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Ben McGraw's Egometry

Ben McGraw's Egometry. Ben McGraw's Egometry. March 27, 2018. RPG Design Flaws: Giant Maps. As a member of the verge-rpg.com. Community since 1997, I’ve seen over 15 years of failed RPGs, and very, very rough demos. I intend on cataloging a list of RPG antipatterns to try and build up a set of good design principles. The most common flaw I’ve seen, by far, is to make giant areas. Large areas seem to be the first, and perhaps the most critical, failing of a nascent RPG. Big Zones Are Visually Boring.

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Breadbrothers Interactive

Benjamin McGraw

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Bin●●●ton , NY, 13901

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Breadbrothers Interactive

Benjamin McGraw

82 Ha●●●●●St #3

Bin●●●ton , NY, 13901

US

1.60●●●●7097
mc●●●●@verge-rpg.com

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Breadbrothers Interactive

Benjamin McGraw

82 Ha●●●●●St #3

Bin●●●ton , NY, 13901

US

1.60●●●●7097
mc●●●●@verge-rpg.com

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Ben McGraw's Egometry | egometry.com Reviews
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Ben McGraw's Egometry. Ben McGraw's Egometry. March 27, 2018. RPG Design Flaws: Giant Maps. As a member of the verge-rpg.com. Community since 1997, I’ve seen over 15 years of failed RPGs, and very, very rough demos. I intend on cataloging a list of RPG antipatterns to try and build up a set of good design principles. The most common flaw I’ve seen, by far, is to make giant areas. Large areas seem to be the first, and perhaps the most critical, failing of a nascent RPG. Big Zones Are Visually Boring.
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cogito ergo stfu,feed,search for,wp svbtle,go small,kudos,working on,what,you working on,very,the naval ****,except for formatting,sincerely,ben drew,xna and rpgs,gruedorf toys,api updates,http / pingpawn.com/api/count/,q=taco,exciting no,gruedorf,curses
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Ben McGraw's Egometry | egometry.com Reviews

https://egometry.com

Ben McGraw's Egometry. Ben McGraw's Egometry. March 27, 2018. RPG Design Flaws: Giant Maps. As a member of the verge-rpg.com. Community since 1997, I’ve seen over 15 years of failed RPGs, and very, very rough demos. I intend on cataloging a list of RPG antipatterns to try and build up a set of good design principles. The most common flaw I’ve seen, by far, is to make giant areas. Large areas seem to be the first, and perhaps the most critical, failing of a nascent RPG. Big Zones Are Visually Boring.

INTERNAL PAGES

egometry.com egometry.com
1

gruedorf: toys! by Ben McGraw's Egometry

http://www.egometry.com/gruedorf/gruedorf-toys

Ben McGraw's Egometry. Ben McGraw's Egometry. September 21, 2011. Very busy lately at work. Ursa work continues apace on the other members of the team, but… as for my grudorfian contribution this week, I’ve been doing some feasibility experiments with XNA. What, you want a screenshot? Not this week, kiddo. RPG Design Flaws: Giant Maps. Portal “Camera Shy” achievement picture tutorial, Part 1. A penny for your thoughts, a hundred for your life. Bigger, Better, More and the RPG curse. You may use these.

2

Ben McGraw's Egometry

http://www.egometry.com/page/2

Ben McGraw's Egometry. Ben McGraw's Egometry. August 24, 2016. Continuous Integration, Bitches. I just set up CI using git’s post-receive hooks for the Ursa project. Hot damn. Now any of the devs, upon push, can share their progress on a live server. Your move, Kildorf. Is your flash project continuously integrating? This week: more ursa stuff, more getting vrpg up to snuff. Currently working on getting all of the ancient svn’s I hosted online again so as to import them into github. Things done this week:.

3

Some Ursa Screens by Ben McGraw's Egometry

http://www.egometry.com/gruedorf/some-ursa-screens

Ben McGraw's Egometry. Ben McGraw's Egometry. August 21, 2011. Ursa continues apace. I grabbed some art from the internets and made a mockup of some discovery screen stuff (It looks better animated.). And, in general, the spikes are looking neat! Here is something that Ustor should be posting so he doesn’t lose at gruedorf, because he got this part working:. RPG Design Flaws: Giant Maps. Portal “Camera Shy” achievement picture tutorial, Part 1. A penny for your thoughts, a hundred for your life.

4

Ben McGraw's Egometry

http://www.egometry.com/False

Ben McGraw's Egometry. Ben McGraw's Egometry. August 24, 2016. RPG Design Flaws: Giant Maps. As a member of the verge-rpg.com. Community since 1997, I’ve seen over 15 years of failed RPGs, and very, very rough demos. I intend on cataloging a list of RPG antipatterns to try and build up a set of good design principles. The most common flaw I’ve seen, by far, is to make giant areas. Large areas seem to be the first, and perhaps the most critical, failing of a nascent RPG. Big Zones Are Visually Boring.

5

The Naval gays by Ben McGraw's Egometry

http://www.egometry.com/gruedorf/the-naval-gays

Ben McGraw's Egometry. Ben McGraw's Egometry. November 25, 2012. If it was not a parent already this entire blog post was done via voice to text recognition .). Several years ago my friend Timothy fritz created a blog Pact: our mission to make a blog post 1 today and or die trying. Many of us tried and failed and died in Maryland. But this packs had mini fridge for uses including the creation of the continues to play with movement and intermittent test and I believe my previous job! You may use these.

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LINKS TO THIS WEBSITE

maekgaems.blogspot.com maekgaems.blogspot.com

Maek Gaems Blagh: January 2009

http://maekgaems.blogspot.com/2009_01_01_archive.html

Because who needs work ethic when you have peer pressure. Monday, January 12, 2009. When I wrap this part up I'll probably do a more detailed gruedorf post explaining what this thing actually does and why I made it, for those of you who missed my original explanation way back when. I'm also hoping to make a real fast demo game with it when I finish up just to illustrate the utility of it. Oh, and school resume this week which means all progress is about to die. AWESOME. Sunday, January 4, 2009.

maekgaems.blogspot.com maekgaems.blogspot.com

Maek Gaems Blagh: December 2008

http://maekgaems.blogspot.com/2008_12_01_archive.html

Because who needs work ethic when you have peer pressure. Sunday, December 28, 2008. And maybe even the advanced tree functionality of cut/copy/paste etc). Sunday, December 21, 2008. In other news I started a new project to avoid entering the new Verge contest (codename Delta t), only to have a desire to enter the contest anyway with another game. Great. Subscribe to: Posts (Atom). Smelly pig man rival.

maekgaems.blogspot.com maekgaems.blogspot.com

Maek Gaems Blagh: February 2009

http://maekgaems.blogspot.com/2009_02_01_archive.html

Because who needs work ethic when you have peer pressure. Sunday, February 22, 2009. Finished up the read-only view of models (plus the different ways to view them). Added fully functional cut/copy/paste/delete to the tree view. All that remains are foreign fields and model editor-only displays, and some clean-up of the tree view (indicate that things are cut, disable rename on data nodes, add icons to distinguish categories/data, make right-click visually select an item). Almost there!

maekgaems.blogspot.com maekgaems.blogspot.com

Maek Gaems Blagh: microimplementation

http://maekgaems.blogspot.com/2011/09/microimplementation.html

Because who needs work ethic when you have peer pressure. Saturday, September 10, 2011. I have begun implementing the battle system in tiny independent pieces. So far this is going pretty well! Currently I have damage processing, conditionals (non-trivial when game data can be transferred over the network so an ordinary eval statement is out of the question), and actions. I will talk more about this design strategy next week! Subscribe to: Post Comments (Atom). Smelly pig man rival.

maekgaems.blogspot.com maekgaems.blogspot.com

Maek Gaems Blagh: batter

http://maekgaems.blogspot.com/2011/09/batter.html

Because who needs work ethic when you have peer pressure. Saturday, September 3, 2011. I added a new model-file selection prompt, a sync and change model button, and even optimized the DB slow issue (h2o used to take 4 seconds to load. now it's instant)- which turned out to be a fairly simple error on my part. Hooray! Next week, the battle system begins. September 5, 2011 at 1:11 PM. Subscribe to: Post Comments (Atom). Smelly pig man rival.

maekgaems.blogspot.com maekgaems.blogspot.com

Maek Gaems Blagh: April 2011

http://maekgaems.blogspot.com/2011_04_01_archive.html

Because who needs work ethic when you have peer pressure. Saturday, April 23, 2011. Plot a portal to progress. Added first area's boss. Created crafting items/menus (still need to place 'em though). Finished obstruction exporter. Also did a foemap exporter. Saturday, April 16, 2011. Drew a new map. Created the 3ish basic enemies (drawn/in-game). Saturday, April 9, 2011. You can't just win a gruedorf. The heck is that? You can see the original game here:. He's kind of a lot better of an artist than me!

maekgaems.blogspot.com maekgaems.blogspot.com

Maek Gaems Blagh: Bugs, bugs, bugs

http://maekgaems.blogspot.com/2011/06/bugs-bugs-bugs.html

Because who needs work ethic when you have peer pressure. Saturday, June 4, 2011. Bugs, bugs, bugs. My goal for the week, after some soul searching, was to get sprites working. That goal has been mostly completed. Subscribe to: Post Comments (Atom). Bugs, bugs, bugs. Smelly pig man rival.

maekgaems.blogspot.com maekgaems.blogspot.com

Maek Gaems Blagh: June 2009

http://maekgaems.blogspot.com/2009_06_01_archive.html

Because who needs work ethic when you have peer pressure. Thursday, June 4, 2009. Contrary to what the Gruedorf may imply. I have been making games. Starting as a 24hr contest game this sort of ballooned massively. I've actually been kind of avoiding Gruedorf because it seemed to make me less productive having to pump out a post every week and well. yeah. But every now and then it's nice to just sit down and talk about your game. How far along are we? Graphically Giz, my new artist, has most of the art d...

maekgaems.blogspot.com maekgaems.blogspot.com

Maek Gaems Blagh: aaaaaaa

http://maekgaems.blogspot.com/2011/06/aaaaaaa.html

Because who needs work ethic when you have peer pressure. Saturday, June 18, 2011. Some design doc work was done. That was it! For reasons beyond my control. Subscribe to: Post Comments (Atom). Bugs, bugs, bugs. Smelly pig man rival.

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Ben McGraw's Egometry

Ben McGraw's Egometry. Ben McGraw's Egometry. March 27, 2018. RPG Design Flaws: Giant Maps. As a member of the verge-rpg.com. Community since 1997, I’ve seen over 15 years of failed RPGs, and very, very rough demos. I intend on cataloging a list of RPG antipatterns to try and build up a set of good design principles. The most common flaw I’ve seen, by far, is to make giant areas. Large areas seem to be the first, and perhaps the most critical, failing of a nascent RPG. Big Zones Are Visually Boring.

egometry.livejournal.com egometry.livejournal.com

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I just left my macbook pro in a pink bag on caltrain. The only identifying information is my name (Benjamin McGraw) on the login screen. Since this livejournal is to top google result for that, well, if you're out there googling my name to find the owner, please contact me. It's a long shot, but I figured I'd try. ;). San Diego Comic-con 2009. Any of y'alls goin'? I have an amazing girlfriend! So, for those of you who don't know, I have a girlfriend now. She's detailed the whole story over on her lj.

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