<?xml version="1.0" encoding="utf-8"?>
<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for DaveMyers</title><link>http://disqus.com/by/DaveMyers/</link><description></description><atom:link href="http://disqus.com/DaveMyers/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Sat, 14 Feb 2009 11:10:00 -0000</lastBuildDate><item><title>Re: Putting Your Game On OS-X and Linux is Not Enough</title><link>http://makeitbigingames.com/2009/02/putting-your-game-on-os-x-and-linux-is-not-enough/#comment-6260296</link><description>&lt;p&gt;Great article as always.&lt;/p&gt;&lt;p&gt;Four or so years ago I wanted precisely what you are talking about with your new engine - for exactly the reasons you state. I was using T2D/TGB and wanted a web version, but someone told me that a web version wasn't important.  It's obvious nowadays what I knew then, which is essentially the contents of this article.&lt;/p&gt;&lt;p&gt;My first game with Lumpy is using iTGB primarily because I have significant development experience using the Torque technology. It is also appealing because it can target several OSes.&lt;/p&gt;&lt;p&gt;But rest assured once you guys ship the engine I'll be onboard. I love Torque, warts and all, but taking advantage of the rich third-party offerings that the Flash community provides will likely make my game development projects come together quicker. Of course, only time will tell on that, but I have high hopes.&lt;/p&gt;&lt;p&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DaveMyers</dc:creator><pubDate>Sat, 14 Feb 2009 11:10:00 -0000</pubDate></item><item><title>Re: Motivation</title><link>http://makeitbigingames.com/2009/01/motivation/#comment-5485315</link><description>&lt;p&gt;Thanks for linking that Jeff - good stuff.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DaveMyers</dc:creator><pubDate>Thu, 22 Jan 2009 22:20:04 -0000</pubDate></item><item><title>Re: 2008 Biggie Awards, Surprisingly Good Products</title><link>http://makeitbigingames.com/2008/12/2009-biggie-awards-surprisingly-good-products/#comment-4469180</link><description>&lt;p&gt;Oops - double post. I'm hatin' on Disqus.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DaveMyers</dc:creator><pubDate>Wed, 17 Dec 2008 18:06:49 -0000</pubDate></item><item><title>Re: 2008 Biggie Awards, Surprisingly Good Products</title><link>http://makeitbigingames.com/2008/12/2009-biggie-awards-surprisingly-good-products/#comment-4469129</link><description>&lt;p&gt;I'm already onboard with creating content for iPhone as I believe that Apple's gatekeeping does not hamper the indie dev's too much. I hope to create some apps of my own this year.&lt;/p&gt;&lt;p&gt;I also love the idea of creating games/apps in Flash and running everywhere with little to no modification for the destination platform. Develop once for iPhone, Android, etc. and ship for all.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DaveMyers</dc:creator><pubDate>Wed, 17 Dec 2008 18:04:03 -0000</pubDate></item><item><title>Re: Right About Lively, PC Mag Closes, Corporate Speak</title><link>http://makeitbigingames.com/2008/11/right-about-lively-pc-mag-closes-corporate-speak/#comment-3996535</link><description>&lt;p&gt;I agree on wanting to sit somewhere quietly reading in the house occasionally. Computer Gaming World was my all-time favorite mag to read slowly through before they switched formats for the lazy reader and the big advertiser.&lt;br&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DaveMyers</dc:creator><pubDate>Mon, 24 Nov 2008 19:31:13 -0000</pubDate></item><item><title>Re: Push Button Labs Initial Site Goes Live</title><link>http://makeitbigingames.com/2008/11/push-button-labs-initial-site-goes-live/#comment-3556310</link><description>&lt;p&gt;Looking forward to seeing what you guys do (and a little envious). Good luck!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DaveMyers</dc:creator><pubDate>Wed, 05 Nov 2008 14:14:44 -0000</pubDate></item><item><title>Re: Design Crutch: Artificial Obstruction In Games</title><link>http://makeitbigingames.com/2008/10/design-crutch-artificial-obstruction-in-games/#comment-3206381</link><description>&lt;p&gt;What about something like Nethack? That's one exception for me personally where I don't mind the hardcore-gamer design. You die once, new character. You can save at any time, but only to quit.&lt;/p&gt;&lt;p&gt;This works for me because of the ridiculous number of possible outcomes and item/ability interactions.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DaveMyers</dc:creator><pubDate>Tue, 21 Oct 2008 14:56:49 -0000</pubDate></item><item><title>Re: Design Crutch: Artificial Obstruction In Games</title><link>http://makeitbigingames.com/2008/10/design-crutch-artificial-obstruction-in-games/#comment-3173866</link><description>&lt;p&gt;Wow - this is a timely subject for me personally.&lt;/p&gt;&lt;p&gt;I am playing through Final Fantasy 4 on the DS. This is your standard "can't-save-anywhere-but-outside-good-luck-figuring-out-how-to-defeat-this-boss-stuck-on-rails-because-the-designer-wants-to-tell-a-story-why-don't-you-become-a-movie-maker-instead" jRPG. Yet, as annoying as the game is I can't help but continue to forge my way through.&lt;/p&gt;&lt;p&gt;If the game is casual enough in other respects (like FF4 is for me), I can almost stomach some of these annoyances. But then again - this is a port of a 17-year-old-game. I *expect* it to have these annoyances. I do *not* expect a current-day game to have the same issues, and when I do stumble upon them I am reminded why sometimes even *I* want to just pop bubbles...&lt;/p&gt;&lt;p&gt;BTW - My wife and I *love* Rock Band 1 and 2 - we don't play the unlock game, we just do free play. We have a drum throne, a mic stand, and are eyeballing the ION drum kit. We have bought many many DLC for Rock Band and will continue to do so, because at the end of the day this game is just plain fun, even if you look like a dork playing it. ;)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DaveMyers</dc:creator><pubDate>Mon, 20 Oct 2008 16:03:25 -0000</pubDate></item><item><title>Re: Spore Is Awesome, But You Already Knew That</title><link>http://makeitbigingames.com/2008/06/spore-is-awesome-but-you-already-knew-that/#comment-699882</link><description>&lt;p&gt;I played with it a little bit this morning and even just the creature creator is an impressive piece of work. Any game that allows me to create content for others to enjoy is very cool in my opinion. The idea that I can explore other player's creations is terribly interesting.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DaveMyers</dc:creator><pubDate>Wed, 18 Jun 2008 12:17:17 -0000</pubDate></item></channel></rss>