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About bluswimmer

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  1. Well, I don't necessarily think that pointing out some unfortunate implications in a piece of media should necessarily mean that you're not allowed to enjoy it. I love the Super Mario games to death, yet when someone points out its over-reliance on the damsel in distress trope I can't really disagree with them. Obviously, everyone's worldview is different, and you can't really account for everyone's tastes when creating a new game. Heck, deliberately avoiding sensitive material is a statement in of itself, and trying to target everyone at once is probably just going to make your game dead on arrival. My own games are made to appeal to my own tastes, and I acknowledge that it may be a turn off for some. However, that may also win over new players, who may have been turned off by similar games that came before it. Ultimately, this subject is entirely subjective; what I deem as "problematic" may be seen as acceptable by another. In my view, articles like these help drive new art and push the medium forward.
  2. Good read, thanks for sharing! I think it's important to acknowledge that a developer's beliefs are going to affect the work that's put out by them, even if they're not consciously aware of it, as was the case with Pitfall. All art is iterative, and as a game developer myself I think it's a good idea to keep a critical eye on the media I consume. This way, I can effectively iterate on the ideas that came before mine.
  3. This looks neat so far! I think a co-op mode would work wonders for this game, with each person controlling a different set of paddles.
  4. Most critics will direct you towards "Autism Every Day", an Autism Speaks-sponsored 2006 documentary which features a bunch of disgruntled parents of autistic children. Of note, one mother admits to contemplating a murder-suicide involving her autistic daughter. Another infamous video which they produced was "I Am Autism", which was released in 2009. This video personifies autism as a villainous voice. The narration resembles that of the 1954 short film "Taming the Crippler", which was about polio. I concede that both of these examples are pretty old, but today they continue to portray autism in this sort of way, albeit in less public forms. Starting last year, the organization has started to use Sesame Street to promote its "100 Day Kit," which appears to suggest that a diagnosis of autism may provoke feelings similar to a death in the family.
  5. As an autistic man I am not a fan of Autism Speaks. I have several reasons for my distastes, so I'll try to keep things brief. Historically they have not have many autistic people on its board of directors. As of now, only 1 out of 28 board members are autistic. Very little of their money actually goes towards helping families- only 1%. By contrast, nearly half of their budget is spent on "raising awareness". I get that the author's support comes from a good place, but I think he should consider donating to a different charity.
  6. My guess is that EA is content with the money the Tapped Out makes, since freemium mobile games take less money to make, and make way more money than console games generally do. Quite frankly I'm not sure what EA could do with a console Simpsons game now, outside of a Hit and Run remake. Given the licensing nightmare that's sure to ensue, I doubt they want to make that either.
  7. Just saw the specs and pricepoint on reddit... all I can say is YIKES. It's literally not even worth considering at that price. Quite frankly I feel like they should've aimed for a lower-spec, lower-price set top box like a Roku. There's pretty much no way they can directly compete with Sony and Microsoft.
  8. The game now has PAL60 and SECAM60 versions, included below in this zip file. Additionally, the game's been optimized a bit further, so there's now 103 bytes of ROM free. Not that it matters, of course, since the game is still exactly the same. URGENT EDIT: I just realized that the game doesn't work with the harmony cartridge due to the weird filesize. I've "expanded" the game into 2 kilobytes, but the game still has over a kilobyte free. stackgame.zip
  9. Over the past couple of days I got bored and made one of those stacking games for the Atari 2600. If you've ever seen a stacker arcade machine, you probably already know how this works. Essentially, all you need to do is time your button presses to stack the "blocks" as high as possible. The block platform gradually shrinks if you don't time your button presses perfectly, so accuracy is key. When making this I made a conscious effort to stay below one kilobyte. As of now, there are 45 unused bytes of ROM, and 58 bytes of unused RAM (including the call stack). I don't think this game is particularly interesting or original (it wouldn't surprise me if someone already made a 2600 version of this kind of game), but I hope you find it amusing regardless. As per usual, download is below, and you can watch gameplay footage here. stackgame.bin stackgame.zip
  10. In Firefox this appears to activate the "Quick Find" function, as does the quote key. I assume that has something to do with the stuck keys?
  11. Atlus ported a game to PC. Hell has officially frozen over.

  12. I am playing via keyboard, but the strange thing is that the bug only crops up in those specific directions... I've tried to replicate the bug using some other games, but no luck so far. Scratch that, I've managed to replicate the bug in other games. Likely a Stella issue, considering all other direction combos seem to work fine. Wait, yeah, scratch that again! My keyboard is just stupid, apparently. Please ignore me. I swapped over to WASD for the second control stick and things seem to work fine now.
  13. This is a fantastic port, but I've noticed a bug with the dual joystick implementation. If I'm shooting downwards, I can't move to the left diagonally up or down. Same thing with shooting down left diagonally. If I shoot down right, I can't move to the left at all. Granted, I assume you've noticed this already and are working on a fix. Hope to see a second demo with this annoying bug fixed... Please disregard everything in the strikethrough text...
  14. Glad to see that this is getting more development! Would like to see a color palette with greyscale blocks.
  15. This shades game is pretty neat! Would like to play an Atari version with better RNG (as it stands the seed appears to be the same each time with no manipulation of the seed). As for the thread topic at hand, I'd personally like to see Puyo Puyo! I think it'd be possible to create a 30hz display with some flicker to display both player's boards. I guess the only real complication there would be adding the character portraits, though that's just aesthetics and could probably be discarded.
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