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I started making games in RM95, then 2003, then XP, then VX, now GameMaker and XNA.

I plan to keep doing this.

Screenshot Superbowl Sunday

Start of April, so time for a screenshot of a new WIP project (not for a contest OMG!) that I'm hoping to do in a few weeks for fun. (Super early development here, this is the second day of it's life.) What to do for/with backgrounds is something I'm still thinking about.




You play as 1 of 4 gummi erasers (superhero, spaceship, magical girl, strawberry) each with it's own powers. You need to keep the game exciting by keeping your health low and barely dodging bullets so your "boredom" meter doesn't fill and you die (you're a middle school kid trying to stay awake during class.)

New blood? Part Deux

Meh, not as many places as you might think.

GamingW (the least responsive of all)
rmxp.org (I almost fear responses from there now)
yoyogames.com (If it's GameMaker)
DeviantArt and several other art communities (my wife does all this and just shows me feedback/comments)
A couple other sites that are closed now.

Honestly we get the most feedback from showing our stuff off at the art communities, but that may just be because Yaoumei has people who check her stuff out, I've yet to find a place for getting a lot of players with little effort, though yoyogames.com was pretty solid for the first week or so. (Little effort == No advertising, I always feel bad about spamming my game at people who aren't interested.)

Honestly I sometimes feel the RM communities are drying up in terms of excitement over games these days.

Lost Universe

Ah, thanks SegNin; I think it's because GameMaker uses your media player (could be WMP or could be WinAmp too) I didn't realize not having MP3 associated with a media player properly could crash it.

New blood? Part Deux

author=WIP link=topic=3375.msg67969#msg67969 date=1238018777
Forgive me for being somewhat bitchy and rude here, but I feel it is sort of something that needs to be said:

All of these requests and changes demand work from me. Put yourself in my shoes for a moment. Pretty much the majority of the work rests on your shoulders while the rest of the people around you mention "It would be great if you did this." and stare blankly at you.

Don't think this means I am not going to work on the site. I stopped working on RMN3 nearly close to three months ago due to me growing a very large hatred toward people at the site.

But if you want things to get done, whom better to do it than yourself?

Are you seriously the only web-dev on the team? :( Also, there are things that can be done without more web programming (surely like cleaning up the games database at the least?)

I figured there were at least a few staff members with knowledge to update the site and access, if you're the ONLY person doing it WIP that's a simple point of concern that maybe should be addressed first. Cuz, you know, it's so easy to find truth-worthy and knowledgable developers... :|

New blood? Part Deux

author=WIP link=topic=3375.msg67915#msg67915 date=1238005490
Well realize both of those requests involve more technology, Ana. =)

Cleaning up the Games database shouldn't; although adding a few new attributes to manage or to archive games would be neat.

Changing the front-page is more a matter of re-organizing it, the recent changes to adding more screenshots and recent updates and reviews show that modifying that page is certainly possible and a recent change.

The second might require some programming, sure, but it shouldn't need to introduce new technologies necessarily.

The fear and the hunger are upon me...

author=Reives link=topic=3393.msg67912#msg67912 date=1238004347
As many have said already, the number of projects you should be working at the same time should always be expressed as a single digit in binary. I think incorporating the new ideas into the current project is a great way to get around the temptations; and don't be afraid to shift the current project's future paths if they deem fit.

This is an amazing piece of advice; I've been itching to introduce something in a new game, but I found a really amazing way to add it to an existing project and now I'm full steam on that.

Maybe you need to take some of these ideas and introduce them as pieces of your existing games to get your work-desire back, finish that game, AND use your new ideas.

Take GubiD's TBS and add some tactical mech combat to EtG or shift it from mechs to magical mechs/spirits and introduce it as a new "battle" type to Mage Duel, etc.

OR turn it around and make a game based on those with your current ideas; EtG just screams post-nuclear destruction mecha combat with a dark storyline. :)

Ironically the game I've been "adding" new ideas to is a TBS I've been working on for several years off and on between contests, it's already seen 2 small chapter releases, and I totally understand your desire to do some hefty mechanics in a TBS.

New blood? Part Deux

I think we're over-thinking this a lot.

I owe a lot to my first contest because joining on that whim took me away from my "80-hour epic RPG!" and taught me an important lesson that I've worked by since:

Start small and start now. You'll learn from your mistakes and improve as long as you keep going forward.

We're already a good tool for developers; why? Because the only "tool" we hobbyist developers really need is confirmation that we're not alone, attention to screenshots/videos and our thoughts on development, and a place to ask questions (which ideally get answered.) I think developers just want a like-minded community, and that is already established and more "technology" would only complicate it.


Addressing our concerns with more technology isn't really the answer in my mind; we need to start with what we CAN do:

1. Clean up/organize the game database
2. Present more useful/friendly front-page data to visitors

We can worry more about pulling in more players or adding new technologies to automate game states, etc, after we address those.

New blood? Part Deux

This has been stated but is the simple truth: We need people who want to play games.


I posted a game and after almost a month I've gotten about 88 'downloads,' and no confirmed comments having actually played it.

By posting that same game on the GameMaker site I managed to pull in over 90 DLs and 15 ratings and several comments in less than a week. From having it posted on my wife's DeviantArt account we've had 12 confirmed plays, 8 completions, and tons of feedback.

I mean, honestly, why should I stay here?
This isn't intended to be rude, it's an honest question. New blood? What about retaining your current blood? It's like wanting to live off of transfusions because putting on a band-aid takes too much effort.

1. I don't have fun in the "Whats going through you mind right now?" or other messed up topics.
2. "Design Discussion" topics are just the same opinions being regurgitated over and over again.
3. Originally is overpowered by quality. Making an entire game with original assets nets comments on how things could be more uniform, but a game with beautiful rips is considered amazingly well done, so why not just stick to rips?
4. Any comments/feedback is usually done by people spending 10-30 minutes playing a game and then covering everything they can find as a fault. The best I can hope for when releasing a game is being PUNISHED instead of ignored.



We don't need more artists, developers, programmers, musicians, whatever. We need more people who want to play a game and give some honest, non-thesis-paper feedback, and we need to improve the quality of use for those who ARE here and are making and releasing games/demos to a bunch of empty "might download it later" promises.

It's worth noting that I don't even see much excitement and plays for the people who are considered top developers anymore. Those who have been forcing themselves to play and give feedback are probably getting TIRED of it.

The fear and the hunger are upon me...

3. Finish your active projects and THEN do it.

Yes, it does work.