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	<title>Comments on: on the design of redder</title>
	<atom:link href="http://www.auntiepixelante.com/?feed=rss2&#038;p=545" rel="self" type="application/rss+xml" />
	<link>http://www.auntiepixelante.com/?p=545&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=on-the-design-of-redder</link>
	<description>we must make the games we wish to play in the world</description>
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		<title>By: Super-Dot</title>
		<link>http://www.auntiepixelante.com/?p=545&#038;cpage=1#comment-13431</link>
		<dc:creator>Super-Dot</dc:creator>
		<pubDate>Mon, 22 Mar 2010 23:53:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.auntiepixelante.com/?p=545#comment-13431</guid>
		<description>wow my comment looked much smaller in notepad, I should try to include typographic widows next time as a challenge

The video cut out at around 8:10.</description>
		<content:encoded><![CDATA[<p>wow my comment looked much smaller in notepad, I should try to include typographic widows next time as a challenge</p>
<p>The video cut out at around 8:10.</p>
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		<title>By: auntie</title>
		<link>http://www.auntiepixelante.com/?p=545&#038;cpage=1#comment-13430</link>
		<dc:creator>auntie</dc:creator>
		<pubDate>Mon, 22 Mar 2010 23:20:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.auntiepixelante.com/?p=545#comment-13430</guid>
		<description>i think i remember saying that i wanted the disctinctiveness of each area&#039;s shape to mirror the distinctiveness of its tileset.

what was the part that got cut? i havn&#039;t watched the video.</description>
		<content:encoded><![CDATA[<p>i think i remember saying that i wanted the disctinctiveness of each area&#8217;s shape to mirror the distinctiveness of its tileset.</p>
<p>what was the part that got cut? i havn&#8217;t watched the video.</p>
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		<title>By: Super-Dot</title>
		<link>http://www.auntiepixelante.com/?p=545&#038;cpage=1#comment-13392</link>
		<dc:creator>Super-Dot</dc:creator>
		<pubDate>Mon, 22 Mar 2010 07:41:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.auntiepixelante.com/?p=545#comment-13392</guid>
		<description>Thanks again for talking, Auntie, it was my favorite talk in the Club so far! One of my favorite talks on the INTERNET even, I feel that level design is a lot less intimidating now. I was gonna try level designing for the first time ever on KotM, but I was literally running around helping people with Game Maker from 3:30 to 6:30 and didn&#039;t have time to make a game! (I didn&#039;t even have time to READ THE CHAT and then the stupid Java applet threw away the transcripts when I got disconnected. Also at least 5 more games were made than were uploaded, I had to leave before I could ensure that everyone uploaded theirs!) Knytt of the Month though, woo woo

Sorry about the video cutting out on one of the most important parts, apparently someone tripped over the camera&#039;s power cable. =/ About a minute ~ two minutes was lost, I think.

Blind_In_Texas: http://www.google.com/search?q=redder+map
I would also like to see the version of the map with all the arrows, though!

Daphny: Your I HEARD A RUMOR question was hilarious BTW

AGS: I don&#039;t think most of us had even heard of ZZT! I knew what it was but I&#039;d never seen it before.

GGN: Is http://www.dessgeega.com/flashmybox/ the one you mean? I guess we should start giving the camera guy a better spot in the room when we know the talk is going to be Popular On The Internet.

Hunty: I&#039;m superglad that we record these things too! I wish I knew who jumped through the hoops to get us recording them initially, but the current cameraman/editor/uploader is a swell guy named Shea.

Auntie: The thing that happens when you get all the gems is my favorite ending in a game ever, by the way, I have been hoping for such a thing to happen in a game since I was THIRTEEN

I also took notes, I haven&#039;t had a chance to write them up before now! I wrote them in lowercase on paper, I wasn&#039;t going to post them but Conformity Calls


- vocab: &quot;walls in place&quot;
- since the level is out of the way, you can make it a harder section
	- you have to pass through four areas to get to it

[sketch of that picture up there ^]

- theme of bottom-middle: jumping
	- shape and height of the jump

- level made up of rails

&quot;level flows&quot; [a picture of level flows]
	- lots of arrows, some one-way

- make use of negative space, since it&#039;s already there

- this jump doesn&#039;t work because you hit the thing after getting the thing

- game design/level design trick: &quot;this was something else&quot;
	- fallen pipe

- visual symmetry is good, but not at the expense of ;aslkdfn;sd
- play symmetry: get at it from either side

- tileset first, for Anna
	- design tiles for an area, then place them

- at the beginning Redder was linear
	- she felt it wasn&#039;t interesting like that

- have controls etc. in place (bouncing, jump shape) before designing levels

- use tiles and stuff not just for aesthetics, but for distinguishing parts of the world

- HAVE A LEVEL EDITOR lol

- she only uses Flash because it makes her money

- the differences in the way they look mirrors [something]

- GraphicsGale is wonderful
- Paint Shop Pro! now defunct
- exactly 400 tiles in the game

- Edmund yelled at her until she made the death animation short enough

- originally, every screen was a checkpoint
	- but then the player could get stuck in a bad place, infinitely

- &quot;life bar lends to sloppy design&quot;
	- something should happen -&gt; then you die</description>
		<content:encoded><![CDATA[<p>Thanks again for talking, Auntie, it was my favorite talk in the Club so far! One of my favorite talks on the INTERNET even, I feel that level design is a lot less intimidating now. I was gonna try level designing for the first time ever on KotM, but I was literally running around helping people with Game Maker from 3:30 to 6:30 and didn&#8217;t have time to make a game! (I didn&#8217;t even have time to READ THE CHAT and then the stupid Java applet threw away the transcripts when I got disconnected. Also at least 5 more games were made than were uploaded, I had to leave before I could ensure that everyone uploaded theirs!) Knytt of the Month though, woo woo</p>
<p>Sorry about the video cutting out on one of the most important parts, apparently someone tripped over the camera&#8217;s power cable. =/ About a minute ~ two minutes was lost, I think.</p>
<p>Blind_In_Texas: <a href="http://www.google.com/search?q=redder+map" rel="nofollow">http://www.google.com/search?q=redder+map</a><br />
I would also like to see the version of the map with all the arrows, though!</p>
<p>Daphny: Your I HEARD A RUMOR question was hilarious BTW</p>
<p>AGS: I don&#8217;t think most of us had even heard of ZZT! I knew what it was but I&#8217;d never seen it before.</p>
<p>GGN: Is <a href="http://www.dessgeega.com/flashmybox/" rel="nofollow">http://www.dessgeega.com/flashmybox/</a> the one you mean? I guess we should start giving the camera guy a better spot in the room when we know the talk is going to be Popular On The Internet.</p>
<p>Hunty: I&#8217;m superglad that we record these things too! I wish I knew who jumped through the hoops to get us recording them initially, but the current cameraman/editor/uploader is a swell guy named Shea.</p>
<p>Auntie: The thing that happens when you get all the gems is my favorite ending in a game ever, by the way, I have been hoping for such a thing to happen in a game since I was THIRTEEN</p>
<p>I also took notes, I haven&#8217;t had a chance to write them up before now! I wrote them in lowercase on paper, I wasn&#8217;t going to post them but Conformity Calls</p>
<p>- vocab: &#8220;walls in place&#8221;<br />
- since the level is out of the way, you can make it a harder section<br />
	- you have to pass through four areas to get to it</p>
<p>[sketch of that picture up there ^]</p>
<p>- theme of bottom-middle: jumping<br />
	- shape and height of the jump</p>
<p>- level made up of rails</p>
<p>&#8220;level flows&#8221; [a picture of level flows]<br />
	- lots of arrows, some one-way</p>
<p>- make use of negative space, since it&#8217;s already there</p>
<p>- this jump doesn&#8217;t work because you hit the thing after getting the thing</p>
<p>- game design/level design trick: &#8220;this was something else&#8221;<br />
	- fallen pipe</p>
<p>- visual symmetry is good, but not at the expense of ;aslkdfn;sd<br />
- play symmetry: get at it from either side</p>
<p>- tileset first, for Anna<br />
	- design tiles for an area, then place them</p>
<p>- at the beginning Redder was linear<br />
	- she felt it wasn&#8217;t interesting like that</p>
<p>- have controls etc. in place (bouncing, jump shape) before designing levels</p>
<p>- use tiles and stuff not just for aesthetics, but for distinguishing parts of the world</p>
<p>- HAVE A LEVEL EDITOR lol</p>
<p>- she only uses Flash because it makes her money</p>
<p>- the differences in the way they look mirrors [something]</p>
<p>- GraphicsGale is wonderful<br />
- Paint Shop Pro! now defunct<br />
- exactly 400 tiles in the game</p>
<p>- Edmund yelled at her until she made the death animation short enough</p>
<p>- originally, every screen was a checkpoint<br />
	- but then the player could get stuck in a bad place, infinitely</p>
<p>- &#8220;life bar lends to sloppy design&#8221;<br />
	- something should happen -&gt; then you die</p>
]]></content:encoded>
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	<item>
		<title>By: Matthew</title>
		<link>http://www.auntiepixelante.com/?p=545&#038;cpage=1#comment-13277</link>
		<dc:creator>Matthew</dc:creator>
		<pubDate>Sat, 20 Mar 2010 10:20:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.auntiepixelante.com/?p=545#comment-13277</guid>
		<description>The maze area was the hardest part of Redder for me, and I had to draw a map to get the last gem. I started off drawing a literal map, but ended up with a kind of &quot;red goes this way, green goes that way&quot; thing. 

It made me wonder how you designed it in the first place - but I never would have guessed that you used a working ZZT prototype...</description>
		<content:encoded><![CDATA[<p>The maze area was the hardest part of Redder for me, and I had to draw a map to get the last gem. I started off drawing a literal map, but ended up with a kind of &#8220;red goes this way, green goes that way&#8221; thing. </p>
<p>It made me wonder how you designed it in the first place &#8211; but I never would have guessed that you used a working ZZT prototype&#8230;</p>
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		<title>By: Vitenka</title>
		<link>http://www.auntiepixelante.com/?p=545&#038;cpage=1#comment-13275</link>
		<dc:creator>Vitenka</dc:creator>
		<pubDate>Sat, 20 Mar 2010 09:38:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.auntiepixelante.com/?p=545#comment-13275</guid>
		<description>A very good talk.
I do like the honesty of &quot;This was what I did.  It&#039;s bad, but it worked.&quot; in places.

I think it&#039;s a bit of a shame that you didn&#039;t answer (or possibly didn&#039;t quite understand) the question about setting jump height - plugging numbers into the accelration formula to get the desired height from a jump.  

Trying to avoid spoilers: I got all the gems.  This kinda ruined the last area I was going to explore (I didn&#039;t get to see your lovely sunset gradient much)
I did not enjoy the thing you got from your audio guy (did that avoid spoilers ok?) - the very end of it was kinda amusing, but most of it was just irritating and didn&#039;t make me uncertain and interested - just cross.

Also many of your areas could stand being a little bit more interconnected - several times I had to take huge detours.  On the other hand - the coloured-rooms multi-switch puzzle was, if anything, overly connected.

Do you have any comments to make on how you decide and implement connection and flow?</description>
		<content:encoded><![CDATA[<p>A very good talk.<br />
I do like the honesty of &#8220;This was what I did.  It&#8217;s bad, but it worked.&#8221; in places.</p>
<p>I think it&#8217;s a bit of a shame that you didn&#8217;t answer (or possibly didn&#8217;t quite understand) the question about setting jump height &#8211; plugging numbers into the accelration formula to get the desired height from a jump.  </p>
<p>Trying to avoid spoilers: I got all the gems.  This kinda ruined the last area I was going to explore (I didn&#8217;t get to see your lovely sunset gradient much)<br />
I did not enjoy the thing you got from your audio guy (did that avoid spoilers ok?) &#8211; the very end of it was kinda amusing, but most of it was just irritating and didn&#8217;t make me uncertain and interested &#8211; just cross.</p>
<p>Also many of your areas could stand being a little bit more interconnected &#8211; several times I had to take huge detours.  On the other hand &#8211; the coloured-rooms multi-switch puzzle was, if anything, overly connected.</p>
<p>Do you have any comments to make on how you decide and implement connection and flow?</p>
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		<title>By: Hunty</title>
		<link>http://www.auntiepixelante.com/?p=545&#038;cpage=1#comment-13225</link>
		<dc:creator>Hunty</dc:creator>
		<pubDate>Fri, 19 Mar 2010 17:11:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.auntiepixelante.com/?p=545#comment-13225</guid>
		<description>OK, done now. Thanks! I&#039;m so glad that someone was there to make a video of this so that it could be shared with all of the internets and not just a room full of people at SJSU! Yay, inclusionism!

The biggest nugget of wisdom I got from this was &quot;theme areas around a specific mechanic or method of movement&quot;, but there were numerous smaller nuggets, as well.</description>
		<content:encoded><![CDATA[<p>OK, done now. Thanks! I&#8217;m so glad that someone was there to make a video of this so that it could be shared with all of the internets and not just a room full of people at SJSU! Yay, inclusionism!</p>
<p>The biggest nugget of wisdom I got from this was &#8220;theme areas around a specific mechanic or method of movement&#8221;, but there were numerous smaller nuggets, as well.</p>
]]></content:encoded>
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	<item>
		<title>By: Hunty</title>
		<link>http://www.auntiepixelante.com/?p=545&#038;cpage=1#comment-13224</link>
		<dc:creator>Hunty</dc:creator>
		<pubDate>Fri, 19 Mar 2010 16:43:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.auntiepixelante.com/?p=545#comment-13224</guid>
		<description>I&#039;m 2/3 of the way through right now and really enjoying it, but I have to stop for a second and STRONGLY RECOMMEND that you use irfanview for your crazy transparency picking and resizing, because it&#039;s free and you can batch the resizing and transparency picking and do all of your 400 tiles in a couple of minutes.</description>
		<content:encoded><![CDATA[<p>I&#8217;m 2/3 of the way through right now and really enjoying it, but I have to stop for a second and STRONGLY RECOMMEND that you use irfanview for your crazy transparency picking and resizing, because it&#8217;s free and you can batch the resizing and transparency picking and do all of your 400 tiles in a couple of minutes.</p>
]]></content:encoded>
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		<title>By: snapman</title>
		<link>http://www.auntiepixelante.com/?p=545&#038;cpage=1#comment-13176</link>
		<dc:creator>snapman</dc:creator>
		<pubDate>Fri, 19 Mar 2010 02:55:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.auntiepixelante.com/?p=545#comment-13176</guid>
		<description>I still use Paint Shop Pro 3.0 SHAREWARE.  And on my previous computer, I was past day 3000 of my 30 day trial.  But most of my pixel art is really done in Deluxe Paint II SE for DOS.</description>
		<content:encoded><![CDATA[<p>I still use Paint Shop Pro 3.0 SHAREWARE.  And on my previous computer, I was past day 3000 of my 30 day trial.  But most of my pixel art is really done in Deluxe Paint II SE for DOS.</p>
]]></content:encoded>
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		<title>By: Radix</title>
		<link>http://www.auntiepixelante.com/?p=545&#038;cpage=1#comment-13155</link>
		<dc:creator>Radix</dc:creator>
		<pubDate>Thu, 18 Mar 2010 22:12:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.auntiepixelante.com/?p=545#comment-13155</guid>
		<description>Haha I still use Pain Shop Pro 7. (Spinning penis derek yu head proudly brought to you by Animation Shop.)</description>
		<content:encoded><![CDATA[<p>Haha I still use Pain Shop Pro 7. (Spinning penis derek yu head proudly brought to you by Animation Shop.)</p>
]]></content:encoded>
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		<title>By: ggn</title>
		<link>http://www.auntiepixelante.com/?p=545&#038;cpage=1#comment-13150</link>
		<dc:creator>ggn</dc:creator>
		<pubDate>Thu, 18 Mar 2010 20:04:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.auntiepixelante.com/?p=545#comment-13150</guid>
		<description>Before I forget, thanks for mentioning the tools you use :)</description>
		<content:encoded><![CDATA[<p>Before I forget, thanks for mentioning the tools you use :)</p>
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