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Screenshot Superbowl Sunday

Did you put a demo yet? I'm kinda interested in how it actually plays. A video would be cool too if you could Craze.

Also:

Left 4 Dead: not your standard zombie game

I've got the PC version, do we have enough people for either side to start an RMN activity of playing this game? :)

Screenshot Superbowl Sunday

author=the_nackster link=topic=3024.msg60693#msg60693 date=1233880373
Nothing amazing this time, just a new hud.



Also I just hired an artist so soon all the ugly grafix will be replaced ^^.

I can't see your avatar OR that image. :(

Screenshot Superbowl Sunday

author=brandonabley link=topic=3024.msg60651#msg60651 date=1233854567
That looks great, Anaryu. How well does 3D run in Game Maker?

Well so far, I haven't gone too far yet, most of my models are pretty simple. All the complex robo-thingies I've been making seem to work well with a half-dozen on screen, so not too bad.

You need good culling methods (not drawing and processing things outside of your view), but I only got GameMaker to lag up once when I first made about 1500 small cubes on the map (no culling at that point either).

I guess you'll see when it's ready though. :)

Honest Challenge, and Positive Reinforcement

Are we really talking about 2 things as one here?

a. Difficulty of a game element (fight, puzzle, boss, platform, room, etc. This is what the topic sounds like it's about but isn't really discussed much)
b. Cost of retry (immediately able to try again, having to load a save with an average X minutes or replay, etc)

I think generally we can all agree we like to have (a) be challenging and rewarding, but it seems like (b) is the real deal-breaker.

Is it just me or is this whole thing really another place where we're limiting ourselves by talking more about 'what has been done' instead of coming up with and trying out new methods?

A solution doesn't truly speak until it's been done either. Right now we're fighting about what we like and our pride and junk instead of coming up with cooler solutions and using them...

What games were released in 2008 [HELP FILL IN THE BLANKS]?

Let's see, SkyE and Gravity are there, so other releases I had were:

World Outside http://rpgmaker.net/games/766/

Cast Aside (http://www.rpgmaker.net/forums/index.php?topic=80.0) - episode 1 was redone and episode 2 was released in 2008.


Everything else I've played seems to be on that list.

Screenshot Superbowl Sunday

http://www.youtube.com/watch?v=1VVE6b8SMp8

Now on to actually designing the levels at last!

Help

Can it be done? Yes.
Is there a script already for it? No.
Will there be one? Probably not.
Will there be one that lets me do it without RGSS? No.
Can you do it? Right now no, but if you learned how XP or VX works and learn to program well yes.

It would be hellish to do this with just events, but with RGSS I could do it pretty easily if I wanted to. (More easily than some other things I've seen done/done.) Actually a maker named ccoa was working on a combat system like this for one of her projects and had it completed and usable.

However it would take a lot of custom sprite-work (unless you're using rips...) and you might want to consider ways to make something as fun and interesting without having so much overhead.

Having to find efficient ways to do something cool and interesting is part of being a hobbyist game-maker since we don't have huge budgets and teams. :)

Also, I like CT too Thiamor, just ignore people who needlessly insult it, no need to feed the fire. :)

Show Off Your (Gamemaking) Youtube Channel

I only post tech demo videos or examples when I want to show someone something, but it's all game-related.

http://www.youtube.com/user/AnaryuSei

Honest Challenge, and Positive Reinforcement

http://kayin.pyoko.org/iwbtg/


Those who recognize that might think I'm thinking this as an example of difficulty taken to th extreme, but in reality it's a perfect example of how to do difficult challenges RIGHT.

I played this game for about an hour straight last night, I didn't get very far (haven't survived against the Wiley in the Bowser-Flying-Clown-Head yet, but I ENJOYED what I played.

Each new challenge let me try as much as I wanted, and I was driven to beat JUST this one section.

"Darnit this is tough! But I am not losing to this area, I'll stop after I beat this..." and that continued for a while. :)

Challenge can be tough, unforgiving, and even cruel, but what I think you need to watch out for is the retry-value, or basically "How hard is it to try again?"

I WILL get frustrated with the old Megaman games while I won't with that game, why?

Because if I die too often trying in Megaman I'm SEVERELY punished by having a game over. Now I have to wait wait for the game over screen, titlescreen, load the level, and work my way back to the challenge area. UGH!

If I'm stuck on a challenge I want to attempt it repeatedly, I'm sure we've all felt that with a tough fight that is preceeded by lengthy dialog, all we want each time is that "stupid story to just go away! I've seen you three times already! I just wanna smack down that stupid boss!"

What I got from that game was a new challenge all the time and accomplishing each one left me with a sense of achievement, even though dying wasn't a real punishment since you do it every 3-10 seconds. :)

I don't think there are any rule-sets for what works and what does, I think it's more about balancing your own game based on how it plays, always giving the player a challenge that they will feel good after they accomplish, but most importantly don't cause them severe frustration when they fail to something you specifically made challenging!

ps. Tedium is bad game design. Why are you making someone playing something for fun experience tedium? And no, making them repeat something isn't necessarily tedium, but something that players feel is boring IS tedium. That's why opinions outside your "god almight I'm the designer" and the "I'm psycho-analyzing your design with my experience and giving you high-level feedback" isn't nearly as important as "I'm an average player who is playing your game" feedback.

I get more quality feedback from normal players than I probably ever will from the overly detailed analysis and reviews of my stuff.