Salarn's forum posts

#1 Posted by Salarn (465 posts) -

Are you using any of the mods to boost the resolution and do 16x9 support? That helps a load with the 1994 visual.

#2 Posted by Salarn (465 posts) -

If you want to make a pixel art game, go with game maker. Unity's 2D implementations are not 100% there but are getting close to it. At the very least wait until Unity4.6 for the new UI system which is massive improvement.

#3 Edited by Salarn (465 posts) -

From January of this year, Canadian Walmart.

#4 Posted by Salarn (465 posts) -

Work computer is a Xeon E5-1650 3.2 ghz, 32 gb of ram, and a GTX770

#5 Edited by Salarn (465 posts) -

@believer258 said:

@salarn said:

It does however come down to a cost/benefit trade off. Adding extra options might confuse/frustrate players who don't understand why they should have to do multiple downloads to get the full experience or worse not understand that the muddy textures are not the intended visual fidelity of the game.

I feel like if you're using a computer than can run games that are this big, then you should be able to understand a series of checkboxes that say "multiple languages" and "high-res textures", even if you didn't build it yourself. But then, if you've got a computer that can play games of this size, then there's a good chance that you can play it with those high res textures so we're back to square one.

I agree with you that people should. However first hand evidence has shown me that when it comes to the humans never underestimate a person's ability to be dumb and/or lazy.

#6 Edited by Salarn (465 posts) -

There are things that can be done to allow gamers with limited bandwidth resources easier access to games. Split out the localization into separate packages, set high-res textures into an optional download, partition out levels to let you start before all the content is downloaded.

It does however come down to a cost/benefit trade off. Adding extra options might confuse/frustrate players who don't understand why they should have to do multiple downloads to get the full experience or worse not understand that the muddy textures are not the intended visual fidelity of the game.

However, it definitely sucks to have such long downloads even with the few games that have pre-load options. In regions with download limits with overcharges a 40gb game could cost the game's price again in download overages.

The best fix for now is to use school/work/public location to download large files to portable storage and then transfer it to your computer.

Then let the game devs know that they would get a much happier paying customer if they offered a low bandwidth version.

#7 Posted by Salarn (465 posts) -

You best bet is to read the article on 'Steam Gauge' by Ars Technica and try to gleen info off of that.

Overall however you're not going to get accurate user numbers let a lone purchase numbers.

#8 Posted by Salarn (465 posts) -

It's a troll pledge, someone put in $5k in the last few hours, and will either pull it at 5 minutes left or just let it get declined when it tries to validate.

Which is actually an interesting loophole in the kickstarter system, if the troll pledge allows the game to count as founding and then failed to validate do the other funds get cleared and processed?

#9 Posted by Salarn (465 posts) -

Based on the factual inaccuracies in the reviews for the company I work at I'd say that anything on that sight is highly suspect.

#10 Posted by Salarn (465 posts) -

I'm more interested in hearing what people put in for 'Expected Salary'