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Cast Aside

Hey Ayne, sorry I didn't see your comment earlier, we just recently started to get auto updates.

@Ayne: That's not actually a bug, sadly that's as far as the game goes right now. Chapter 3 isn't done, I am still working on it, and that's as far as the preview for the most recent Release Day went. Actually on any other site you wouldn't even have gotten past the cart fight with the zombies. I really want to continue with this game, but I'm in the middle of a couple contests, those should be done mid November and then it'll be full-steam on CA again (no more contests.)

@Lumina: After you beat the Crawlers they should have you looking for a place to stay, if you head to the right more you'll find a place with a couple rock-pushing puzzles that will require use of both characters separately (use/hold A to switch characters.)

Halloween Short Game Contest

First post FTW: October 27th.

Just under 9 days remain.

Halloween Short Game Contest

Coming along well, mechanics will be done in a few hours (just need to add in the key to skill-use for the player) character art is done (teasers attached) waiting on backgrounds and then it's on to writing the fighting-game-style story scenes and balancing the battles and characters.

Should be no problem getting done on time, haven't missed a contest deadline yet and no reason to start now. :D


Halloween Short Game Contest

I imagine you'd have to have it completed in the sense that Vermicide was; it was a like a short but full game prelude that ended appropriately.

If you just cut off "To be continued!" I imagine that wouldn't go over so well.

Halloween Short Game Contest

Maybe WIP can finish a polling system in the couple of weeks we have to finish our entries? :D

Attack-Spamming

I used a simple method for turn-based system in my first ever first project; all skills cost a certain stamina and you regen stamina each round, the attacks also have a cooldown. Your only ability is to select from which Skill you want to use each turn. (You also passively healed each turn and there were NO items and nearly no healing skills, none of which you could use repeatedly.)

Not having attack lets you add in the potential for a lot more strategy too, the player feels more like varying their attacks to test things on enemies, etc.

The system I'm planning to try out next is like a turn-based meets action-rpg:
* You can actively switch your characters into any of the three modes at any time: Offense, Defense
* Character in Defense protect themselves and allies automatically based on how they're set up (healing or buffing or like Cover in FF games kind of)
* Characters in Offense keep attacking enemies constantly as a Passive Attack (but it doesn't deplete their HP, but instead a defense stat that reduces the damage they take from Active attacks or blocks it, etc)
* You highlight a character in a mode and then press a button (one of two possible) to start a skill chain that you've configured in a menu outside of battle, this is an Active Attack
* During that Active Attack you can you keep pressing one of the two keys to continue through a chain of Active attacks on that character (defined as chains by you beforehand)
* Active Attack chains increase a Momentum kind of stat that defined if you can overcome the defenses of your target

I'm on the fence about allowing other character participate in those Active Chains (working on the mechanics in my head) but the goal is to make battle very simple and easy by only using 2 buttons and never using menus, but making it strategic in the sense that how you set up different chains and use

Halloween Short Game Contest

@Craze: Who else could I make do graphics and meet the insane deadlines and surprise contests?
It also helps communication when you're always together. :P (Having 2 kids makes it harder, but we still manage.)

@WIP: Our advantage can be considered unfair though; original art is a huge perk. Besides the art though, I don't know allowing me into this contest will increase quality at all, mostly just the number of finished entries (by one.) ;)

Halloween Short Game Contest

Boo~

Can't participate if it's a solo thing, my artist/wife and I always do projects together.

Was all excited and thinking of ideas and then I came back and read the comments. :P

Participation in the Game Making Community

Actually it's surprisingly hard to make and friends when your opening questions and requests for help are mostly derailed with comments regarding how hopeless you and your project are.

I wasn't aware it was my responsibility to act as a local mentor to random people I've never met, nor do I care to converse with. If I see a game that has a few good ideas / has potential; I'll chime in. If not; try again.

So as a community member it's not your job to help people who aren't up to your standard before posting a game?

I guess it's not our responsibility to play or grant feedback on your game either unless it had enough of an eye catcher.

Oh wait, that's exactly how it is now and exactly what this thread was asking for solutions to.

Helping people with a mentoring system (explaining their mistakes and trying their stuff in a one-on-one type of situation) was a suggested solution. If the new developers who just entered this big bad world of development had some help or a community tolerant of first tries maybe they would get better.

We've all forgotten that we didn't start our careers with something as supposedly amazing as Kinetic Cipher. And if you did, well, I guess it's understandable that you can't relate to the people who have to learn those skills by trying and getting help (feedback from friends, trial and error, emulating other people in a welcoming community.)

Most of us got that help from our friends or small communities when we first started, these new people could use the same, but we ignore or bash (if they're too vocal with their silly requests for feedback on their amateurish project) instead.

I'm trying my hardest to make sense of the second half of this statement; but I may as well just give up on that. As far as people getting their feelings hurt, it happens astonishingly little around here; so I'm not sure where you're getting the whole derisiveness thing from.

That little blurb that was so tough to understand was basically meant to emulate this statement:
"If I see a game that has a few good ideas / has potential; I'll chime in. If not; try again."

In other words our community has a standard you need to meet, if you're not there you aren't welcome here, you are to learn elsewhere and not bother us in the intern. If you get good enough to maybe be welcome among us, then come back and try again. (This isn't necessarily a bad thing, but we need to decide IF that is the type of community we are, if so, then a lot of this thread is off topic.)

Progress Status

I should really finish Chapter 3 and release it. :)

I don't currently have an estimate, I'm a bad developer when I don't have a deadline. :(