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Why The Server Was Down

First.

Edit: No point in having first post if you don't edit it to add something more irrelevant later. (And then correct it because you spelled something wrong or forgot a word.)

So I have this idea for a platformer...

If you remake because someone says your game sounds like another you'll never finish anything. :)

Your idea is good, go with it. Implementation is where the difference shows up anyway.

So I have this idea for a platformer...

No, this is exactly GameMaker's strength.

You'll need to learn GameMaker to do this, but really it's the perfect use of it and it's actually a pretty easy idea to implement, though you'll have some challenge if the collision size of the monsters is different from your character, but there are creative ways around that as well.

GameMaker's weaknesses lie mainly in really long games like RPGs, and lacking any interfaces for standardized data formats that you need to enter a lot of.

Screen1.png

Actually this one was made by Despain from rmxp.org way back in the day for a side project, he allowed me to use it for this.

The design was very clean and simple and I created the one for Cast Aside (and other projects) based on it's look, but you can see the differences between the two.

The basic colors are extremely easy to read on however, so I've kept that for most dialogue to keep things easy for players to read.

Log - Jumping (2k3)

You can also create the graphic of the hero ON the log as a character set and change the log and player character graphics when they step on/off.

The Great Switch: Why VXP is Better

post=Ciel
i do not know who to blame anymore

Not to be harsh, but might that not be part of the problem?

Everyone wants to stand around and shout and point fingers instead of actually doing anything.

Who cares if YDS took as long in VX to make 'Eyes' as it would have in 2K/3? The point is the YDS made it instead of just posting every-more-polished screens and constant "production delays" blogs and fancy new scripts.

I feel like we've really lost sight of the point: to make games.

The Great Switch: Why VXP is Better

I really hate to chime in, but are we really going down this road again? There are valid reasons to stick with either; the best that someone has invested a ton of time/effort into an existing engine.

Can you do way cooler stuff with VXP than 2K/3? Yes. This is a fact. You can do anything you can do with the old with the new, but not vice versa. But that same argument holds for "Why use RM anything when you can learn <insert fancy engine here> or learn <insert programming language here>."

Also, I leave you with a Penny Arcade comic that always struck home for me on this topic: http://www.penny-arcade.com/comic/2010/4/21/

MANLY THREAD

post=213541
my name's andrew, from andros, meaning 'man'.

no qualifiers needed.


Hell. Yes.

Get Engaged: How A Partner Can Help

post=213488
Welp, when Magi and I were having lengthy discussions about the mechanical side of game making we would go over more general principles such as the direction and feeling of the systems, the function of various abilities and synergies between them, character class roles, whether to include random chance (no) on certain abilities, etc. It seems better to focus on getting the concepts and functionality down and then just put in numbers that seem appropriate, play test and do another pass, then see what your beta testers say and do more passes as appropriate.

It just seems detrimental in my mind to invest so much energy in discussing the minutiae of numbers when the priority should be designing an incredible experience via clever/sophisticated mechanics and concepts. Fine tuning can always be done at the end of development, with some feedback from beta.

But -politically agreeable conclusion- perhaps these are just..different styles of video game making...

Sorry, perhaps I was a bit too verbose!

I'm not saying there's a lot of good feedback that will come from that discussion (about the 10% vs 13%) so much; just that even if the discussion doesn't have much real substance, by talking with someone about their project and having someone listen it feeds the drive to work on and complete the game.

In a professional world you'd be spot on, but as a hobby they need to focus more on gaining experience by finishing projects and getting feedback more than spending too long on theory upfront. Time would (hopefully) bring more useful discussion between partners.

Get Engaged: How A Partner Can Help

It's the interaction that helps keep your motivation fresh. Working in a vacuum you have only the eventual release and hope that everyone else finds it as fun as you are (hopefully) and your desire to finish that idea that keeps you going.

With someone else to bounce ideas off of, and show screenshots/features to, the whole process can be a lot more exciting, and you can get some earlier feedback.

A partner or just someone you can regularly bounce ideas off of goes a long way to making the process more interesting. I have my art partner, but I can't really talk much about game aspects since that's not her focus; I used to have someone who also did RM design, but they've pretty much quit that scene, and it's a lot more boring when there's no one to talk to.

I'd liken it to having Chess has a hobby, but playing against the computer instead of with another person.