HARD PARTS OF GAME MAKING?
Posts
It's strange.
I've always had the hardest time working on any sort of game, but since I've started using RMVX (yesterday!) I've almost completed the intro.
Hopefully that keeps up. =)
I've always had the hardest time working on any sort of game, but since I've started using RMVX (yesterday!) I've almost completed the intro.
Hopefully that keeps up. =)
author=harmonic link=topic=578.msg7852#msg7852 date=1200946575
Fun:
-Music
-Battle Chars
-Facesets
-Storyline
-Progression/Systems
-Item/skill database work
Not Fun:
-Mapping
-Chipsets
-Animations
-Charsets
Roadblocks:
-Thinking of new ideas that conflict with already completed stuff
-Losing momentum
-Suddenly realizing something sucks
I can't seem to understand how you dislike mapping. I mean, it is one of the most important tasks in creating a game along with the story and such.
Just 'cause you like something, doesn't mean someone else does.
Also, mapping in RM* is only essential in terms of layout. Adding in atmosphere crap like ugly lighting effects, birds and squirrels or extensive use of the 'three-tile rule' or whatever it's called now is completely unnecessary.
Having said that, many people in the RM* community put lots of stock into mapping, so if you want to impress them, that's the way to do it.
Also, mapping in RM* is only essential in terms of layout. Adding in atmosphere crap like ugly lighting effects, birds and squirrels or extensive use of the 'three-tile rule' or whatever it's called now is completely unnecessary.
Having said that, many people in the RM* community put lots of stock into mapping, so if you want to impress them, that's the way to do it.
I probably only get stuff done now because of Karsuman beating me up. Of course, it'd be helpful if he actually played that last file he made me create....
Cough.
Balancing games comes easily (and is fun/important) to me, put definately not for some people-- which sucks, because game balance can be a major flaw!
Motivation also really isn't a problem anymore between Karsuman and dream project creation.
I have lots of fun with mapping, especially with VX tiles, so again, that's not really a problem (though it was in 2K/3...).
My dialouge is really, really bad... but it's not hard for me to create bad dialouge!
The hardest part, I suppose, is playing my games. I always play my games while working on them, but after I release something, I can't touch it. I tried replaying Versus Xerza yesterday and couldn't even make it to the first dungeon. For some reason, releasing a demo (or full game, in Versus Xerza's place!) really irks me.
Maybe I should just make lots of one-map games....
Cough.
Balancing games comes easily (and is fun/important) to me, put definately not for some people-- which sucks, because game balance can be a major flaw!
Motivation also really isn't a problem anymore between Karsuman and dream project creation.
I have lots of fun with mapping, especially with VX tiles, so again, that's not really a problem (though it was in 2K/3...).
My dialouge is really, really bad... but it's not hard for me to create bad dialouge!
The hardest part, I suppose, is playing my games. I always play my games while working on them, but after I release something, I can't touch it. I tried replaying Versus Xerza yesterday and couldn't even make it to the first dungeon. For some reason, releasing a demo (or full game, in Versus Xerza's place!) really irks me.
Maybe I should just make lots of one-map games....
author=Craze link=topic=578.msg7877#msg7877 date=1201020533Not to mention spelling!
My dialouge is really, really bad... but it's not hard for me to create bad dialouge!
author=demondestiny link=topic=578.msg7871#msg7871 date=1201001390author=harmonic link=topic=578.msg7852#msg7852 date=1200946575
Fun:
-Music
-Battle Chars
-Facesets
-Storyline
-Progression/Systems
-Item/skill database work
Not Fun:
-Mapping
-Chipsets
-Animations
-Charsets
Roadblocks:
-Thinking of new ideas that conflict with already completed stuff
-Losing momentum
-Suddenly realizing something sucks
I can't seem to understand how you dislike mapping. I mean, it is one of the most important tasks in creating a game along with the story and such.
Apparently you don't know how long Legacies of Dondoran 1 is. I'm probably just tired of mapping, considering how much I've done it. :P
It can be fun at times, but after a while it's just a chore.
Making autotiles work. I always use my own graphics or original graphics made by someone else, and by far, autotiles are just the worst and most frustrating thing ever.
author=demondestiny link=topic=578.msg7871#msg7871 date=1201001390
I can't seem to understand how you dislike mapping. I mean, it is one of the most important tasks in creating a game along with the story and such.
The funny thing is, I absolutely abhor mapping, but only in 3/4th view. I'm quite content with mapping in side-scroll view. Now if only there were more side-scroll chipsets..
author=brandonabley link=topic=578.msg7888#msg7888 date=1201038292What type of auto-tiles? Use a 8 pixel grid when you're doing corners, and 16 pixel grid for everything else. I dunno, I don't find them too hard to do. How are you currently doing them?
Making autotiles work. I always use my own graphics or original graphics made by someone else, and by far, autotiles are just the worst and most frustrating thing ever.
author=Neok link=topic=578.msg7963#msg7963 date=1201217838author=demondestiny link=topic=578.msg7871#msg7871 date=1201001390
I can't seem to understand how you dislike mapping. I mean, it is one of the most important tasks in creating a game along with the story and such.
The funny thing is, I absolutely abhor mapping, but only in 3/4th view. I'm quite content with mapping in side-scroll view. Now if only there were more side-scroll chipsets..
I don't think i have ever created maps on a different view than 1/1. I probably should though since a few of my maps do get quite large.
If it wasn't for my inability to decide on graphics, I would be the world's most productive amateur game maker.
author=Ocean link=topic=578.msg7970#msg7970 date=1201220813
What type of auto-tiles? Use a 8 pixel grid when you're doing corners, and 16 pixel grid for everything else. I dunno, I don't find them too hard to do. How are you currently doing them?
Well I have always cartooned by hand or used others' cartoons and it's a pain in the ass. Pixel art is much more precise, so it's easier to make that sort of thing line up.
Finding the time to do it. I have so much stuff going on that i rarely have time to make my game. :P
author=maoville link=topic=578.msg8528#msg8528 date=1202126234
Finding the time to do it. I have so much stuff going on that i rarely have time to make my game. :P
Homebrew games are best made in small spurts rather than long marathon sessions. Most developers in our community burn out on projects because they expect to spend 20 hours every weekend working on the same thing for several months. I recommend you sit down for half an hour every night to work on your game if you can, rather than waiting for a vacation from work or a summer break from school to come out.
I love making chip and character sets, anything artistically oriented I find comes naturally. Maps aren't much harder, but that's usually because I draw out a plan first. Of course, it gets really tedious when making big, sprawling things like castles and manors. D:
I STRONGLY DISLIKE having to nit-pick over my chipsets again and again, though. Every time I think I'm done I find something else I have to fix. Grr. Okay, once I'm done with these last revisions, I'll never open this file again. And that's what I keep telling myself.
I'm also not much of a programmer. Long code strains scare me, even making long, drawn- out event sequences for 'cinematics' can get on my nerves. Unfortunately, this often means that all my projects have a lot of custom graphics, but not a lot of ingenious interactive aspects.
I STRONGLY DISLIKE having to nit-pick over my chipsets again and again, though. Every time I think I'm done I find something else I have to fix. Grr. Okay, once I'm done with these last revisions, I'll never open this file again. And that's what I keep telling myself.
I'm also not much of a programmer. Long code strains scare me, even making long, drawn- out event sequences for 'cinematics' can get on my nerves. Unfortunately, this often means that all my projects have a lot of custom graphics, but not a lot of ingenious interactive aspects.
I sometimes lose motivation when I'm trying to make a map to fit my visions for a certain location, or when I can't find a worthy chipset to work with. Probably another problem for me is trying to be consistant with my game's story, whenever I read/watch/play a book/movie/videogame I start to get more ideas to add in to my game's story to the point where it's a completely different game.
As for making a story, animations, charsets, etc. Its pretty much a snap.
As for making a story, animations, charsets, etc. Its pretty much a snap.
I always found map making easy, its making big ones thats tough, i'm probably the only person who found making a world map hard (if your games has one) I don't grab the pencil tool, hold down the mouse and hope for the best, it takes me ages. Creating orignal puzzles and conversations that aren't wooden, thats my MT Everest XD

























