2014 INDIE GAME DEVELOPMENT CONTEST: $10,000 GRAND PRIZE!
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um, stupid question but, is it allowed to use common custom scripts that are around? (example: 8 directions walk, custom battle system etc) or~ are they banned if you don't write them yourself?
you just need permission or read what you're allowed to do with the script. if it says "not for commercial use" then im going to assume as long as you keep the game free it's ok to use.
though i guess since the project would be for potential monetary gain its hard to say.
though i guess since the project would be for potential monetary gain its hard to say.
author=Darken
you just need permission or read what you're allowed to do with the script. if it says "not for commercial use" then im going to assume as long as you keep the game free it's ok to use.
though i guess since the project would be for potential monetary gain its hard to say.
It is, isn't it? o.o Of course I know the common rule of reading and respecting the terms of agreement... tho, I wonder what if you'd actually won money... ^^;
Thanks to the awesome crowd on IRC I've got a cool idea for a game that will break so many jRPG boundaries it's not even funny. Let's do this thing
Would LOVE to set up an event page. We could do our own voters' choice and have a review drive afterwards. And achievements!
Just need someone to do CSS etc.
Just need someone to do CSS etc.
I just got an idea for a game; it's definitely going to be a comedy RPG because frankly there's no other way to do it.
Got a gamepage up and running, now to wait for the event page.
Good luck to everyone that decided to make a game.
Good luck to everyone that decided to make a game.
Already got something in the works. Made myself a timeline, here's hoping I can stick to it.
The hardest part for me is creating something that's not overly ambitious, but still manages to be special enough to be worth recognition.
The hardest part for me is creating something that's not overly ambitious, but still manages to be special enough to be worth recognition.
author=GoatBoy
The hardest part for me is creating something that's not overly ambitious, but still manages to be special enough to be worth recognition.
Yeah, that's the hardest part. It's a real balancing act. Not to mention, it's hard for me to judge exactly what I can do in one month ^^;; A good basic layout or plan that you can add to or subtract from helps, as long as you actively keep the time constraints in mind.
I am going to put off starting on my project for another week, to give the rest of you a sporting chance.
I signed up. The plan is to finish in like a week, and if I don't then I'm out. By using my framework and the many libraries I've built for it, I already have a pretty good head start on getting a lot done in the span of a week. I am starting high level and working down to ensure that something is playable, similar to my gamejam strategy but with more breathing room, and then any extra time can be spent on flourish or feature-expansion.
At this point, the game already works. It has a title scene, creates or loads savefiles, and generates a sequence of solvable randomly generated dungeons. The player can move via direct keyboard/gamepad input or mouse clicks (with pathfinding). The player can interact with terrain objects such as doors, and can interact with pickup objects such as keys. I have a working character module, character classes, and ability processing for fundamental components like damage, mp cost, status conditions, etc. What I don't have yet is a combat module to run this data through, but the abilities work correctly given the correct arguments. I intend to do the combat module next, which makes the game "complete", and then to add in the extra stuff I have in mind to make it better.
Basically, right now it is an infinite maze game with lock-and-key puzzles, the data structures of an RPG without combat, and a lot of room for easy expansion.
At this point, the game already works. It has a title scene, creates or loads savefiles, and generates a sequence of solvable randomly generated dungeons. The player can move via direct keyboard/gamepad input or mouse clicks (with pathfinding). The player can interact with terrain objects such as doors, and can interact with pickup objects such as keys. I have a working character module, character classes, and ability processing for fundamental components like damage, mp cost, status conditions, etc. What I don't have yet is a combat module to run this data through, but the abilities work correctly given the correct arguments. I intend to do the combat module next, which makes the game "complete", and then to add in the extra stuff I have in mind to make it better.
Basically, right now it is an infinite maze game with lock-and-key puzzles, the data structures of an RPG without combat, and a lot of room for easy expansion.
I keep thinking I should join, and creating game ideas in my head. But then I remember... I can't. >.<
XD
XD
author=Liberty
I keep thinking I should join, and creating game ideas in my head. But then I remember... I can't. >.<
XD
Why is that so?
I can't, because I'm to lazy.



























