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Project DOAD

Are we almost done ruining the thread for a perfectly good game with this yet?

Can we put up a disclaimer on our threads: "Hi, I have original, hand-drawn, Anime-styled art in this project, if you don't like it please just leave the thread like a polite, mature person."

Someone put a ton of work into this, got it done in 2 months, and all I'm seeing is a thread full of unrelated posts.

I mean really, is this how RMN supports people who post completed games?

If they wanted comments on their screenshots, they'd post it in the screenshot thread. Oh wait, we're 'discussing' again, aren't we? If this was my thread I'd feel sick, disappointed, and NOT like posting any of my work in a thread here again.

If anyone is having trouble downloading from Save File I hosted the game file at:

http://anamei.net/files/games/Project_DOAD.rar

How do some of you complete games so fast?

I think the faster developers make shorter games and don't spend forever planning, building teams, gathering resources, etc. Sometimes you just need to cut some extras to keep moving and get out of the 'forever improving' loop.

More than anything though I imagine they just WORK on stuff. I've read a few times that your first few attempts are going to suck, so you might as well get as much trial-and-error experience off of your first 5-10 projects as you can, then work on something impressive.

People are also afraid to finish things I think. It takes effort, your screenshots get you attention, why release something and deal with the risk of having people hate your work?

Project DOAD

Okay, I'm sorry, what the...?!

Someone releases a complete game, though short, and instead of feedback no how it plays we just get some feedback about the art based on the screens?

I HAVE played this game (though during an earlier stage and only the first level) and not playing it because of the art style is like saying "OMG I dun like ur game 'cuz it looks too vX lol."

I look forward to playing more of this and hope others give it a try too.

Forlorn Manor

Thanks VideoWizard!

I dunno what happened there, but I updated it so it should be readable now.

Action Game Maker Features Revealed

author=Natook link=topic=3177.msg62418#msg62418 date=1234933324
This looks amazing. So many things look like they're finally using their head. Although, I'm sure I'm going to pirate this to "try before I buy" but if I ever release a game, I'm buying it.

Don't they usually have a 30 day trial to "try it before you buy it"?

This looks awesome, though I'm a bit sad to see that access to the back-end stuff is completely gone it looks like the front-end has enough features to make up for most of it!

Definitely a great program to use if you don't want to code, looking at it in detail I'd have to say it's like a more colorful and better organized version of GameMaker with additional interfaces to make creating complex objects much easier to new comers.

Professionalism, Now With Less Exit Fate

Are we still arguing in here?

It's like there are some of us who enjoy making games, and some who enjoy hyping their games for attention.

I've finished several games and I don't even WANT feedback on them because they're history, they're done, and I'm not going to change them anyway.

Feedback? More like loadofbulldodo-back. Too often it's varying opinions from a bunch of quarters who never have, never will, and never even intended to play your stuff. I trust in my close circle to give me spot-checks on ideas and implementations.

"I played 15 minutes, I'll go tell them what I hated now."

Perception is reality; if you go into that game thinking "I need to review this, ugh." or "If I play this they'll play mine." what do you think your perception already is?

Get some players to give you some feedback. I'm still of the opinion that showcasing RM games to other developers only purpose is so that the other developers can springboard off your ideas.

Blizten is on the right track, hands down.

Screenshot Superbowl Sunday

author=GameOverGames Productions link=topic=3024.msg61737#msg61737 date=1234581552


The Holy Shrine of the Beer Real Big Gun

That gun model is awesome, what'd you make it in? And what software are you designing the game in?

Screenshot Superbowl Sunday

author=Magi link=topic=3024.msg61566#msg61566 date=1234483310
Is that supposed to be the inside of Sword Breaker? I don't remember it looking like that....

It's far from exactly I'm afraid, I modeled the console off of the one in the manga since I did the same with the ship, but I skipped a lot like the chairs, the fact that the consoles are larger, connected, and added a large window (the stars scroll) to save it from a blank wall.

I'm taking a lot of liberties, including giving the characters special attacks, the first level being VR training in the ship (which was never shown in the series), etc. Nature of the devil of having a limited amount of time and learning all this stuff.

I spent several hours yesterday skipping through DVD scenes trying to find sounds for things that didn't have music with them. Couldn't find any clips of the a psyblade, might end up using like a lightsaber sound effect for swinging or something.

Game Maker - Clown Tutorial Error?

author=Sam link=topic=3131.msg61429#msg61429 date=1234442606
I just got Game Maker 7 Pro for making Fenrir II with and started with the tutorials on YoYo Games' website. Problem is, in my Catch the Clown game, my clown won't move!

I reread the tutorial and I'm positive I did everything right, but it just won't budge...

Here's hoping someone can give me a hand with this soon so you're not all waiting too long for Fenrir II

Actually what's happening there is that you're setting them to move in no direction (no arrow selected) at a speed of 4 when they are created. So they move no-direction at 4 speed (stay in place) upon creation.

If you wanted to make them move in one direction only pick an arrow and it should go.

If you're trying to make a controllable object here's a few examples:


What's happening here:

If the "left" arrow is pressed the clown is moved by -3 pixels (left) each frame.
(This is repeated in each direction input)

Note we use relative since we want it to "move by -3 pixels from where it is."

GM is event-based, so each frame the system reads certain things and updates all the objects with those events, so each frame GM is telling all object "The Left Key is pressed in right now." and if the object has a "Keyboard > <left>" event it will perform what's in that event each frame that update is sent.

Since "Create" is only sent to that object when it's created "Hey Event, you were just created, run your create event" it's only run once (might be what you were intending if you wanted the object to start moving as soon as it's set.)


Here we're using the set speed like you did but we set a direction based on what the player is pressing. When using speed once it's set the object continues at that speed until:

1. It collides with an Object you define
2. It's friction slows it down (if you set a friction, if not it will move forever)

Note: We DON'T use relative here because that would set the 'speed to +4 relative to where it is right now,' or in other words every frame the "left" key is in your speed would increase by 4 (4 pixels per frame, 8 ppf, 12 ppf, 16 ppf, by the time 4 frames had passed you'd be moving really, really fast.)

If you want to catch a keyboard stroke only ONCE you can use the "Keyboard Press" or "Keyboard Release" events.




It's a little confusing to get used to the break between RM which is one-time and cyclical, and GM which is event-based.

You can think of each Object as a parallel process that responds to the "Events" you tell it, since all objects are always 'actively' listening for any event you add to them, and they repeat each time it happens too.

(This is tricky to get used to, for example if you set a collision so that when a player touches an Object they get hurt by it, if you don't destroy one object or the other, or set some kind of variable flag and check it, they will get hurt EVERY FRAME until that 'bullet' leaves the player object's hit-box.)

Screenshot Superbowl Sunday

author=Craze link=topic=3024.msg61450#msg61450 date=1234453550
This is, like, pre-alpha stuff but yeah. Click to shoot!
http://www.rpgmaker.net/~craze/Beputa/Beputa--2-7-09.exe

Obviously it'll be more in-depth once I finish more... magnets that mess up your accuracy, different enemy movement styles, etc. That demo is just three-four hours of work!

For a while I started ignoring the top one since it never hit you, then I realized they were aiming for the ghosty heart behind me and that hurt me too. :)

Got a good basic feel though, can't wait for the HUD too, though I started to get used to keep tracking of my shots in my head.

Those sprites contrast with the background horribly, Ana.

Think so? I actually like the look a lot, maybe I'm just used to it.