[OFFER] GRAPHIC MAKER OPEN FOR EXPERIMENTS. *AHEM* EXPERIENCE.

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So, been having some major trouble with recent game making attempts. (Namely grammar, map-making and semi-complex coding but that another topic)
Figured out that I'd rather stick a little more to graphics making, but it's not fun without a prior purpose so, I'm opening up for requests.

What's in stock?
Pretty much anything except terrain tilesets, general image editing, charsets, facesets, objects, even a portrait or two.
(Plus points for modern weaponry, cars, and kemonomimis)
As double check, keep in mind that as it's free of charge, it should be something short, NSFW is off-limits.

Samples from the stuff on hiatus


==Stuffs capacity full at the moment, therfore requests are currently closed==
Hi Kevin,
I'm really interested in your offer O=
Is it okay when I send you two lil chars who need a bit of correction?
Thanks
Have you done any work with VX Ace's generator parts? I'd love to see someone get the Face and Mini parts consistent with each other, specifically the hair colors, beards, and Acc_2.
author=Kalin
Have you done any work with VX Ace's generator parts? I'd love to see someone get the Face and Mini parts consistent with each other, specifically the hair colors, beards, and Acc_2.

Fiddling with the editor face parts it's sorta complicated for me specially hair/beard-wise because my shading capabilities fall a little under the ones used on the face set. I can try to help up with the Acc_2 masks but I can't really promise usable results.

Hair colors wise, here's a small test of using the colors from the face set on the mini. (Parts on blue dress are the new ones, black the original)
Kevincalanor, your game looks really cool! You should make a game page for it. And request some help on the elements you're struggling with. I'm sure some RM users will help and may be interested to team up with you to build the game.
author=Irog
Kevincalanor, your game looks really cool! You should make a game page for it. And request some help on the elements you're struggling with. I'm sure some RM users will help and may be interested to team up with you to build the game.

The major problem is, not sure of what I was making to boot, started by seeing several GameMaker Studio platformer tutorials, attached a gun to it, 'cause guns, and when things started running, tried to poke a game out of it.

Went as far as passing the description to Marrend double-check, around that time I've noticed that not only it all was a bit too generic, but also the game-play was stuck with a tech-demo feeling. Because well, that's what "The Cleaner" were.
I don't believe I'm typing this but, I probably needed an idea guy for it. And no, I'm not looking for one

Decided to convert it into one based on melee combat "Project Lasarte" (The silver haired girl) with a simple story based on my very first dropped project.
But it traded old coding issues for new ones, and by then was already tired of the constant bug-fixing.

I will probably return to it after the Secret Santa though.

PS. The RPGVX screenshot in the middle is from a project prior to those two: "2.5 Dimensions" an awesome visual novel which is completely out of my current scope.
I like the middle picture. :D

"Not bad for a free place, eh?"

Option 01: "It is not bad at all."

Option 02: "This place sucks! I hate it."

Option 03: "..."

Option 04: "Depends do you come with the room?" *wink*
author=BlackWolf1992
Option 01: "It is not bad at all."
Option 02: "This place sucks! I hate it."
Option 03: "..."
Option 04: "Depends do you come with the room?" *wink*

Speaking with Eliza, I'd recommend 1st or 3th, 4th can get the protagonist a new room though, in the hospital. She's a ill-tempered wolf. :p

@Kalin: As I have something currently on the works, I'll be awaiting your confirmation to proceed.
author=Kevincalanor
@Kalin: As I have something currently on the works, I'll be awaiting your confirmation to proceed.
Looks great! I don't actually need it for anything, I just get upset when I see inconsistencies like that. And I thought it would be a nice resource for the community to have.

But go ahead and do your other stuff first.
author=Kalin
Looks great! I don't actually need it for anything, I just get upset when I see inconsistencies like that. And I thought it would be a nice resource for the community to have.

But go ahead and do your other stuff first.


I see ^^
I may make it up, but as it will be sort of time consuming to sort all of the hair pieces, I'll sort up a face-set I'm working on first.
*picks option 04*

You gain a better place to live.
Eliza joined the party!
You gained a black eye.

"Worth it!"
author=Kevincalanor
The major problem is, not sure of what I was making to boot, started by seeing several GameMaker Studio platformer tutorials, attached a gun to it, 'cause guns, and when things started running, tried to poke a game out of it.

Went as far as passing the description to Marrend double-check, around that time I've noticed that not only it all was a bit too generic, but also the game-play was stuck with a tech-demo feeling. Because well, that's what "The Cleaner" were.
I don't believe I'm typing this but, I probably needed an idea guy for it. And no, I'm not looking for one

That's a very good approach! You start with a tutorial to build a game prototype. Then you experiment with the tutorial next examples and see if they turn into something useful for your project. You don't need an idea guy: he'll impose you to do things that are beyond your current skills and you will not like his ideas anyways; yours are better!

When you build an action game, you must make sure the game-play is fun. And tech-demo are perfect to polish the game-play before you build an entire game from it. I have a shooter project in a similar state. If you have some time you can try it and give your feedback. I'll be happy to do the same for your game.


author=BlackWolf1992
Option 01: "It is not bad at all."
Option 02: "This place sucks! I hate it."
Option 03: "..."
Option 04: "Depends do you come with the room?" *wink*
*pick option 04*

Block a punch to the face (doing so obstruct my field of vision)
Fail to see the upward kick
Roll on the floor in plain
Eliza leaves the room

"Definitely not worth it!"
author=Irog
You don't need an idea guy: he'll impose you to do things that are beyond your current skills and you will not like his ideas anyways; yours are better!


Not necessarily, sometimes having a person to get feedback and ideas from is a good thing. Just because someone says to do something does not mean you have to do it. I recently got some up from Libby on a dungeon that was a bit crappy when I created it. After some feedback from her, it made it so much better. Redoing it was a bit of a pain because I thought this looks good but I redid it anyways and it turns out it is way better and fits the game story even more than it did before. No longer was it a simple dungeon it was now a dungeon with meaning.

The important thing is knowing what you can and cannot do. If you know you suck at puzzles than maybe you should not create a game with a lot of puzzles.

Kevin I think you are super amazing at making graphics maybe you should stick with making graphics. If you ever need work then I have tons of it. So, if you ever need work you know where to find me.

author=Irog
*pick option 04*

Block a punch to the face (doing so obstruct my field of vision)
Fail to see the upward kick
Roll on the floor in plain
Eliza leaves the room

"Definitely not worth it!"


You did it wrong.
author=Irog
When you build an action game, you must make sure the game-play is fun. And tech-demo are perfect to polish the game-play before you build an entire game from it. I have a shooter project in a similar state. If you have some time you can try it and give your feedback. I'll be happy to do the same for your game.

Downloading right now ^^
Here's the current WIP of The Cleaner. Keybinds on hide tag.
Movement = Arrows
Jump = Space
Fire = D
Reload = R
Special = A
Switch Weapons = F

Aim up = W
Aim Down = S
Aim finetune = Ctrl
Aim lock side = E

Reset = Backspace
Reset Game = Escape



Block a punch to the face (doing so obstruct my field of vision)
Fail to see the upward kick
Roll on the floor in plain
Eliza leaves the room

"Definitely not worth it!"

That's so accurate that I will probably use it in the game. (if it gets relased that is, but welp) Thankfully she not playing with scissors anymore like she does on Heartache.

author=BlackWolf1992
author=Irog
You don't need an idea guy: he'll impose you to do things that are beyond your current skills and you will not like his ideas anyways; yours are better!
Not necessarily, sometimes having a person to get feedback and ideas from is a good thing. Just because someone says to do something does not mean you have to do it. I recently got some up from Libby on a dungeon that was a bit crappy when I created it. After some feedback from her, it made it so much better.
Both quotes are right :P
Some feedback can really help improve things because after a lot of play-testing, everything good or bad, of a game becomes second nature for it's dev, however... The said dev must know how much it's worth to push, or things will soon-or-later get stuck, and put the whole game at risk, few elements done right is better than lots done loosely.

And never call a ideas guy. Only said that as a joke because you -never- want one, even if you need a theme. xD
Haha.

"Hey guys lets create a game, you guys do all the work and I will put my name on the finished product. Sounds fair, right?"
author=BlackWolf1992
author=Irog
You don't need an idea guy: he'll impose you to do things that are beyond your current skills and you will not like his ideas anyways; yours are better!
Not necessarily, sometimes having a person to get feedback and ideas from is a good thing. Just because someone says to do something does not mean you have to do it. I recently got some up from Libby on a dungeon that was a bit crappy when I created it. After some feedback from her, it made it so much better. Redoing it was a bit of a pain because I thought this looks good but I redid it anyways and it turns out it is way better and fits the game story even more than it did before. No longer was it a simple dungeon it was now a dungeon with meaning.

This is applied constructive criticism which is good. And it is totally different from an idea guy imposing ideas to your project.

author=Kevincalanor
That's so accurate that I will probably use it in the game.
Be my guest!


author=Kevincalanor
Here's the current WIP of The Cleaner.

Your game demo is excellent. You've built a solid base for a game. The graphics look really cool and the music fits the action very well.

The controls are somewhat clumsy. Mouse aiming would replace the 4 aim keys. With "left click to fire", "right click to reload" and "wheel to switch weapon" you only need a key to jump, a key for the special attack and the arrows. Being able to configure the keys would also help a lot (same as you pointed out in Wizard Apprentice Lya).

The up and down arrows are not used. They could serve to raise and lower the camera relative to the player. When you jump from roof to roof you sometimes need to look what's below you. During the helicopter fight, the lower half of the screen shows an area where there is no action.

It is not obvious that you can triple-jump. A small tutorial message would help.

The difficulty is really high: HP decrease very quickly when in contact with an enemy or by helicopter bullets. Instant death in spikes creates a lot of frustration.


I reached this place.



Is it the end of your demo?


I think you should definitely submit a game page. You have enough level done to upload 4 solid screen shots. If you upload your demo, players can give you the feedback you need.
First of, thanks for the feedback, so let's get started ^^

The controls are somewhat clumsy. Mouse aiming would replace the 4 aim keys. With "left click to fire", "right click to reload" and "wheel to switch weapon" you only need a key to jump, a key for the special attack and the arrows. Being able to configure the keys would also help a lot (same as you pointed out in Wizard Apprentice Lya).

The up and down arrows are not used. They could serve to raise and lower the camera relative to the player. When you jump from roof to roof you sometimes need to look what's below you. During the helicopter fight, the lower half of the screen shows an area where there is no action.

- This keyboard vs. mouse is probably one of the sutff that most bugged me at the developing, the keyboard aim is indeed quite clumsy, specially after the addition of the flying drones, aiming them simply feels lousy overall.
Mouse aim cripples the platforming though, a simple ascent on the first plays of Bleed is quite troublesome, so I will have to severely tone down the obstacles on the lab.

There's a free (and unbalanced) early alpha of Bleed in one of his devlogs if you want to try it.
I must note, the finished game is well polished and the major inspiration behind this project. Please don't judge it based on this alpha, it's not meant to be a demo. (and sadly I can't find one) x3


It is not obvious that you can triple-jump. A small tutorial message would help.
- Yep, I'll add some information in the public demo, and in fact, while playing on Eazy (Iris) you have a fourth jump.
On hard (Roselle) you have a lower health but a higher movement speed.


The difficulty is really high: HP decrease very quickly when in contact with an enemy or by helicopter bullets. Instant death in spikes creates a lot of frustration.
- Oh yep, as I didn't set up a proper knockback mechanic yet, I didn't balanced the enemies damage at all, spikes shouldn't be hit-kill neither, the finished lab would become a nightmare otherwise.

Speaking of the helicopter, did the fight went well? I feel like it's lacking some sort of alternate attack. (like it does have on bleed)


I reached this place. Is it the end of your demo?

I think you should definitely submit a game page. You have enough level done to upload 4 solid screen shots. If you upload your demo, players can give you the feedback you need.

- Yup it is, didn't finished the Lab level yet. I'll probably add another section to Roof top as well.
I'll probably create a page after completing the Secret Santa, just got my message and... -spoiler denied-.
author=Kevincalanor
This keyboard vs. mouse is probably one of the sutff that most bugged me at the developing, the keyboard aim is indeed quite clumsy, specially after the addition of the flying drones, aiming them simply feels lousy overall.
Mouse aim cripples the platforming though, a simple ascent on the first plays of Bleed is quite troublesome, so I will have to severely tone down the obstacles on the lab.

When you build your game, the controls must give the players the best tool to face the challenge you present to them. I think the mouse is best to fight against enemies coming from all angles (like your drones). Keyboard is best for jumping from platform to platform.

"Tess" and "Rework The Dead: Evil" are two great platformer-shooter where the controls fit the player's challenges. For example, in Tess, enemies follow predefined paths so the player can shoot them with the very limited shooting angles available from keyboard aiming. In Rework The Dead: Evil, a lot of enemies move towards the player to deal melee damage. So they come from various angles and mouse aiming is the best to deal with them. On the other hand, Rework The Dead: Evil has no pit in which you fall and die. Bleed has some similarities with Rework The Dead: Evil but there is one feature I had trouble to control well: the multiple jumps!

Your are combining platformer and shooter genres where keyboard best serves jumping (platformer) and mouse best serves aiming (shooter). You should choose the controls depending on which action (jumping or shooting) represents the most challenge in your game. This implies that you should not make a game that's very challenging on both aspects but build more challenge in the action that's easier to perform the control you chose.


author=Kevincalanor
Speaking of the helicopter, did the fight went well? I feel like it's lacking some sort of alternate attack. (like it does have on bleed)

It killed me many times. Then I found two safe spots under the lower platforms. From there you can hit the helicopter with the spread fire gun. It's long but it eventually goes down. When I try to move outside the safe spots to hit the helicopter more, its rapid fire takes away so much HP that it's not worth the risk. Except for the special attack that turns you invincible while firing. But if you use it when your back is close to an obstacle, you end up blocked in the obstacle. In Bleed helicopter fight, there are no death pits on both side of the fight area and the screen is centered above the player.
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