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Anaryu
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Participation in the Game Making Community
@Kentona: Guides are great, but people need help learning first. How often do people FIND that list of guides even? The point was that if it's just generic "Go read a book and learn how to develop." does it really help? We all know there's a difference between learning from a book and learning from doing. Mentoring isn't being a "go read the book and take some tests" college professor (we know how effective those are.)
@Yellow Magic: I still can't make a good game, but that I can enjoy trying when I have a good person or two to talk with is the point. And who knows, maybe I'm improving? Another 5-10 years and I might make something playable.
@Yellow Magic: I still can't make a good game, but that I can enjoy trying when I have a good person or two to talk with is the point. And who knows, maybe I'm improving? Another 5-10 years and I might make something playable.
Participation in the Game Making Community
You want to fix it? Mentor a newbie with your amazing knowledge.
Oh wait, e-effort...
Easier to deride and tell them they suck and will never be good and to try again after they've improved in some magical land that is not here and doesn't include me nowgoaway.
God, I want to have the talent to have started great at game making and never needed feedback and help, especially when I'm just getting started and have no one else to show/run my stuff by!
Oh wait, e-effort...
Easier to deride and tell them they suck and will never be good and to try again after they've improved in some magical land that is not here and doesn't include me nowgoaway.
God, I want to have the talent to have started great at game making and never needed feedback and help, especially when I'm just getting started and have no one else to show/run my stuff by!
Participation in the Game Making Community
Get a few good friends you can talk to about your projects, share ideas and screenshots and thoughts.
There is nothing more fun than talking one-on-one with a fellow developer on thoughts and ideas, showing off updates and demos, etc. As soon as the one person I used to talk about development regularly switched modes I've been a lot less interested in development in general (and I've slowed way down on development...)
I felt that "I play yours, you play mine" was bad because it's a one shot - you're playing theirs because it'll get them to play yours, not because you want to give some honest feedback to a friend and vice versa. Otherwise it's ideal to get feedback without giving too much effort in return.
There is nothing more fun than talking one-on-one with a fellow developer on thoughts and ideas, showing off updates and demos, etc. As soon as the one person I used to talk about development regularly switched modes I've been a lot less interested in development in general (and I've slowed way down on development...)
I felt that "I play yours, you play mine" was bad because it's a one shot - you're playing theirs because it'll get them to play yours, not because you want to give some honest feedback to a friend and vice versa. Otherwise it's ideal to get feedback without giving too much effort in return.
Forlorn Manor Review
Well clunky push/pull was one thing I definitely fixed. Too bad my second review was still for the old version. :P
Forlorn Manor Review
You did play the old version then, the new one (released on the 8th) can be checked here:
http://rpgmaker.net/games/901/blog/1477/
It's much prettier in the new version and I improved a lot of flow (replaced the puzzle where you needed to give the chef answers, made the descriptions for the graveyard better, made the push/pull part easier, etc.)
Also, does this mean you beat that first push/pull puzzle? How did that go?
If you ever want to talk I'm free to answer questions, and I know a ton of things I could outline as "hot spots" you want to watch out for after having made this and fixed it recently, many of which you hit on already. :)
http://rpgmaker.net/games/901/blog/1477/
It's much prettier in the new version and I improved a lot of flow (replaced the puzzle where you needed to give the chef answers, made the descriptions for the graveyard better, made the push/pull part easier, etc.)
Also, does this mean you beat that first push/pull puzzle? How did that go?
If you ever want to talk I'm free to answer questions, and I know a ton of things I could outline as "hot spots" you want to watch out for after having made this and fixed it recently, many of which you hit on already. :)
Forlorn Manor Review
Quick question, were you playing the old version or the new? (Did you have Items in the menu or did you press Shift+E to open your menus)?
I'm curious since you mentioned you can examine everything, but that was taken out with the new version since it made identifying what was available so much harder. :)
Other than that, thanks for the review; there is certainly a lot that could/should be fixed even with the new version, but this is a seriously legacy game and system (my second game that took at least a month to finish) and the code is... well, horrible, so I'd probably have more fun making a new one than fixing any more with the old.
I'm curious since you mentioned you can examine everything, but that was taken out with the new version since it made identifying what was available so much harder. :)
Other than that, thanks for the review; there is certainly a lot that could/should be fixed even with the new version, but this is a seriously legacy game and system (my second game that took at least a month to finish) and the code is... well, horrible, so I'd probably have more fun making a new one than fixing any more with the old.
Arc VI is here
Updated at last!
Forlorn Manor
I think it's unfair that I got a review with a zero but I got a score of 0.5.
Unrated should be greyed out or missing or something instead of rounding up.
Unrated should be greyed out or missing or something instead of rounding up.













