is* an arcade game ... The thing I loved about Lode Runner is > that it also had puzzle and strategy characteristics.
LOL! No, I'm such a bad player, I plunged to my doom often in Level 1 ONLY. >v< First time it happed because my mouse slipped while I was on a stair, second time it happened because the character didn't go up the stairs because I pressed Key Up too late so off he went, and third time happened because I didn't notice the two new stairs pop up next to the mummies, lol. ^^;
I reiterate my comments from Granatier: just cause I love game X doesn't necessarily mean I was ever really good at it. ^^;
Traditionally I've only really excelled in either RPGs (and not online ones, I've never touched an MMORPG in my life), or games that allow cheat code entries. ^__^;
> Well, it's not in Wikipedia, but we have Google around here too ... ;-) > I even linked to the first issue of "Ubunchu", in English. When I was in > Japan some centuries ago, I loved the traditional culture and found much
> of the popular culture interesting too ... King Kong movies, music halls, > precision chorus lines ... but I could not understand pachinko and manga > comics at all ... :-(
Manga began as a low-cost motion picture (or TV series) substitute that could be produced by a single dedicated person (or small group), and has continued in that paradign ever since. And Anime, while obviously of MUCH higher production value, is also better appreciated in the context of being a movie/tv series substitute, especially with Science Fiction stories where the cost of special effects (and great actors to accompany them) would be prohibitive.
Ironically, while there is collaboration between manga artists, there seems to be very little actual "open" collaboration and sharing amongst them, I guess due to the retail-heavy nature of the medium. Seotch-san's Ubunchu is a notable exception, and I admire it more for that (and also because he was so fun to work with during the translation process) than I do for the fact it's a promotional for Ubuntu.
> My son, Peter, who composed the KGoldrunner sounds and many of the > levels, is devoted to the movies of Hayao Miyazaki and I rather like them too. > My favorites are "My Friend Totoro" and "Kiki's Delivery Service".
Oh wow, I all-of-a-sudden LOVE the sounds in KGr now. Forget what I said before,... um,... did I actually say anything? No? Good, hehe.... ^___^;
Yes I love many of Miyazaki-san's works, although my favorite would have to go to "Porco Rosso" due to my own personal bias. -.-
http://en.wikipedia.org/wiki/Porco_Rosso
> So, if you would like to do an anime theme, please be my guest ... :-) The > tech details are in kgoldrunner/themes/README.
Thank you. ^^ Granted I do love Ubunchu, but even I would probably want to show self-constraint and not devote too much time and resources on something inherently distro-specific. Besides, for that I would prefer to wait until Seotch-san successfully relicenses all the Ubunchu chapters from his publisher -- curently only two have been released, and the third is delayed.
Instead, since a lot of my work revolves around anthropomorphic representations of computer operating systems and components...
(good example, horrible article: http://en.wikipedia.org/wiki/Os-tan )
...it's my hope to eventually create one representative of KDE, and use her for the basis of not only kdegame themes but interactive educational material as well. It'll be a challenge coming up with a commonly agreed-upon design, but one thing is certain....
Whether her role is that of a knight, scientist, beastmaster, veterinarian, adventurer, or an unusual combination of those, she would always be accompanied by a pair of green dragons (I wonder why...). ;)
Well for the time being I'll throw that out as very loud brainstorming.
> These are excellent ideas, Arturo. I hope the rest of the KDE Games team > are following this thread, but I'm not sure if we are ready for MUGEN ...
Agreed, and yes you do touch on a point I would've addressed as a "downside" to my other bit of "loud brainstorming" from before. :P
Realistically-speaking, the per-software Micro Community Integration may only have less than a 30% chance of living up to its purported use. Or it may be very successful for one game/program, but not 50 others, in which case it would hardly be any different from the current forum/IRC/mailing list support network you have in place now. These are just wild conclusions thrown out -- for a bit more data, it'd be interesting to see how often the Plasma microblogging and social desktop thingamajigs are used since the MCI concept is just a way of marrying social desktop features seamlessly into a program.
[And just for the record, I want to describe an MCI window in my mind as containing a miniature blog (for announcements), a miniature forum (for easy discussion), a miniature gallery (for artwork review, with perhaps integration with existing theme loaders), a miniature help wanted list (to facilitate contributions), a miniature bug list (which just pulls from the KDE bug tracker), and a miniature wiki (which allows for free-for-all documentation and translation, which could be useful for kde-doc in creating the actual docbook manuals).]
But if for some broad stroke of luck(?) this idea would prove incredibly popular, there's very little doubt you could suffer what I call the "MUGEN problem" which is heavily saturated and uncontrollable user participation. You could easily go from chatting with our friendly little bunch and taking it easy, to accounting for over a 1000 fans (and leeches). Its possible our community may attract honest and constructive folks, but no doubt you'll come across objectionable behavior, obscenities or flagrant copyright violations. Unless there's an efficient (but not offish) moderator system in place, there's always the risk you could spend more time managing the MCIs assigned to your programs rather than actually working on the programs themselves. :P
On the other hand, I could also think up a whole assortment of creative benefits to this system as well, so I don't want to paint this as all doom-and-gloom. But bottom line is this all depends on how comfortable YOU (as developers) are with the way things are. You deserve to place your needs first and foremost. ^^b
As an artist I'm pretty recluse, but I'm comfortable with that only because I don't want a repeat of the days when that [often thankless] life consumed my real one. -v-
--Arturo
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Re: [Kde-games-devel] Improving theme authoring for kgoldrunner
On Wed, 4 Nov 2009 11:44:54 am Arturo Silva wrote:
> First off, Ian had asked me if I had any feedback about KGoldRunner in
> general and I do have some.
>
Modesty forbids me to replay the nice things you said about KGr, Arturo,
but thank you very, very much for saying them. Suddenly you have made
years of work worthwhile. I even feel inspired to get to grips with those
graphics and GUI libraries yet again ... :-) ...
> Admittedly, at least in the version I played, there are two issues that jar
> me a bit. My mind still blurs between the 1994 Sierra version, and the
> original Broderbund version I played on my Atari 8-bit, but I don't recall
> ever being in motion continuously.
>
Well it *is* classed as an arcade game ... ;-) The keyboard controls are
as they were on the Broderbund version on Apple II. And I still have a
working Apple IIc to prove it. You have to hit spacebar or dig-keys to stop.
Esc has always paused the action and so does P in KDE.
> Normally that means I simply wouldn't like the mouse control, but I also
> end up not liking how the keyboard control works either.
>
The mouse control tries to emulate a joystick, which *real* players liked
to use back in the day ... :-) The hero would stop when the joystick was
released and sprang back to center. Our family wore out 4 or 5 sticks.
In mouse mode, the hero stops when he catches up to the arrow. So
the trick is to point where you want him to go and he stops automatically
when he gets there. When you get to know the enemies really well,
you can pick a good stopping point and rest or have a think, while
they mill around uselessly in the distance.
> Granted this does keep you on your toes and is true
> to the "runner" name, but often I yearn for the guarantee that one small
> accidental flick of the mouse or a key press that won't register at the
> right millisecond won't plunge me to my doom.
>
Heh, heh! Did you get through the ladder-trap loop in Mazes, level 13.
Well, this *is* an arcade game ... The thing I loved about Lode Runner is
that it also had puzzle and strategy characteristics.
> As I mentioned earlier, I always assumed [as a user] that KGoldRunner,
> endowed with tons of levels, 6 excellent themes, quality animation, sound
> and a very complete menu subsystem, really didn't need any more help, most
> definitely not in artwork. With only a finite amount of time, this is why
> my first task here when joining your mailing list was to help out Kolf,
> since THAT was a project I thought needed a little more love.
>
Quite right too! You have been a wonderful help to KDE Games, Arturo!
> But once a desktop game has enough love on the developer end, isn't it only
> fair to move on to help other desktop game projects? After all, the point
> of a desktop game has traditionally been as a simple, quick-loading, and
> above all IMMUTABLE pastime -- if you had hoped for a different opinion
> from your userbase, then I think that point needs to be advertised so that
> players won't simply just play and maybe, if you're lucky, occasionally
> drop in a kind word of appreciation.
>
> In addition, assuming I never joined this mailing list, I wonder if it's
> entirely clear how I could contribute custom artwork. It took a real leap
> of faith just to sign on to a mailing list, and I definitely rule out IRC,
> and neither are particularly good mediums for the display and evaluation of
> art proposal IMHO. I'm lucky because I already have webspace I can upload
> my samples too -- otherwise, the 150KB limit would have driven me away eons
> ago.
>
> And then of course there's always the uncertainty of whether my artwork
> will be well-received to begin with, and given the number of frames
> required to draw (~30 per?) I might be hard pressed to go through the
> aforementioned loops without some guarantee that I put so much love and
> heart will be used, commented upon and hopefully loved in return. (I
> imagine coders have a similar dilemma with their programs too, although its
> been my observation that artists, not always but often, are more fickle and
> dramatic perhaps owing to the greater subjectivity of the medium.)
>
Your excellent points are well-taken.
> For example, I would LOVE to draw an Ubunchu theme for KGoldRunner (and
> maybe many other KDE games too). But if I'm lucky that any of you know
> what "Ubunchu" is, then I'm sure you'd be in agreement that its a little
> too....... specialized....... to be considered as a permanent theme.
>
Well, it's not in Wikipedia, but we have Google around here too ... ;-)
I even linked to the first issue of "Ubunchu", in English. When I was in
Japan some centuries ago, I loved the traditional culture and found much
of the popular culture interesting too ... King Kong movies, music halls,
precision chorus lines ... but I could not understand pachinko and manga
comics at all ... :-(
My son, Peter, who composed the KGoldrunner sounds and many of the
levels, is devoted to the movies of Hayao Miyazaki and I rather like them too.
My favorites are "My Friend Totoro" and "Kiki's Delivery Service".
http://en.wikipedia.org/wiki/Hayao_Miyazaki
http://en.wikipedia.org/wiki/My_Neighbor_Totoro
So, if you would like to do an anime theme, please be my guest ... :-) The
tech details are in kgoldrunner/themes/README.
> If you're willing to open up those kinds of floodgates (and if you've ever
> seen a M.U.G.E.N. game, you'll know how wild that kind of uncontrollable
> participation can get), then a system does have to be in place beforehand
> (not just for KGoldRunner, but perhaps even for all of KDE in general)
> that promotes not just active, but very easy participation. Easy as in I
> can see a Help Wanted list of [up-to-date] graphics that need to be drawn,
> I can see another list of graphics that have already been submitted by
> other users (complete with comments and grades), and I can upload my own
> with no more difficulty than a nicely massaged registration process (a la
> the KDE Bug Tracker). In other words it'd almost be like KDElook.org, only
> married to the particular application in question, so each application no
> matter how small can have its own "mini community" of interested users
> accessible straight from the main menu (as in not needing to navigate to
> some website just to dig to the relevant section or posts dealing with
> KGoldRunner).
>
> Even the laziest users I'm sure wouldn't mind participating in a 5 second
> "love it/hate it" survey if its immediately accessible to them from, say,
> the Game Over screen.
>
> Well that's my thought on a general infrastructure improvement that's not
> necessarily tied to KGoldRunner, but that I'm sure it could benefit from
> tremendously, especially with regards to the matters brought up in this
> thread that, IMHO, are best conveyed to people who play this day in and
> out. And that's really all I have to say.
>
These are excellent ideas, Arturo. I hope the rest of the KDE Games team
are following this thread, but I'm not sure if we are ready for MUGEN ...
> I'm sorry if I couldn't be of any help to you in the end. :(
>
You have been a wonderful help already, Arturo.
All the best, Ian W.
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Re: [Kde-games-devel] Improving theme authoring for kgoldrunner
On mercoledì 04 novembre 2009, Ian Wadham wrote:
> On Wed, 4 Nov 2009 11:44:54 am Arturo Silva wrote:
> > First off, Ian had asked me if I had any feedback about KGoldRunner in
> > general and I do have some.
>
>
> Well it *is* classed as an arcade game ... ;-) The keyboard controls are
> as they were on the Broderbund version on Apple II. And I still have a
> working Apple IIc to prove it. You have to hit spacebar or dig-keys to
> stop. Esc has always paused the action and so does P in KDE.
I had the C64 version, but I can't remember if the movement was continuos--
probably not. But I like the way it is anyway, I have just to tap the arrow
keys at the right oment instead of having to keep the key pressed all the
time, I think it's less stressing to the hand.
>
> > Normally that means I simply wouldn't like the mouse control, but I also
> > end up not liking how the keyboard control works either.
>
> The mouse control tries to emulate a joystick, which *real* players liked
> to use back in the day ... :-) The hero would stop when the joystick was
> released and sprang back to center. Our family wore out 4 or 5 sticks.
>
> In mouse mode, the hero stops when he catches up to the arrow. So
> the trick is to point where you want him to go and he stops automatically
> when he gets there. When you get to know the enemies really well,
> you can pick a good stopping point and rest or have a think, while
> they mill around uselessly in the distance.
>
> > Granted this does keep you on your toes and is true
> > to the "runner" name, but often I yearn for the guarantee that one small
> > accidental flick of the mouse or a key press that won't register at the
> > right millisecond won't plunge me to my doom.
>
> Heh, heh! Did you get through the ladder-trap loop in Mazes, level 13.
> Well, this *is* an arcade game ... The thing I loved about Lode Runner is
> that it also had puzzle and strategy characteristics.
>
> > As I mentioned earlier, I always assumed [as a user] that KGoldRunner,
> > endowed with tons of levels, 6 excellent themes, quality animation, sound
> > and a very complete menu subsystem, really didn't need any more help,
> > most definitely not in artwork. With only a finite amount of time, this
> > is why my first task here when joining your mailing list was to help out
> > Kolf, since THAT was a project I thought needed a little more love.
>
> Quite right too! You have been a wonderful help to KDE Games, Arturo!
>
Of course, we have games in more urgent need than KGoldrunner. But my own time
is limited, and I have yet to implement all the things I planned to.
> > But once a desktop game has enough love on the developer end, isn't it
> > only fair to move on to help other desktop game projects? After all, the
> > point of a desktop game has traditionally been as a simple,
> > quick-loading, and above all IMMUTABLE pastime -- if you had hoped for a
> > different opinion from your userbase, then I think that point needs to be
> > advertised so that players won't simply just play and maybe, if you're
> > lucky, occasionally drop in a kind word of appreciation.
Surely most of the KDE games are of this kind, but that does not need to be
the case. And while KGolrunner is the best free Loderunner clone I know of,
there is still room for improvement. Shouldn't we all aim to excellence?
> >
> > In addition, assuming I never joined this mailing list, I wonder if it's
> > entirely clear how I could contribute custom artwork. It took a real
> > leap of faith just to sign on to a mailing list, and I definitely rule
> > out IRC, and neither are particularly good mediums for the display and
> > evaluation of art proposal IMHO. I'm lucky because I already have
> > webspace I can upload my samples too -- otherwise, the 150KB limit would
> > have driven me away eons ago.
> >
> > And then of course there's always the uncertainty of whether my artwork
> > will be well-received to begin with, and given the number of frames
> > required to draw (~30 per?) I might be hard pressed to go through the
> > aforementioned loops without some guarantee that I put so much love and
> > heart will be used, commented upon and hopefully loved in return. (I
> > imagine coders have a similar dilemma with their programs too, although
> > its been my observation that artists, not always but often, are more
> > fickle and dramatic perhaps owing to the greater subjectivity of the
> > medium.)
>
> Your excellent points are well-taken.
>
> > For example, I would LOVE to draw an Ubunchu theme for KGoldRunner (and
> > maybe many other KDE games too). But if I'm lucky that any of you know
> > what "Ubunchu" is, then I'm sure you'd be in agreement that its a little
> > too....... specialized....... to be considered as a permanent theme.
>
> Well, it's not in Wikipedia, but we have Google around here too ... ;-)
> I even linked to the first issue of "Ubunchu", in English. When I was in
> Japan some centuries ago, I loved the traditional culture and found much
> of the popular culture interesting too ... King Kong movies, music halls,
> precision chorus lines ... but I could not understand pachinko and manga
> comics at all ... :-(
>
> My son, Peter, who composed the KGoldrunner sounds and many of the
> levels, is devoted to the movies of Hayao Miyazaki and I rather like them
> too. My favorites are "My Friend Totoro" and "Kiki's Delivery Service".
>
Great movies both. I have viewed Totoro only this year, it has been released
just this summer with Italian dubbing. Of Myazaki recent production my
favorite is "Spirited Away".
> http://en.wikipedia.org/wiki/Hayao_Miyazaki
> http://en.wikipedia.org/wiki/My_Neighbor_Totoro
>
> So, if you would like to do an anime theme, please be my guest ... :-) The
> tech details are in kgoldrunner/themes/README.
>
I can help with the details, if you need it. A full animated actor has 36
positions, if I remember correctly; however, if you do not want to do your own
animation, and if the character is not too strange, it should be possible to
get by with just drawing the body parts. The animated frames use clones from
the same body parts. It is still a bit of work, but you may get by without the
animation stuff.
> > If you're willing to open up those kinds of floodgates (and if you've
> > ever seen a M.U.G.E.N. game, you'll know how wild that kind of
> > uncontrollable participation can get), then a system does have to be in
> > place beforehand (not just for KGoldRunner, but perhaps even for all of
> > KDE in general) that promotes not just active, but very easy
> > participation. Easy as in I can see a Help Wanted list of [up-to-date]
> > graphics that need to be drawn, I can see another list of graphics that
> > have already been submitted by other users (complete with comments and
> > grades), and I can upload my own with no more difficulty than a nicely
> > massaged registration process (a la the KDE Bug Tracker). In other words
> > it'd almost be like KDElook.org, only married to the particular
> > application in question, so each application no matter how small can have
> > its own "mini community" of interested users accessible straight from the
> > main menu (as in not needing to navigate to some website just to dig to
> > the relevant section or posts dealing with KGoldRunner).
> >
> > Even the laziest users I'm sure wouldn't mind participating in a 5 second
> > "love it/hate it" survey if its immediately accessible to them from, say,
> > the Game Over screen.
> >
> > Well that's my thought on a general infrastructure improvement that's not
> > necessarily tied to KGoldRunner, but that I'm sure it could benefit from
> > tremendously, especially with regards to the matters brought up in this
> > thread that, IMHO, are best conveyed to people who play this day in and
> > out. And that's really all I have to say.
>
> These are excellent ideas, Arturo. I hope the rest of the KDE Games team
> are following this thread, but I'm not sure if we are ready for MUGEN ...
>
I did not know about MUGEN, but the Battle for Wesnoth has a quite dedicated
artistic team. I have a peek at their fora from time to time, and I find the
evolution of graphic concepts from sketch to finished images fascinating.
> > I'm sorry if I couldn't be of any help to you in the end. :(
>
> You have been a wonderful help already, Arturo.
Luciano
--
Luciano Montanaro //
\X/ mikelima@xxxxxxxxxxx
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Re: [Kde-games-devel] Improving theme authoring for kgoldrunner
On Wed, 4 Nov 2009 11:44:54 am Arturo Silva wrote:
> First off, Ian had asked me if I had any feedback about KGoldRunner in
> general and I do have some.
>
Modesty forbids me to replay the nice things you said about KGr, Arturo,
but thank you very, very much for saying them. Suddenly you have made
years of work worthwhile. I even feel inspired to get to grips with those
graphics and GUI libraries yet again ... :-) ...
> Admittedly, at least in the version I played, there are two issues that jar
> me a bit. My mind still blurs between the 1994 Sierra version, and the
> original Broderbund version I played on my Atari 8-bit, but I don't recall
> ever being in motion continuously.
>
Well it *is* classed as an arcade game ... ;-) The keyboard controls are
as they were on the Broderbund version on Apple II. And I still have a
working Apple IIc to prove it. You have to hit spacebar or dig-keys to stop.
Esc has always paused the action and so does P in KDE.
> Normally that means I simply wouldn't like the mouse control, but I also
> end up not liking how the keyboard control works either.
>
The mouse control tries to emulate a joystick, which *real* players liked
to use back in the day ... :-) The hero would stop when the joystick was
released and sprang back to center. Our family wore out 4 or 5 sticks.
In mouse mode, the hero stops when he catches up to the arrow. So
the trick is to point where you want him to go and he stops automatically
when he gets there. When you get to know the enemies really well,
you can pick a good stopping point and rest or have a think, while
they mill around uselessly in the distance.
> Granted this does keep you on your toes and is true
> to the "runner" name, but often I yearn for the guarantee that one small
> accidental flick of the mouse or a key press that won't register at the
> right millisecond won't plunge me to my doom.
>
Heh, heh! Did you get through the ladder-trap loop in Mazes, level 13.
Well, this *is* an arcade game ... The thing I loved about Lode Runner is
that it also had puzzle and strategy characteristics.
> As I mentioned earlier, I always assumed [as a user] that KGoldRunner,
> endowed with tons of levels, 6 excellent themes, quality animation, sound
> and a very complete menu subsystem, really didn't need any more help, most
> definitely not in artwork. With only a finite amount of time, this is why
> my first task here when joining your mailing list was to help out Kolf,
> since THAT was a project I thought needed a little more love.
>
Quite right too! You have been a wonderful help to KDE Games, Arturo!
> But once a desktop game has enough love on the developer end, isn't it only
> fair to move on to help other desktop game projects? After all, the point
> of a desktop game has traditionally been as a simple, quick-loading, and
> above all IMMUTABLE pastime -- if you had hoped for a different opinion
> from your userbase, then I think that point needs to be advertised so that
> players won't simply just play and maybe, if you're lucky, occasionally
> drop in a kind word of appreciation.
>
> In addition, assuming I never joined this mailing list, I wonder if it's
> entirely clear how I could contribute custom artwork. It took a real leap
> of faith just to sign on to a mailing list, and I definitely rule out IRC,
> and neither are particularly good mediums for the display and evaluation of
> art proposal IMHO. I'm lucky because I already have webspace I can upload
> my samples too -- otherwise, the 150KB limit would have driven me away eons
> ago.
>
> And then of course there's always the uncertainty of whether my artwork
> will be well-received to begin with, and given the number of frames
> required to draw (~30 per?) I might be hard pressed to go through the
> aforementioned loops without some guarantee that I put so much love and
> heart will be used, commented upon and hopefully loved in return. (I
> imagine coders have a similar dilemma with their programs too, although its
> been my observation that artists, not always but often, are more fickle and
> dramatic perhaps owing to the greater subjectivity of the medium.)
>
Your excellent points are well-taken.
> For example, I would LOVE to draw an Ubunchu theme for KGoldRunner (and
> maybe many other KDE games too). But if I'm lucky that any of you know
> what "Ubunchu" is, then I'm sure you'd be in agreement that its a little
> too....... specialized....... to be considered as a permanent theme.
>
Well, it's not in Wikipedia, but we have Google around here too ... ;-)
I even linked to the first issue of "Ubunchu", in English. When I was in
Japan some centuries ago, I loved the traditional culture and found much
of the popular culture interesting too ... King Kong movies, music halls,
precision chorus lines ... but I could not understand pachinko and manga
comics at all ... :-(
My son, Peter, who composed the KGoldrunner sounds and many of the
levels, is devoted to the movies of Hayao Miyazaki and I rather like them too.
My favorites are "My Friend Totoro" and "Kiki's Delivery Service".
http://en.wikipedia.org/wiki/Hayao_Miyazaki
http://en.wikipedia.org/wiki/My_Neighbor_Totoro
So, if you would like to do an anime theme, please be my guest ... :-) The
tech details are in kgoldrunner/themes/README.
> If you're willing to open up those kinds of floodgates (and if you've ever
> seen a M.U.G.E.N. game, you'll know how wild that kind of uncontrollable
> participation can get), then a system does have to be in place beforehand
> (not just for KGoldRunner, but perhaps even for all of KDE in general)
> that promotes not just active, but very easy participation. Easy as in I
> can see a Help Wanted list of [up-to-date] graphics that need to be drawn,
> I can see another list of graphics that have already been submitted by
> other users (complete with comments and grades), and I can upload my own
> with no more difficulty than a nicely massaged registration process (a la
> the KDE Bug Tracker). In other words it'd almost be like KDElook.org, only
> married to the particular application in question, so each application no
> matter how small can have its own "mini community" of interested users
> accessible straight from the main menu (as in not needing to navigate to
> some website just to dig to the relevant section or posts dealing with
> KGoldRunner).
>
> Even the laziest users I'm sure wouldn't mind participating in a 5 second
> "love it/hate it" survey if its immediately accessible to them from, say,
> the Game Over screen.
>
> Well that's my thought on a general infrastructure improvement that's not
> necessarily tied to KGoldRunner, but that I'm sure it could benefit from
> tremendously, especially with regards to the matters brought up in this
> thread that, IMHO, are best conveyed to people who play this day in and
> out. And that's really all I have to say.
>
These are excellent ideas, Arturo. I hope the rest of the KDE Games team
are following this thread, but I'm not sure if we are ready for MUGEN ...
> I'm sorry if I couldn't be of any help to you in the end. :(
>
You have been a wonderful help already, Arturo.
All the best, Ian W.
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Re: [Kde-games-devel] Improving theme authoring for kgoldrunner
Arturo Silva wrote:
> Matthew Woehlke wrote:
>> Indeed. For whatever reason, KGr takes after Pacman as one of /very/ few
>> games where you keep moving in the absence of any inputs. This always
>> drove me nuts also. (In the Sierra version you don't keep moving
>> constantly. I wouldn't know about the Broderbund version, having never
>> seen it.)
>
> Actually, Ian does have a point, its very likely that the original did have
> perpetual movement and would at least explain why I was quite scared to play
> it since my reaction times were (and still are to some extent) quite slow.
> If anything, its possible that most of my memories of the Atari 8-bit
> version were of me watching my older brother play it and sharing all the
> anxious moments of whether the "hamburger" (what the coins looked like in
> our screen) was underneath a fake tile or not (because if it wasn't, we'd
> have to say goodbye to 6 hours of gameplay). :P
>
> That being said, seeing as I really loved the Sierra version, I would at
> least propose one technical change, and that in addition to the current
> Mouse Control and Keyboard Control, we'd add a third Keyboard Control for
> ondemand movement similar to the Sierra version (and most other modern
> adventure games). The existing one could be called "Keyboard Control -
> Arcade" and the proposed one can be called "Keyboard Control - Precision".
That'd be fine. I was rather thinking 'don't stop' would be optional anyway.
I'd like to point out for the record that 'stop when not holding a key'
is closer to the described joystick control, however ;-).
--
Matthew
Please do not quote my e-mail address unobfuscated in message bodies.
--
Sorry, fresh out of .sigs. Maybe tomorrow.
(paraphrased German saying)
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