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HAVE YOU EVER LOST HOPE IN YOUR PROJECT

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Yes!

Demon Legacy (the original on rm2k) I couldn't figure out how to make a change party system, so I canceled it.

Valikorlia : Thought it would be the greatest thing ever, but it wasn't. A ton of design flaws and plot holes. Canceled.

Zero : A game that was totally not a rip off of Xenogears, really! It had no world map, opting rather to use an overworld similar to Dragon Destiny (instead of a world map, navigation was done like a zelda game) you could cut bushes, jump and so on; canceled when I couldn't male the robot exo suit sprites.

Demon Legacy Redux (rm2k, remake number one!) : Rushed the end for... some reason I can't recall right now.

Demon Legacy 2 : A sequel to the Redux telling of the... "story". I scrapped it when I realized that it was the same damn game with different character skins.

Useless Fun Fact : Demon Legacy was remade 5 times.
author=Nightblade link=topic=2910.msg56664#msg56664 date=1232250009
Useless Fun Fact : Demon Legacy was remade 5 times.

Well, it turned out great in the end so it was well worth it.
Hmm, I am really shocked that my topic is doing so well. Already on a second page :). Yeah, a lot of good points have been mentioned. So all in all I get it. There are critics, they don't always have the right to criticize but you gota not take it to heart. You are going to make good projects, but probably your first project won't be good. So you have to learn from your mistakes and progress.
author=Jparker1984 link=topic=2910.msg56692#msg56692 date=1232256402
Hmm, I am really shocked that my topic is doing so well. Already on a second page :). Yeah, a lot of good points have been mentioned. So all in all I get it. There are critics, they don't always have the right to criticize but you gota not take it to heart. You are going to make good projects, but probably your first project won't be good. So you have to learn from your mistakes and progress.

All criticism should be taken to heart. If it's useful. The jackassery that might come with it is what you should ignore.

There is no such thing as a "right to criticize". That has to be the most backwards thinking I have seen as of yet, and I once spoke with president Bush.

Seriously dude don't be worse than him.

Now what you should take from that last sentence is not to be a backwards thinker but you should leave the hurt it causes behind.

Get it yet?
I just started my first project and am totally excited to realease it. I am afraid I will be critised to the core sometimes and other times I am exited everyone will like it. I suppose I will find out once it is done but like everyone said, "Your first project will probably suck but you can learn from your mistakes." So that's what I am going to set myself up to do. This topic has helped me understand what is to come in the near future. ;)
^
pretty much the same story with me

this isn't my first project ever but it is my first project in VX, that I will actually show to other people, and that I actually feel is good

I pretty much have the same feelings as this guy
author=Jparker1984 link=topic=2910.msg56692#msg56692 date=1232256402
Hmm, I am really shocked that my topic is doing so well. Already on a second page :). Yeah, a lot of good points have been mentioned. So all in all I get it. There are critics, they don't always have the right to criticize but you gota not take it to heart. You are going to make good projects, but probably your first project won't be good. So you have to learn from your mistakes and progress.
Uh...
By posting your game, you don't have the right not to be criticized. You're putting it up to be criticized.
author=Ocean link=topic=2910.msg56546#msg56546 date=1232165303
Here's a pretty well known quote I think: "Your first 10 games will suck. Get them over with".
I have a ways to go then. (I'm up to Game #4!)

PS. I moved this to Game Design.
Yeah, I lost hope in a game called Celestial Descent (aka game #9 out of 10- meaning I should be free to make good games by now) mainly because of the reviews for it, but also because the second half of it was a bit hard to pull off in RM2k.

That said, it might eventually come back, knowing what I know now that I didn't know in 2002 about game design. I took an entire semester in game design just this past fall.
I wish my school offered game design...but it doesn't :(
you're probably talking about college though...
I'm scared of criticism and what people think of my games, but I make my games for fun, and to prepare me of a career in Game Design, if I choose that path. I take the criticism, and that's one reason why I have 5 other games coming out for the series. With people talking about mapping or story elements, I just incorporate that into the next game and hope for the better. There is never a game that everyone will love so much that they can't find anything wrong with it. Like the saying, "Nobody's Perfect," There's "No game is perfect the first time." ???
Yeah, with the blooming CPU system. I just couldn't do it, but that's not stopping me from finishing!
I'm scared of criticism and what people think of my games, but I make my games for fun, and to prepare me of a career in Game Design, if I choose that path. I take the criticism, and that's one reason why I have 5 other games coming out for the series. With people talking about mapping or story elements, I just incorporate that into the next game and hope for the better. There is never a game that everyone will love so much that they can't find anything wrong with it. Like the saying, "Nobody's Perfect," There's "No game is perfect the first time." Huh

Well said. If you cannot take criticism with maturity, and cannot learn from that criticism, then you'll never grow as a Game Designer. However, it's important to know when someone is being critical of your game (as in objective) and when they are just tearing it down because they don't like it. The hardest thing in the world is to accept the fact that not everyone will like your work. To add onto what you said, "No game is perfect, ever". Someone, somewhere, will always have bad things to say about your games.
Craze
why would i heal when i could equip a morningstar
15170
As for the criticism point: I think while it is vital for a developer to be able to take valid criticisms and learn/improve based on them (so fundamental that it feels rather redundant to even have to say), the concept sometimes carries over too strongly and get exploited. Somewhat reminds me of "Big boys don't cry."

Criticisms here are a bit different from commercial criticisms on large scaled project and the like; because here it is all on personal grounds to an extent. What people often forget when criticizing is that while it is only the negatives that may potentially help the project on a physical/design level, stating the positives or molding the rhetorics are just as important since they give them some water to swallow the pill with.

In the end I think makers around these boards are still people who do naturally feel things. So while it is the job of the developer to be able to absorb the actual content of the criticisms, it is also the job of a skillful critic to be able to deliver it in an absorbable manner.

That being said, what I've seen in my time around RMN in particular have been pretty well-rounded.
I wouldn't say I lost hope, so much as lost interest. I sometimes go months without touching rpgmaker (like now).
I have never not lost faith in my project.
As for the criticism point: I think while it is vital for a developer to be able to take valid criticisms and learn/improve based on them (so fundamental that it feels rather redundant to even have to say), the concept sometimes carries over too strongly and get exploited. Somewhat reminds me of "Big boys don't cry."

I agree, and as I've said to others. You've got to be able to take hits to get better. There is a fine line between someone just hating on your work or just plain finding things that need fixing. Everything isn't meant to be sugar coated, cause if it was then how could you become better? Yeah at times even I've felt like throwing in the towel, but then if it's fun then why the heck would you give a care? I say take things as grain as salt, work on what you know needs working on. Know what you have to do and listen to what counts.

At least that's how I've handled it lol.
I've just come to realize that the part of the game I'm working on - the end of the game - will likely only be played by a handful of people, if any. Kind of demoralizing.

I'm shooting for a half-a-dozen people to play through to the end...we'll see how that goes.
Recently I've started opening up the editor and pretty much lose hope after two or three minutes. :-\
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