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	<title>Comments on: Exswinkbike!</title>
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		<title>By: :Steve Swink.com &#187; (Game) Sketch Dump</title>
		<link>http://www.steveswink.com/games/exswinkbike/comment-page-1/#comment-20</link>
		<dc:creator>:Steve Swink.com &#187; (Game) Sketch Dump</dc:creator>
		<pubDate>Tue, 18 Apr 2006 05:15:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/uncategorized/exswinkbike/#comment-20</guid>
		<description>[...] Exswinkbike CritterSwing Swinkeroids Wormsworth Bionic Commando 3d  Jumper Exercise Noteswinger [...]</description>
		<content:encoded><![CDATA[<p>[...] Exswinkbike CritterSwing Swinkeroids Wormsworth Bionic Commando 3d  Jumper Exercise Noteswinger [...]</p>
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		<title>By: Anomaly A.K.A Juan</title>
		<link>http://www.steveswink.com/games/exswinkbike/comment-page-1/#comment-13</link>
		<dc:creator>Anomaly A.K.A Juan</dc:creator>
		<pubDate>Tue, 28 Mar 2006 15:23:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/uncategorized/exswinkbike/#comment-13</guid>
		<description>Hey, saw that the comments were working, here is the testing I did when you first put up the game, the one you told me to post up for people to read. 





Yea I loaded up the game and was taking mental notes, I just figured it would help you more if I just kept this window open and wrote down what I thought as stuff was happening.
- The controls seem to be very easy, but its still hard to control the rider, as in, even tho the control scheme is simple, I dont feel like I have &quot;control&quot; of  the bike.
- Once you get the hang of doing front flips, its hard to stop the bike from trying to do a second, and regain control... I&#039;m like on my 30th run...
- The back tire seems to loose, some times it goes under the bike when your  at like a 75 degree angle and should just be doing a wheelie, and a few times I landed a cool trick perfect on both tired, but the impact made me spring foward off of the back tire.
-The feel of the game if fun once you can stay on the bike, I&#039;m still having problems stopping rotations, and with the back tire...
-When you land at the perfect angle you do get that smooth feeling of speed that you do in excite bike, I&#039;m trying just to keep the bike level, and not do tricks, its still hard to do cuz sometimes at high speeds the bike wants to flip on its own, even if the mouse is behind the bike...
-On one of the high jumps I landed on an invisible platform...
-I got the hang of doing flips, You start with the mouse in front of the bike, but instead of moving it in a circle (which would have you trying to keep it in front of the drivers head) it seems to work better if you dont follow through and just leave it in front, feels wierd.
-with this new knowlege I am landing stunts, but For no a parent reason, some times at the end of landing one the drive flys off....
- Off of the first jump I did 4 front flips, landed on the front tired, then did a back flip .... awesome
-I reversed myself over the ramp behind the starting point and onto the world of nothingness...
ok about 45 min later...
final thoughts, It seems fun, the only 2 things that messe up the flow, are the control of the spins, I mean trying to level out the bike, even when you have it down, it still sometimes just loses control for no reason. The other thing is the back tire,  it seems to springy, but I was thinking if it had less room to move under the bike, it would fix this with out even dealing with variables.  Sometimes the bike seems to want to hop off of the ground.  Well other than that I mean its fun, but I think it would be ten times better if you didn&#039;t feel like you were &quot;walking on egg shells&quot; with the controls.  Though that could be what your going for...
 
Well I hope I helped out at all, I mean i could tell that after tweaking the games going to be addictive, plus with the goals, and rewards you were talking about adding (for stunts, speed, ect.)  it&#039;ll be great.
 
-Juan</description>
		<content:encoded><![CDATA[<p>Hey, saw that the comments were working, here is the testing I did when you first put up the game, the one you told me to post up for people to read. </p>
<p>Yea I loaded up the game and was taking mental notes, I just figured it would help you more if I just kept this window open and wrote down what I thought as stuff was happening.<br />
- The controls seem to be very easy, but its still hard to control the rider, as in, even tho the control scheme is simple, I dont feel like I have &#8220;control&#8221; of  the bike.<br />
- Once you get the hang of doing front flips, its hard to stop the bike from trying to do a second, and regain control&#8230; I&#8217;m like on my 30th run&#8230;<br />
- The back tire seems to loose, some times it goes under the bike when your  at like a 75 degree angle and should just be doing a wheelie, and a few times I landed a cool trick perfect on both tired, but the impact made me spring foward off of the back tire.<br />
-The feel of the game if fun once you can stay on the bike, I&#8217;m still having problems stopping rotations, and with the back tire&#8230;<br />
-When you land at the perfect angle you do get that smooth feeling of speed that you do in excite bike, I&#8217;m trying just to keep the bike level, and not do tricks, its still hard to do cuz sometimes at high speeds the bike wants to flip on its own, even if the mouse is behind the bike&#8230;<br />
-On one of the high jumps I landed on an invisible platform&#8230;<br />
-I got the hang of doing flips, You start with the mouse in front of the bike, but instead of moving it in a circle (which would have you trying to keep it in front of the drivers head) it seems to work better if you dont follow through and just leave it in front, feels wierd.<br />
-with this new knowlege I am landing stunts, but For no a parent reason, some times at the end of landing one the drive flys off&#8230;.<br />
- Off of the first jump I did 4 front flips, landed on the front tired, then did a back flip &#8230;. awesome<br />
-I reversed myself over the ramp behind the starting point and onto the world of nothingness&#8230;<br />
ok about 45 min later&#8230;<br />
final thoughts, It seems fun, the only 2 things that messe up the flow, are the control of the spins, I mean trying to level out the bike, even when you have it down, it still sometimes just loses control for no reason. The other thing is the back tire,  it seems to springy, but I was thinking if it had less room to move under the bike, it would fix this with out even dealing with variables.  Sometimes the bike seems to want to hop off of the ground.  Well other than that I mean its fun, but I think it would be ten times better if you didn&#8217;t feel like you were &#8220;walking on egg shells&#8221; with the controls.  Though that could be what your going for&#8230;</p>
<p>Well I hope I helped out at all, I mean i could tell that after tweaking the games going to be addictive, plus with the goals, and rewards you were talking about adding (for stunts, speed, ect.)  it&#8217;ll be great.</p>
<p>-Juan</p>
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		<title>By: :Steve Swink.com &#187; GDC 2006 Session Picks</title>
		<link>http://www.steveswink.com/games/exswinkbike/comment-page-1/#comment-6</link>
		<dc:creator>:Steve Swink.com &#187; GDC 2006 Session Picks</dc:creator>
		<pubDate>Fri, 17 Mar 2006 17:53:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/uncategorized/exswinkbike/#comment-6</guid>
		<description>[...] One thing that I originally found off-putting about the Indie Game Jam/Experimental Gameplay Workshop was its emphasis on the programmer-as-designer model. I come from an art background, and while I’ve learned how to program well enough to create rapid prototypes in Virtools, solving clever technological problems may never come easily for me. That said, I think the only litmus test one needs to pass to be considered a game designer is that of designing a game. Stupid, right? I honestly don’t care what the medium is (amazing and innovative board games do exist), or whether the game is built around a clever piece of technology. I don’t buy the idea that the only way to innovate is through the prism of demo scene style programming. It certainly seems to help, though I’m almost inclined to call in a ‘correlation versus causation’ strike: it seems that brilliant, creative people – IE people who program at that level – are drawn to creating innovative fare regardless. A foundation of intelligence and education builds thinkers instead of drones, I’d say. Also, and I guess I draft Costikyan on this, it seems to me that different combinations of game elements in different measures and applied different ways do constitute innovation, albeit incremental. I look at a game like X-Com and I don’t see anything that can’t, if componentized, be traced back to earlier designs. That’s not the point, though. The point is how they were combined, how the system feeds into and out of itself, and the overall tuning of the game. The Longview, essentially. God, I love X-Com. [...]</description>
		<content:encoded><![CDATA[<p>[...] One thing that I originally found off-putting about the Indie Game Jam/Experimental Gameplay Workshop was its emphasis on the programmer-as-designer model. I come from an art background, and while I’ve learned how to program well enough to create rapid prototypes in Virtools, solving clever technological problems may never come easily for me. That said, I think the only litmus test one needs to pass to be considered a game designer is that of designing a game. Stupid, right? I honestly don’t care what the medium is (amazing and innovative board games do exist), or whether the game is built around a clever piece of technology. I don’t buy the idea that the only way to innovate is through the prism of demo scene style programming. It certainly seems to help, though I’m almost inclined to call in a ‘correlation versus causation’ strike: it seems that brilliant, creative people – IE people who program at that level – are drawn to creating innovative fare regardless. A foundation of intelligence and education builds thinkers instead of drones, I’d say. Also, and I guess I draft Costikyan on this, it seems to me that different combinations of game elements in different measures and applied different ways do constitute innovation, albeit incremental. I look at a game like X-Com and I don’t see anything that can’t, if componentized, be traced back to earlier designs. That’s not the point, though. The point is how they were combined, how the system feeds into and out of itself, and the overall tuning of the game. The Longview, essentially. God, I love X-Com. [...]</p>
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		<title>By: The Joel</title>
		<link>http://www.steveswink.com/games/exswinkbike/comment-page-1/#comment-5</link>
		<dc:creator>The Joel</dc:creator>
		<pubDate>Fri, 17 Mar 2006 04:49:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/uncategorized/exswinkbike/#comment-5</guid>
		<description>Nice walkthrough.  Thanks for the link to “Rules of Play”.  If I had known that Knizia had written an essay for it, I probably would have gotten that instead of the Theory of Fun book, but I heard they were both pretty good (Theory of Fun fit my college budget).  I’ll let you know about it when it arrives in the mail.</description>
		<content:encoded><![CDATA[<p>Nice walkthrough.  Thanks for the link to “Rules of Play”.  If I had known that Knizia had written an essay for it, I probably would have gotten that instead of the Theory of Fun book, but I heard they were both pretty good (Theory of Fun fit my college budget).  I’ll let you know about it when it arrives in the mail.</p>
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		<title>By: d.pratt :)</title>
		<link>http://www.steveswink.com/games/exswinkbike/comment-page-1/#comment-3</link>
		<dc:creator>d.pratt :)</dc:creator>
		<pubDate>Mon, 13 Mar 2006 07:07:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/uncategorized/exswinkbike/#comment-3</guid>
		<description>Looking forward to seeing Exswinkbike in the IGF next year!  I have to say that right now Exswinkbike has a really nice flow to it, the physics are sweet, and I can&#039;t wait to see where it lands a year from now.</description>
		<content:encoded><![CDATA[<p>Looking forward to seeing Exswinkbike in the IGF next year!  I have to say that right now Exswinkbike has a really nice flow to it, the physics are sweet, and I can&#8217;t wait to see where it lands a year from now.</p>
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		<title>By: sswink</title>
		<link>http://www.steveswink.com/games/exswinkbike/comment-page-1/#comment-2</link>
		<dc:creator>sswink</dc:creator>
		<pubDate>Thu, 09 Mar 2006 02:31:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.steveswink.com/uncategorized/exswinkbike/#comment-2</guid>
		<description>Comments are working now. Hooray!</description>
		<content:encoded><![CDATA[<p>Comments are working now. Hooray!</p>
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