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WHAT ARE YOU THINKING ABOUT? (GAME DEVELOPMENT EDITION)

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Thinking about recording a "Let's Smoke" where I smoke lots of pot and then try to play an RPG maker game and record it.


yesssssssss
Scribbling your areas on a piece of paper before opening RPGMaker really does wonder for mapping.
It's one of those "spend 5 minutes at the beginning, save 20 minutes at the end" situations.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
I'm thinking about how much better this walk cycle looks than the last two I did. Practice makes perfect and third time's a charm, I guess! Good thing its for secret gams graphics.
K-hos
whoa You guys are hi-chaining without me? That's just not right. :<
721
I am contemplating how much of a flippin pain making a collision system is.

EDIT: Seems I am a topic killer. ._.
I'm thinking that I'm digging myself into a hole by trying to polish up an old game for Release Something day. I was planning to re-make the whole thing later on, with new characters and a new (hopefully better) story, but as I've been busy getting half finished features and areas working in the original one, I realized that a bunch of threads I thought trailed off into different directions actually dovetail together so nicely I might just make the new game a sequel instead of a complete remake. I'm at least 58% considering it.
Max McGee
with sorrow down past the fence
9159
Now that my contest entry is done, I'm thinking about starting a new game.

GOD. DAMNIT.

author=Despain
Thinking about recording a "Let's Smoke" where I smoke lots of pot and then try to play an RPG maker game and record it.
yesssssssss

I was getting really excited about this, and then I realized how easily this name is traced back to my real name and how I might like to actually get a real job one day and how having "HELLO POTENTIAL EMPLOYERS I SMOKE TONS OF POT" on the internet is a really fucking bad idea.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Make an alt account.

Yes, that is technically against the rules. But kentona will understand. It's not against the spirit of the rules; you're not doing it to deceive legitimate site visitors.
Max McGee
with sorrow down past the fence
9159
Hmmm...maybe.
The sheer volume of work that still remains to be done on a project I thought was finished back in 2009 continues to amaze me. Every time I fix one problem, or add a feature to improve something, it is like throwing a pebble into a pond. The main difference, though, is that here I have to go in and manually remove each ripple by editing thousands of events across a couple hundred maps.
I've been meaning to design an achievement system since the beginning. I delayed it because I wasn't sure how the "you got an achievement" screen would look, I wanted it to be awesome and exciting.

Delayed too much, can't make it look awesome, made it looking plain and dull, moving on with my life game.
Craze
why would i heal when i could equip a morningstar
15170
Killer Wolf
The sheer volume of work that still remains to be done on a project I thought was finished back in 2009 continues to amaze me. Every time I fix one problem, or add a feature to improve something, it is like throwing a pebble into a pond. The main difference, though, is that here I have to go in and manually remove each ripple by editing thousands of events across a couple hundred maps.


I do almost everything via common events and/or scripting so that this doesn't happen. Open up Edifice and you'll see that basically everything is done in a common event (with snippets of script to grease the machine). A lot of events have variables/switches that I set in the on-map event and affect the CE, but still.

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Speaking of which, I need to figure out a way in RMXP to get a map event to fully inherit all properties - including graphic, number of pages, and conditions for each page - from some sort of archetype event. So that if I add a new tool that changes how my destroyable crates work, for example, I don't have to change thousands of them manually. I was trying to script this feature into RMXP myself, but it fell to the wayside in favor of stuff that doesn't take 20 hours to figure out.
author=Craze
I do almost everything via common events and/or scripting so that this doesn't happen.


I do this in my newer stuff too, always taking extra time to set things up in such a way that they will be easily modified/expanded upon. The main problem with the project in question is that it has been going since late 2004, and I wasn't quite as good at planning ahead back then as I've gotten lately. It was right about the time I figured out it was a good idea to use hero names in the database for names of locations/terms that I might want to change later. Unfortunately, I seem not to have figured it out until I was two areas into the game, so now all these years later, I'm having to go in and change every reference of "Kestral" to \n0034.

Between things like that and having to make alterations to every enemy and monster group, it just makes a lot of annoying busy work.

It all comes out positive in the end though, since I do think the next game I start will definitely benefit from what I've gone through with this one in the last few weeks.

The main thing I've learned, which is probably pretty Day One/First of May for everyone else, is to always take the player into consideration! In my earlier drafts, so many aspects of the game went unexplained, just because when I play tested them, I already knew what I had to do. That has always been a problem of mine, even going back to being 10 and 11 and making stuff in Qbasic. I think I've FINALLY got it now.
Max McGee
with sorrow down past the fence
9159
I do almost everything via common events and/or scripting so that this doesn't happen. Open up Edifice and you'll see that basically everything is done in a common event (with snippets of script to grease the machine). A lot of events have variables/switches that I set in the on-map event and affect the CE, but still.


I've just started doing this on my new project. I've been terrible at organization so far, but moving everything to common events whenever possible has been a big time saver.
author=Max McGee
new project.
..What?!
Yep, my life changed when I started using common events.
Craze
why would i heal when i could equip a morningstar
15170
Killer Wolf
The main thing I've learned, which is probably pretty Day One/First of May for everyone else, is to always take the player into consideration! In my earlier drafts, so many aspects of the game went unexplained, just because when I play tested them, I already knew what I had to do. That has always been a problem of mine, even going back to being 10 and 11 and making stuff in Qbasic. I think I've FINALLY got it now.

This is, like, the most important aspect of game design. A game is made for a player, yet so many devs, indie and commercial alike, decide to forget that entirely. A player that doesn't know how to play won't be playing long!
The players just don't understand me and my work.