Like last time I will keep the server up for three weeks and afterward hand out the world file so we can all have it for historical reasons. It will run 24/7 and be locked down for awesome Cheerful Ghost people like you and your friends. We only have a few simple rules, don't mess with other peoples stuff, no stealing, no greifing and have fun.
I created a new large world and the screenshot is above. Like last... Read All I am going to run another Cheerful Ghost Terraria game server for us to all play starting next week on the 4th of February 6PM PST. We had such a fun time playing last time and I opened the game up recently and realized it would be run to play with people again.
Like last time I will keep the server up for three weeks and afterward hand out the world file so we can all have it for historical reasons. It will run 24/7 and be locked down for awesome Cheerful Ghost people like you and your friends. We only have a few simple rules, don't mess with other peoples stuff, no stealing, no greifing and have fun.
I created a new large world and the screenshot is above. Like last time that is the starting house people spawn in with a sign housing the rules. I recommend everyone start new characters to make the game more fun, I will be. Well, I might start with the mirror that warps you back to town, but everything else about my character will be new.
The Details:
Game will start Feb. 4th @ 6PM PST and last for three weeks.
server:
terraria.cheerfulghost.com
password:
Ask me or any player and we will hit you up with the details.
Excited to play this again with everyone, see you Monday!
Sounds awesome, but I can't jump in this time, though. One of my hard drives crapped out on me, and it will be a month or two until I can replace it.
DUDE YES
That sucks. No laptop? Total bummer!
It will run on pretty meager hardware if you have an older backup.
Also, good news everyone: it looks like we may get some more content:
http://m.pcgamer.com/2013/01/26/terraria-creator-asks-what-you-would-like-to-see-in-a-possible-update
Ah, I wanna join.. Got Terraria recently but when I tried multiplayer, seems that you have to put ip address and I dont know what to write ><
Tony, you can put in terraria.cheerfulghost.com, but it isn't up yet.
Yeah, the server will go live on Monday @ 6PM PST. We will give everyone the password then as well.
Kewl.. Thanks.. Cant wait to try Multiplayer =P
Awesome! I'm in. :)
I'm going to try and play this time!
Awesome, ill remind everyone when the time comes round.
Hopefully we have a full house on game drop. I plan on doing some major surgery to the area around the spawn point when it starts. Make the area mostly flat and then build ZE house.
I'll be on, although it'll be after 8pm PST. :)
Last time was awesome, so I can't wait to do this again with you guys!
Totally. Ill try and save a bit of the world for you WhiteboySlim, I don't know 2 hours later, it might be strip mined and plotted for commercial by then. Maybe a 4th acre cause were friends.
I am so building my base right on top of yours.
Then how will it go further up? OK, OK, ill ensure you have space ground up.....
So needy!
We should seriously consider taking a tally of who is going to be on the server and roping off some sections. And leave a few on either end as well.
So when can we start this multiplayer? Cant wait to try ><
@TonyJapMayo, times listed in the post above. Monday at 6pm PST.
@panickedthumb we may have to have people "stake out" areas at first, I will for sure, kind of mark my spot with a sign and some blocks. But I will build a house immediately so :D
But yeah, it seems more people are joining as the word gets out so we can do some "city zoning" to ensure people don't run into each other. :D
I am thinking first come first serve, we can go out pretty far for the town I just hope its not so far as to be unfortunate to chop down trees :D And people can build down if they so desire :D
You can always landscape out and expand the forest, so even if tree-chopping is necessary it won't be a bad thing. I wish I had done that in our last world.
And we can always have more efficient tree farms as well. They can go up, not just over.
This is going to be awesome, since we learned so much with our last server.
It will be awesome. :D
Hey everyone, we are extending the server time to last for three weeks. Yay, more 2D mining and building!
I don't think we need to worry about running out of space. We are on a large map. As long as people space themselves out a bit we should be good. :)
Plus, if anyone decides to do a large build they can always go underground or build it away from the spawn point.
I'm in. See you there guys.
Source: http://www.examiner.com/article/scott-pilgrim-vs-the-world-dlc-gets-a-new-release-date-for-the-xbox-360 This expansion has been talked about since August last year, and after a few delays, the Online Multiplayer + Wallace Pack is set to be released on Feb. 6 for XBLA. Sadly, there's no word for the PSN release, but achievements for the DLC are on PSN, so it's likely to happen soon.
Source: http://www.examiner.com/article/scott-pilgrim-vs-the-world-dlc-gets-a-new-release-date-for-the-xbox-360
This is good news! My favorite walk-to-the-right-punch-stuff game.
After that destruction... Read All To celebrate today's Retro Tuesday I decided to write about an aspect of Final Fantasy VI that I had rolling around in my head. Its odd to remember when I was still surprised by things that happened in video games. One such event happened when Kefka causes the world to become out of balance and it falls into ruin. The sequences as the world breaks were pretty shocking to me. Many people died as the world broke up and I remember being really shocked by the carnage it showed. By today's standards it is pretty tame as it was in glorious 2D, but lately I have been thinking about how powerful that sequence was and how I responded to it at the time.
After that destruction sequence you play as a relatively side character to that point and "start over" on a small island. The game continues this bleak trend for a bit as you nurse a friend back to health and, like many things in Final Fantasy VI it doesn't turn out well.
I think the game gets a bit more interesting after the World Collapses though, as maybe in the end I find hardship to be something easier to latch on to. The relationships get more interesting, some of the most unique characters come out of the wood work and the game opens up a lot more. I enjoyed Link to the Past in that you could always warp back to The Light World from the Dark World, something Final Fantasy VI doesn't allow. But I think that works to its advantage as then the destruction and change of the World wouldn't have been a permanent thing. For Kefkas actions to have weight things had to change.
The game itself is fantastic and has many more awesome moments but this is the part I have been thinking about lately.
http://en.wikipedia.org/wiki/Kefka_Palazzo
http://finalfantasy.wikia.com/wiki/World_of_Ruin
I find what you mention to be a recurring trend in FF games, and Japanese sci-fi/fantasy in general. The heroes fight to try and stop the disaster from wrecking the world around them, fail, and must now fight to defeat the enemy anyway. Pick your favorite Anime/Video Game to come out Japan in the last 20 years and it generally ends up with the Kingdom/City/World/Secret Base getting badly damaged by the bad guys before the good guys finally get retribution.
Interesting. I haven't played a FF game in the last bit so ill take your word for it. Was interested in FF 13 though.
FF6 is my favorite game in the series, excepting possibly tactics. We did 2 episodes about it, our first 2 parter, and it holds up so so well. http://duckfeed.tv/woff/10
A quick note: FF6 has a segment I think perfectly encapsulates the best that video games have to offer. The scene where you are exploring the world as Celes after the cataclysm is all elements working in concert in the service of mood.
1) Graphically, the world is darker now. Not so much in the overworld but the towns and bleaker.
2) The music is sad, haunting, vaguely dissonant and memorable.
3) And this is the coup, the gameplay backs it up. The overland enemies are weakened and dying. They start the battles poisoned, you often can't even kill the enemies before they die of the ill defined blight.
Perfect segment in a wonderful game.
Yeah I agree Gary, good points. Its an interesting transition because the game goes from this epic world scale set of events to only being about being on a small island helping your friend survive. Its a really refreshing interlude to the gettin' back to saving the world thing.
Ill checkout those episodes, thanks!
Have any stories, opinions, feedback on old video game music and sound? Last generation or before? Please share!
http://duckfeed.tv/contact/ Specifically old game music.
Have any stories, opinions, feedback on old video game music and sound? Last generation or before? Please share!
http://duckfeed.tv/contact/
Whoa? Thanks for sharing, starting to think about things now.
We'll read your stories and play your songs! We just want something substantial about how a piece of music or sound design affected you, contributed to the experience, reinforced the narrative, etc.
I think I can do that. Already had a few songs in mind for a bit now, so I just need to write it up.
Rad, when do you need submissions by?
Thursday, 5pm PST! Thanks, guys!
Do you want our stories here or through the contact form? Both? Either?
I have a thought.
Contact form is easiest for us.
Ok submitted my stuff. 4 songs in total. Hard to nail it down to a few.
Sweet, thanks Jon!
No problem Gary, it was fun to do. Hard to break it down to a few and it was strange because I had to wrap my mind around "this isn't songs of the year." :D
So far I just submitted one... it's a little obscure, but so rad. I'll see if I can think up anymore before today's deadline!
I want to know what one, but I also want to hear the episode and be surprised... :D
It's from a Genesis game! Which just made me think of Sonic the Hedgehog. The music in that game wasn't that memorable, but all the sound effects were! Collecting coins, jumping, busting through things/enemies... for some reasons those sounds make me nostalgic :)
When will the episode drop?
Thursday, listener response episode the following Thursday!
Sweet :)
Honestly, I don't remember much of the storyline now (which means it's time to play again!), but what I do remember is the music! The creators of this game did such a fantastic job crafting the perfect video game music. The music fits so well, causing feelings of victory, trepidation, joy, sadness and everything in between. I love going back and listening to it even now! I remember the first time I saw FFII over at a friend's house. I had never experienced an RPG before, and the game seemed so huge! And long! And as he told me about the story, I knew I needed to get my hands on this game.
Honestly, I don't remember much of the storyline now (which means it's time to play again!), but what I do remember is the music! The creators of this game did such a fantastic job crafting the perfect video game music. The music fits so well, causing feelings of victory, trepidation, joy, sadness and everything in between. I love going back and listening to it even now!
(On a side note, I hate the numbering system between the Japanese versions and the American versions! It confuses me to no end!)
My ring-tone is the battle theme.
I seriously suggested that we name our first born son Cecil.
That's so rad!
Just use the japanese numbering! They're almost all worth playing.
I loooooove FF4. Watch Out For Fireballs! is doing a music episode. If you have some thoughts about the music, specific songs, and such, lay'em on us! http://duckfeed.tv/contact/
But I grew up with the American numbering lol!
I did too but then I went and found the in between games. If they were all shit, I'd be fine pretending they didn't exist but FF3 and 5 are both pretty good.
Like Adym I got confused with the numbering myself, but have come to later accept it as you can't get the right information on Wikipedia without knowing the right game. That and other game sites, so it sort of makes sense to learn it.
And the other games exist and are good, which helps.
@Tungsten that's a good idea for a boys name, if you make it happen ill give you a special trophy "Named Son Cecil" or some such. :D
Adym, if you liked the music from FF4 I suggest you check out http://ff4.ocremix.org/. I'm pretty sure ocremix has been mentioned on this site before, but it's basically a bunch of musicians who love video game music. They made a full album dedicated to FF4. I especially like the track "The Skies Hold No Angels for Us".
Thats a great OCRemix album. My only beef is that its not tagged properly and really hard to manage. If you can fix that, its a great set of songs from the game!
That's sweet, I'll have to check it out!
It's very compelling match-3 gameplay tied to a forever-run mechanic with rpg elements (upgrades, items) with old-sk00l graphics. I highly recommend you give it a try. You'll find yourself playing longer than expected mumbling "just one more run... just one more run..." So, I've been playing 10000000 way more than I expected lately. It recently came out on steam and has been available on iOs for a while.
It's very compelling match-3 gameplay tied to a forever-run mechanic with rpg elements (upgrades, items) with old-sk00l graphics. I highly recommend you give it a try. You'll find yourself playing longer than expected mumbling "just one more run... just one more run..."
It did look good and I almost picked it up when it was on sale on steam. But I had picked up too many recently and had to pass this one over. I'll probably eventually come back to it, but good to know it is as fun as it appears.
Hmmm, should I get this on my phone or Steam?
I spent plenty of time playing PuzzleQuest on my iPod touch. Is it similar to that?
Not really like PuzzleQuest (which I *loved*). PQ had a story that was funny and was a more traditional match-3. 10M is VERY fast paced and you can drag as far as you want left/right or up/down to make matches, so it feels quite different from a traditional match 3 (where you only swap adjacent tiles to match). 10M's rpg elements consist of "Quests" to eventually level up, 3 of which are open at any one time (and are replaced on the next run when you complete them). They are quite straightforward though, e.g. get X points in a run, collect X wood in a run, make X match-5's in a run, make X triple matches in a run, etc. The other rpg elements are upgrading, you open and upgrade several rooms to improve your character/equipment i.e. upgrade magic, sword, etc (I'd list the rest but it's slightly spoilerish).
So you complete quests to level up, get resources to improve your character, and just get better at playing to get better scores for each run.
Oh, and by run, I'm being literal -- your character runs across the top of the screen and encounters random things you have to kill/unlock by doing matches.
The goal is to hit 10 million points in a single run. I'm now up to where I've hit 4.5 million in one run (and have maxed most of the stuff possible, and I think I have just one more level to go)
Not sure what happens then (i.e. if you get to continue or what) there are several steam achievements that would suggest you get to...
Seems awesome.
As the 60+ people converged on The Art Institute of Portland I was surprised at the diversity of the group consisting of programmers, artists, musicians, modelers, writers, classically trained 3d generalists, architects, pixel artists, film makers, illustrators and community organizers. After the keynote... Read All The Global Game Jam is a yearly event designed to bring people of various backgrounds together to build video games. This year the Portland game community was one participant in this global event taking place in 242 locations over 47 countries in the course of the weekend. I was part of the initial kickoff and was able to be part of this creative digital collab-fest.
As the 60+ people converged on The Art Institute of Portland I was surprised at the diversity of the group consisting of programmers, artists, musicians, modelers, writers, classically trained 3d generalists, architects, pixel artists, film makers, illustrators and community organizers. After the keynote video the group was presented with this years Global Game Jam theme. The theme of this years Jam was the sound of a beating heart.
The event was spiced up a bit when a random passerby was forcibly removed by Police and Art Insitute security. He was not affiliated with the Game Jam as an organizer or attendee.
As the Game Jam kicked off I was able to watch some groups brainstorming some really awesome game concepts. The first group I observed were riffing on ideas for the tone of the game they were building. Wanting the game to contain tension they discussed having the main character go on a spirit quest. One person joked about putting some kind of meat front as an integral game component but it was dismissed with the quip “This is a vegan game.”
The last group I experience was finalizing the planning stages of a really interesting rhythm game. Jotting down the basic game structure in Microsoft Project this team focused on building a game that had the visual aesthetic of a cell shaded cartoon. One of the members completed the start of a heartbeat based rhythm he demoed in Ableton Live. As I listened to the surging beat I was really impressed with the creativity used by the members to bring this electronic collaboration to stage.
As the night progressed I was able to sit down with Will Lewis, the event organizer and ask him a few questions about the Portland Game Jam.
jdodson: What were some of your goals for the Global Game Jam this year?
Will Lewis: In a more general sense it was to take advantage of the resources we've gained over the last year regarding the people we've met and how many more members have joined the community. I really wanted to get people together to cold call sponsors in the area to make this event a full meal deal. My number one goal was to get meals for everybody each day. I also wanted to get prizes for people that completed certain games and achievements for Games for Change. Some people are also bringing relaxation activities and one of our members is hosting a stretch and meditation session. I wanted to focus on improving the quality of life for the Jam because a 48 hour stretch isn’t that fun sometimes.
jdodson: As PIGSquad gains more Steam in the Portland Gaming Community what are you looking forward to in 2013? Also, what are some things you want people to know about PIGSquad moving forward?
Will Lewis: PIGSquad is kind of a tough one because its a community and I guess what I want from PIGSquad is that it continue itself. Most of what PIGSquad is comes to fruition with what I do personally.
jdodson: So turning it from a "Will Lewis" operation to a community led organization?
Will Lewis: Exactly yeah. It has already done so much for the community as people have already found jobs from it and made friends through it. I don’t see it becoming self perpetuating by next year but its the ultimate goal. Another goal I have is to explore other events I have and have fun with it.
Another thing that happened through PIGSquad is I met Jeffery who had an idea for a non-profit Portland cafe games library. After being really active with PIGSquad in the community his idea evolved into a games education project. There has been so much research coming out about games and how they influence children's learning and because of that I am partnering with him in Pixel Arts. We are working on a series of workshops for kids to learn about game development, programming and art and animation. So when people ask me about goals I have with PIGSquad I see Pixel Arts as the more goal oriented one and that PIGSquad will eventually be self perpetuating.
jdodson: We all came to gaming from a particular game or set of events and I wonder for you what those were?
Will Lewis: When I was little I was really obsessed with games and my Mom didn’t trust me with a console so I only had a Gameboy growing up.
jdodson: I think a lot of parents have fears about kids spending too much time playing video games.
Will Lewis: Yeah, exactly. I used to watch King Kong by Ray Harryhousen when I was six along with The Nightmare Before Christmas. On top of that I grew up on and still live on 20 acres of woodland in Oregon City. My Dad is also a Carpenter and made me wooden swords and as a kid I would go out and cut down plants and stuff. So that environment mixed with the characters that were in these movies and such and I realized of late its the characters in games and games can allow you to explore characters better than other mediums. So I think thats where my interest in games has evolved from.
jdodson: Thanks Will, I wish you well with the remainder of this years Jam!
http://globalgamejam.org/
http://pigsquad.com/
http://en.wikipedia.org/wiki/Ray_Harryhausen
Wasn`t that surgeon simulator game part of this? That game is hilarious and fun.
I'm very disappointed I missed the Jam! Sounds like it was pretty awesome.
The game has a really interesting concept. I agree with you about the intro videos too, they were effective but could have been a bit better.
The core game looks really strong though. How did the base platforming feel?
As I am watching this I am wondering how similar to Trine this is? At a superficial level it seems Trine-ish.
Cake or death... :D
The platforming is a little cumbersome. This is definitely not what you'd call a highly polished game, but at the end of the day it's meant to just be fun. It definitely doesn't handle as nicely as Trine. The Co-op makes this game though.
Awesome, good to know. Thanks Sig!
So starting with some simple ideas I started out to solve these problems I had. I started with a pen and paper and started drawing the site I wanted to use. I sketched out my ideas over a few weeks and showed it to my friends. After getting a good response to my drawings I spent mostly every second of my spare time over the next 4 months building the initial launch of Cheerful Ghost. I started with a few design goals but one was that the site HAD to work the same on phones, tablets and desktops. I hate using sites that suck on phones and tablets. I opened up the site for 2 week beta period and after that on January 28th I formally launched http://cheerfulghost.com.
Thinking back on what I launched with I am kind of embarrassed as the site you see now is much much better. Some say that if you don't launch a product a bit embarrassed you are launching too late. If you can imagine one thing that sucked at launch was that you couldn't see the current post stream! You had to click around twice to see peoples latest posts. After fixing that mistake I also added some new features like auto-magic adding of PSN & Steam games, a ton more post embeds, post titles, an entire visual site redesign and more.
As I look forward to the next year I have a bunch of stuff I want to do but my ultimate goal is to grow the Cheerful Ghost community. I want to thank everyone for being part of one of the most awesome parts of my life. Deciding to build Cheerful Ghost was a good idea and spending the time to make it what it is now has been totally worth it!
WoooHoo! Congratulations Jon, on such a fine site. Just so you know, I have it set as my homepage on my phone :)
Thanks @BR I am glad it works out in that way. I also have CG as a little icon on my phone home screen too :D
You did a good job and I'm glad to be here. If you need any help with it moving forward don't hesitate to ask.
Glad to have been a part of it. Thanks for bringing us together.
I'm really impressed how far the site has come in just one year. It's been a fun year, and it'll only get better!
Thanks guys, it has been fun hanging out with you all.
@SignalWarden, ill email you about it. Love to hear your ideas.
As an aside, this trophy is being retired today:
http://cheerfulghost.com/trophies/59/awarded
:D