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cableshaft

25 Movie Reviews w/ Response

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Heh...

I actually think I enjoyed the menu animation more than the movie itself. Don't take that as a knock on your movie though, which was quite good, but as a testament to how well you made the menu animation. I didn't like the logo or the menu button design though, but the rest was great. And poor Grapes Clock! The horror...

Happy Clockday!

Creatus responds:

Happy ClockDay

Weak ending...

...I really, really like the slick look you've got for the clocks, and the idea for the movie started out fine, but the ending was pretty poor, sorry. Too abrupt and unfunny and anticlimatic. Still good try though. Maybe you'll have a better ending in your next movie :P.

Happy Clockday!

FT-Dee responds:

I LOVE YOU

Awesome music...

Wow, I didn't realize Grim Fandango had such an awesome soundtrack (probably because I've never been able to get ahold of the game). Thanks for promoting it and making me aware of its existence. The movie is pretty interesting too, and follows the noir theme quite nicely.

Happy Clockday!

EvilBerryClock responds:

happy clockday, good luck with CC soldat (of unreal or whatever :) )

thanks for the review

Very nice.

I really liked the humor in this. Strawberry was so contrary and forgetful and pompous and childish, it was great, and several of the jokes were completely unexpected.

Happy Clockday!

CrustClock responds:

Thanks cableshaft!

Classic!

It's times like these that restore my faith in Tom and Wade's taste in which Flash animations get front page. I'm glad they saw teh funneh in this.

TEQUILA!

Nooooo....

Better hope no one becomes LinkClock, or else you're in big trouble!

Pretty cool movie.

RupeeClock responds:

Oh my god! Not LinkClock! X_X

Thanks for the review.

Excellent movie.

Lived up to the promises of the trailer, and I was absolutely astonished you got it out this quickly. I wasn't expecting it before Clock Day, and you've got part 2 done already also? Damn!

Loved it, and I couldn't help but crack up when I heard 'Informer' for the first time in almost 15 years.

StrangeClock responds:

Thanks, the movie was actually in production for several months already when I put up the trailer (not consistently working on it, but you know how it goes). I didn't want to put out the trailer until I was sure that 1) I was really going to finish it and 2) I had enough material from the movie to throw an exciting enough trailer together.

A licky boom-boom down. <3

Blech...

I really respect you as a musician and I loved Spin, but this was a really awful animation. There was nothing remotely interesting or humorous in the whole thing. You tried to match the show and the dance too closely, and thus completely failed at making it worth watching.

It probably didn't help that I was expecting some twist or exagerration or making fun of the show or the dance throughout, but if I had known exactly what this was before watching I would have never have touched it. I'm really surprised so many people seem to have enjoyed it, actually.

Go back to making quality stylistic animations and stay away from this capitalization of popular media. You're not cut out for it.

Dustball responds:

Why would I change the show and the dance? That was the whole point, to bring them together and make them accurate, that's what was funny about it.

Looks great...

The animation seemed a little choppy, but I think it might have just been my Firefox eating up all my processor again for leaving it open so long. Looked beautiful, though.

I couldn't really follow what was going on, though, what the message was (if there was any), who these people were, etc. It's not much of a tale, really. Just eye candy. Unless I missed something.

Stryda responds:

Nah, the animation is lil on the rough side. Dont think it was your computer at all. ^^;

Your right on the eye-candy remark. I wanted to create a visual feast... my interpretation of the fairy-tale aesthetic.

Do some more research.

I find it funny that you used the terms game designers, animators, and developers interchangeably. They are all very different jobs.

Designers have to do a ton of reading and have a general knowledge of just about everything, and when designing, they have to write (in a document) down every aspect of the game so people down the line don't have to make the decisions. They rarely touch any program outside of a word processor unless they're decent at art and draw some storyboards/concept art. They NEVER code if they're in a decent sized company (although it doesn't hurt if they've coded games before, in fact, it's practically a requirement). Once they've done the design for the game they usually have to answer any design questions that arise that were overlooked in the design process, or start designing the next game. An excellent book to read up on what you need to be a GOOD game designer is "Chris Crawford on Game Design".

Animators are the ones who work with Maya, Photoshop, and 3D Studio Max.

Level Designers work with level editors/middleware to build levels.

Developers do the dirty work. Usually the main structure already designed or determined, and they just have to build all the classes/logic/etc and put it all together. Nevertheless, you're right about this being a stressful job, and do to poor management, most industry games usually do go into 70+ hour overtime 6 months before release.

Other sites to read with information on how the industry works are Indie Gamer, Game Matters, and IGDA (all .coms). A good book with detail on the process is "Game Architecture and Design."

As for the animation itself, you really needed faster transitions. Doubling the frame rate would probably solve that for you.

Chosenofnature responds:

uh...thanks?

Veteran of the game industry, released 13 games over the past 8 years. Early support from Newgrounds convinced me to pursue a career out of making video games. Just released a new game on the iPhone called Track Lapse.

Brian Cable @cableshaft

Age 42, Male

Student, Game Dev

Illinois State University

Chicago Suburbs, IL

Joined on 10/5/00

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