SUMMER SCREENSHOT SPECTACULAR!
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post=91879
Frankly, it looks pretty stupid.
Impressive, but stupid.
You have to elaborate on this.
And do you know what does SNES RPGs better? An SNES. That's not the point, WIP.
I know it isn't. The point is that it looks boring as hell. As I said, people are blinded by shiny shit.
Seriously, what did he do here? He created a small demo that took A TON of events to make what looks like a shitty platformer and a shitty RPG combined.
Seriously, what did he do here? He created a small demo that took A TON of events to make what looks like a shitty platformer and a shitty RPG combined.
post=91898post=91879You have to elaborate on this.
Frankly, it looks pretty stupid.
Impressive, but stupid.
e.g. tons of effort for practically no reward that could be done in 1/20th the time in Gamemaker, along with it playing 20 times better.
Man, I posted a demo of that like months ago in another topic. Why is this here.
I am also positive they wanted the game to play exactly like that. Making it in another engine would have done nothing. The game is very fluid other than some jumping mechanics. Fighting the same enemy over and over for 5 minutes did get boring, though.
I am also positive they wanted the game to play exactly like that. Making it in another engine would have done nothing. The game is very fluid other than some jumping mechanics. Fighting the same enemy over and over for 5 minutes did get boring, though.
They wanted it to look really boring and bland? Excellent german design at work, I guess.
A platformer in *Rm2k3*? Wow, where are the Gamemaker fanboys when you need them to properly rip that apart?
Other than that, lots of good looking stuff in this thread.
Other than that, lots of good looking stuff in this thread.
WIP of a little underwater mini-game; hoping to make it some sort of a cross between platform and shooter. Just got the shooter coding down at the moment but haven't decided on what to do with the platform aspect yet (will probably just go the generic mario-esque route):

The air bar is both the HP and the Ammo bar. When you get hit, you lose a minute of air supply. When you shoot an air bolt that can paralyze a target for 10 seconds, you lose 5 seconds of air supply per bolt. Air supply can be replenished slowly when you're positioned at any of the weedy plants underwater, or when you surface (but I'll have to find a way to restrain surfacing any time somehow).

The air bar is both the HP and the Ammo bar. When you get hit, you lose a minute of air supply. When you shoot an air bolt that can paralyze a target for 10 seconds, you lose 5 seconds of air supply per bolt. Air supply can be replenished slowly when you're positioned at any of the weedy plants underwater, or when you surface (but I'll have to find a way to restrain surfacing any time somehow).
Reives, looks engaging! I'm interested to see how it actually plays in XP.
Regarding Peuteris Grey, my philosophy is simple: have fun making games, even if it means doing things you typically weren't meant to do. That's where I get my joy out of developing with RM2k3. It's capable of doing things you wouldn't expect that are fun as well; it's just that "fun" part is slightly objective.
Have you seen this? I don't remember if I posted here. Sorry if I did! I just have to butt myself into every conversation involving pixel-based movement.
Regarding Peuteris Grey, my philosophy is simple: have fun making games, even if it means doing things you typically weren't meant to do. That's where I get my joy out of developing with RM2k3. It's capable of doing things you wouldn't expect that are fun as well; it's just that "fun" part is slightly objective.
Have you seen this? I don't remember if I posted here. Sorry if I did! I just have to butt myself into every conversation involving pixel-based movement.
Looks pretty fantastic, and the occasional switch to platform mode is pretty nifty. The window skin looks a tad unfitting to me though, as it feels pretty high tech-ish compared to the rest of the game. By the way, for 0:18 - 0:20, was the illuminated effect done by an overlay or the edit of the actual tileset?
(And thanks; I'll post a video of game-play for that system when I get it done.)
(And thanks; I'll post a video of game-play for that system when I get it done.)
Yeah, my next trailer will have much more neutral music. Maybe just some gentle piano tune. :]
(At least it's not Linkin Park. D:)
Reives, 0:18-0:20 is a little of both actually.
(At least it's not Linkin Park. D:)
Reives, 0:18-0:20 is a little of both actually.

Still trying to edit the chipset some, make it look less.... overused...
And making a new main character chara.
@dragonheartman- That diving system = jizz'd in my pants.
@Xerox- Looks pretty good- there's a better way to do the fence at the bottom of the stairs. Draw the horizontal fence out one more tile, into where the end posts of the staircase rails should be, then make two events with the staircase rail ends as the graphic, set them to Same Layer As Hero, and you're good to go.
Also, I see stairs, but no other evidence of elevation? Any way to create some more depth around the edge of the raised area?
@Xerox- Looks pretty good- there's a better way to do the fence at the bottom of the stairs. Draw the horizontal fence out one more tile, into where the end posts of the staircase rails should be, then make two events with the staircase rail ends as the graphic, set them to Same Layer As Hero, and you're good to go.
Also, I see stairs, but no other evidence of elevation? Any way to create some more depth around the edge of the raised area?
post=91896
Actually it doesn't look impressive. It has boring button mash gameplay with Gameboy graphics. You know what does that better? A freakin Gameboy.
How is this different from other games that emulate the whole old school feel? As far as gameboy doing it better, I sorely doubt the original gameboy could come close to this game in something as basic as framerate.
It looks like it suffers from the exact problem Velsarbor (which he also made) did: the graphics make people not pay attention to how absolutely boring and trite the game design is.
Boring and trite? How? Would you care to explain this strong statement? I'll ignore the subjective "Boring" remark and go right to "Trite". How - exactly is this trite? A side scrolling RPG where each character has their own field abilities for puzzle / problem solving. Yes, I suppose that is really trite and uncreative there.
Velsarbor: you also stated that suffered from a similar affliction, which is something that also confuses me.
While it makes no massive revisions to the typical RPG conventions the author created a custom battle system that runs very smoothly while adding a few simple and elegant innovations to the battle and field game play. (The way special attacks are performed, elemental weapon imbuing, and no doubt many other features that I know nothing about due to my inability to read german).
Another thing is, I'm fine with doing custom systems and stuff with 2k3, but when it gets to platformers, why not use something a little... More suited to making those types of games?
Because with other engines it's more difficult, even though it is being radically edited : its nice to have a base to easily build off of, however limited it may be. I see no problem here. Rm2k3 does nothing to detract from the game's limited platforming.
I'm working on an underground village/town at present. I have a little bridge that runs through the middle, and I can't decide whether to do an underground river or leave it mysterious and dark. Thoughts?
FYI- the right side of the bridge is very unfinished, hence the hard edges between ground tiles and lack of detail.
FYI- the right side of the bridge is very unfinished, hence the hard edges between ground tiles and lack of detail.

You know, you could probably put the very bottom tile of those cliffs in an event and make them transparent so that they seem to 'blend' more into the darkness instead of having a hard edge, then dark.
And, maybe have the sounds of a river when you're near the bridge but have darkness below, so that it's assumed that very far below is a river? Best of both worlds. ^.^ But yeah, it looks pretty good so far.
And, maybe have the sounds of a river when you're near the bridge but have darkness below, so that it's assumed that very far below is a river? Best of both worlds. ^.^ But yeah, it looks pretty good so far.



















