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Bluebaby
DUDE, i made that game gish.. remember gish.. that game that came out like 3 years ago that never went anywhere.. that one. im cool you fucking assholes. oh also super meat boy

Edmund McMillen @Bluebaby

Age 44, Male

Game guy.

Santa Cruz Ca.

Joined on 1/21/01

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Comments

The main message: be yourself, unless you're lazy! That makes sense.

Staying balanced means not cutting just one of my ears off, but two instead?

im glad i read #24 first!

saved me some time.
:D

i have no comment but i thought id make a comment on not having a comment so in actual fact i do have a coment...on the other hand if i wasnt such a dick then i wdnt hav ruined this post with such crap. interesting....

*started reading at 24

5. Be ok with being poor.
21. Try to make money.

lol

I read them all. I think for the most part I'm following everything on the list except for #6 and #25.

to be poor you have to make money.. just very little

I love you, Edmund.
Thanks for the info!

24

nuff' said

l8s

i think the most important and difficult one is probably number 16. People who are savy in business are vultures and they will rip you apart and you wont even know it if you are totally clueless about handling yourself in the professional environments.. ie book keeping, negotiating, etc.

I know most times you learn the hard way but still. Its a skill that most people dont bother with, they figure oh i just want to make art all day i dont need to know about that.

Thanks, it was kind of depressing at points but I enjoyed reading it.

Good list. :)

"That's what Miyamoto did?" Jesus, I wanna go where he went if he came up with a game about plumbers, mushrooms and turtles.

lol.. nice list..

I do a lot of those things you mentioned already. The hardest one so far was the 'accepting feedback'. My tester is so damn awesome he is just brutally honest about everything, when I made a prototype for a game that I thought was bad ass, he told me is was horrible.. lol.. and after getting pretty angry with myself and at him, I realized, yeah.. hes right.. I shouldnt fight it any more.. So now I can openly accept any type of criticism and turn it into something positive.

Anyways, thanks for the list. ^_^

I can't agree with "try to innovate the hell out of everything you make". Sometimes you're a lot better off with keepin it intuitive. Like one of the main reasons Meat Boy works is because it's an understandable platformer that everyone gets. There are definately games out there where people have innovated to the point where it's inconvinient.

Also I should note that "Don't bite off more than you can chew" should be counter-balanced with "Extend outside of your comfort zone". I mean you'll never learn if you don't try something that seems too hard. It's definately a balance though.

By the way you never gave anyone any communities to check out- So I'm just gonna throw it out there: If you're on Newgrounds and are into makin games, you'll find a lot more people who are into makin games over at Tigsource.com, The Independant Gaming SOURCE. If you ever want feedback on something like level design or interface etc.

Meat boys gameplay was obviously not that innovative.. but its content was. i think innovation an originally is very important for making a game that will stand out.

some might argue that castle crashers core innovation was its artstyle and the reason why it stood out so much.

extending outside your comfort zone and biting off more then you can chew are totally different things. its good to try things you havent, but bad to try to do something very large in scale if you dont already have experience doing it.

Tig is awesome

I'm going through quite a few of those right now working on a few games.

I had to put one on the shelf because the bugs were driving me mad.

"Most designers tend to become depressed or have a varying array of mental disorders. take care of your brain, and most importantly yourself."

Lol, this is so true... Must be the long lonely hours hunched over the tablet.

"Go with what moves you, if your no longer feeling something, put it down and work on what you're thinking about. "

I don't know if that's the best advice. I've hated everything I've made and some point during the process. If you only work when you're inspired, you'll never finish anything. If you're only making games for fun, then I guess it doesn't matter if you finish everything, but then you have to flip burgers or sommat and that's less fun than finishing a game you've burned out on.

Hows the new game coming? I want to be a flash game maker someday but my old pc was stolen and so was my flash disk. Some day I'll do what I loved to do though...

The last thing kinda makes the whole thing obsolete

if you assume im talking out of my ass then yes :)

god damnit stop writing lists and make a game with me sometime

You left out 26. After a few years have passed and revenues from a game have dropped off, release that game's source code for the benefit of the community.
<a href="http://www.fsf.org/">http://www.fsf.org/</a>

I'm nervous because I'm losing grip on the 18th step. I'll use this as an excuse to play more video games.

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