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Anaryu
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First Game Maker Experiences?
Was a program on an old 386 called like ToolBox or something.
One of the first things I started on was an RPG, even made a fight where I made a "page" for every single possible turn of a fight, basically mapping out each turn you could take, I had like ~40 pages for the fight tiny fight in the game. :)
One of the first things I started on was an RPG, even made a fight where I made a "page" for every single possible turn of a fight, basically mapping out each turn you could take, I had like ~40 pages for the fight tiny fight in the game. :)
SkyE
Actually it's already gotten 2 full reviews, one by Max McGee and one by Asalieri. :)
@Asalieri (after this post): Yikes. :O
@Asalieri (after this post): Yikes. :O
[Demo] Everything Turns Gray - First Real Demo! & [Short Game] Vermicide
author=Max McGee link=topic=2590.msg48767#msg48767 date=1228298251
In the mean time, I hope no one is dissuaded from playing this by the somewhat meh reviews.
I hope mine didn't come across as 'meh,' I really liked the game and simply concentrated more on things to do with the next version since it was made pretty clear in the ending that this was like a tech demo for EtG.
Even people spending all their time working on their own stuff need to take a break and play short games like this re-inspire and get some creativity flowing again. :)
Maybe I'll throw together some basic examples of what I meant in a VX project; the version I have is encrypted, if you wanted me to try to figure out what was lagging the project I could take a quick look.
To be honest I'd never touch an anti-lag script with a 10-foot pole myself; but I wrote one for VX that I think addresses some pretty cool things and if you run into problems you have 'local' support on it then. :)
Then again many times the lag might have nothing to do with events and the like, it usually comes from poor use of scripts, which an anti-lag doesn't do jack for.
[Demo] Everything Turns Gray - First Real Demo! & [Short Game] Vermicide
I finished this tonight as well, but I'm not a reviewer so I'll just give my thoughts. I am keeping in mind that this was more of a demo for a greater project. :)
First, things to consider that could really make the next version stand out as something new and unique in this theme:
1. What was processing the whole time? My FPS kept going up and down between ~60 and ~28. Anti-lag script or having a scripter take a look at constant processes to see if it could be simplified or such would be a good idea.
2. Fatigue message could mess up other things, a picture in the corner to track your status and food/water available (all eventable easily) would be much nicer.
3. Less random battles; in both senses! To be precise I mean how you can find yourself in a total win/lose situation just based on what you're fighting, AND that they're random encounters. On-map enemies that would immediately chase after you if they could see you (would make stealth so much cooler) wouldn't have been that much more effort, and you could have created spawn points or something for the rats/wasps, with the tougher monsters being more sparsely placed.
4. Make alternate party members more useful in combat OR support in combat, etc. For example Ai could have been a skill your character uses instead of a person in combat that can die in one hit. :)
5. Skills instead of Stats. Even in Fallout 3 there are many times where I feel the stats themselves were tacked on; they only give your starting skills some boosts and unlock some Perks. I'd change the in-game stats to instead reflect skills and maybe look for a way to add additional ones and concentrate on those.
6. More loot and more uses for it! Lots of weapons that you can repair other weapons with, spare parts to fix/upgrade weapons, etc, would all be great additions.
Okay, enough about that!
This was indeed pretty short, but I enjoyed it all the way through. As a matter of fact the length you have for this little dungeon is what I think you should aim for as a middle ground for your next project; shorter for small areas of exploration and just a tad bit longer for bigger ones (not too much bigger though!)
The loot was cool, but I'd have loved to get more; when you're dungeon crawling loot is great.
The atmosphere was well done, the characterization was way too short to tell if it was good or bad, but that comes with the territory on a game like this.
The mapping was good, it's VX so there's not exactly a LOT you can do (what WAS with the dragon corpse?) but I certainly wouldn't complain about any of it.
It got across the feeling of dungeon crawling fun by cutting lengthy cut-scenes and concentrating on gameplay. The puzzles were well done in the sense that even without much guidance on some I always had a pretty good idea of what to do, so you built in the flow without the obvious flashing signs many revert to.
Overall considering the insanely short amount of time you put into this it's a great start and has a ton of potential to be turned into something much larger!
I heartily recommend anyone to give this a go; it's fun, it's short, it's interesting, there's really no reason NOT to try it!
First, things to consider that could really make the next version stand out as something new and unique in this theme:
1. What was processing the whole time? My FPS kept going up and down between ~60 and ~28. Anti-lag script or having a scripter take a look at constant processes to see if it could be simplified or such would be a good idea.
2. Fatigue message could mess up other things, a picture in the corner to track your status and food/water available (all eventable easily) would be much nicer.
3. Less random battles; in both senses! To be precise I mean how you can find yourself in a total win/lose situation just based on what you're fighting, AND that they're random encounters. On-map enemies that would immediately chase after you if they could see you (would make stealth so much cooler) wouldn't have been that much more effort, and you could have created spawn points or something for the rats/wasps, with the tougher monsters being more sparsely placed.
4. Make alternate party members more useful in combat OR support in combat, etc. For example Ai could have been a skill your character uses instead of a person in combat that can die in one hit. :)
5. Skills instead of Stats. Even in Fallout 3 there are many times where I feel the stats themselves were tacked on; they only give your starting skills some boosts and unlock some Perks. I'd change the in-game stats to instead reflect skills and maybe look for a way to add additional ones and concentrate on those.
6. More loot and more uses for it! Lots of weapons that you can repair other weapons with, spare parts to fix/upgrade weapons, etc, would all be great additions.
Okay, enough about that!
This was indeed pretty short, but I enjoyed it all the way through. As a matter of fact the length you have for this little dungeon is what I think you should aim for as a middle ground for your next project; shorter for small areas of exploration and just a tad bit longer for bigger ones (not too much bigger though!)
The loot was cool, but I'd have loved to get more; when you're dungeon crawling loot is great.
The atmosphere was well done, the characterization was way too short to tell if it was good or bad, but that comes with the territory on a game like this.
The mapping was good, it's VX so there's not exactly a LOT you can do (what WAS with the dragon corpse?) but I certainly wouldn't complain about any of it.
It got across the feeling of dungeon crawling fun by cutting lengthy cut-scenes and concentrating on gameplay. The puzzles were well done in the sense that even without much guidance on some I always had a pretty good idea of what to do, so you built in the flow without the obvious flashing signs many revert to.
Overall considering the insanely short amount of time you put into this it's a great start and has a ton of potential to be turned into something much larger!
I heartily recommend anyone to give this a go; it's fun, it's short, it's interesting, there's really no reason NOT to try it!
3 Hour Game Day #2
3 Hour Game Day #2
author=Asalieri link=topic=2587.msg48291#msg48291 date=1228165463
Well, it's Dec 1st, so it would be a good idea if we all decided on a day pretty soon here!
Dunno about everyone else, but a Saturday or Sunday seems ideal, I can't do the 7th.
3 Hour Game Day #2
Okay! This sounds like fun, assuming I'm free on the day this happens (December is a bit of a busy month) I'm in!
Asa's Tellahvision *SkyE reviewed!*
Just woke up and a new review is here! Being a feature game sure brings the reviews in.
This is great feedback too, and I appreciate the time you put into this.
I would certainly NEVER argue about story being my strong-point, though I like to think I've improved over my earlier attempts, and SkyE's story was a lot of experiments.
One thing I tried was introducing a lot of (what I thought was) original ideas and structure without hammering background into people's faces since I usually have that stuff covered more, but it's usually really dull, boring, and most people don't care anyway. You and Max both seem to agree that there's concepts there that are really empty and need covering, covering history concepts without long speeches is now an item on my "Research how the heck writers do that." list (which is getting bloody long...)
I think perhaps adding vocals to the music was a poor idea, though I really thought it added a lot, but then again I tune out vocals and I treat them like an instrument in my own mind unless it's something where the vocals are what I'm there for (think Weird Al or Aquabats, etc).
The controls are an interesting point I'd like more feedback on, while I did test with a controller 1/3 of the time, I played mostly on my keyboard, especially I'm wondering about the "shift" key bit, did you try to hold it in? I'm wondering if it was too vague and if you were trying to hold the shift key in all the time? Also, Z and X should also be held instead of tapped repeatedly, unless you're mixing a lot of specials in between your stream of main attacks, or am I interpreting your statement there incorrectly?
Regarding writing the more I practice it the more I really feel the actual plot and ideas are more pointless and the more the presentation and characterization are ALL that makes a game great; I worked with a really good writer on the premise for this game, but I do feel that my implementation of the story and dialog was terribly weak.
You probably liked the music that was made by actual musicians and not the stuff we managed to make, this is another thing we'll work more towards as we form some better alliances with musicians. :)
Again, thanks for the review, these really do help me out a lot!
This is great feedback too, and I appreciate the time you put into this.
I would certainly NEVER argue about story being my strong-point, though I like to think I've improved over my earlier attempts, and SkyE's story was a lot of experiments.
One thing I tried was introducing a lot of (what I thought was) original ideas and structure without hammering background into people's faces since I usually have that stuff covered more, but it's usually really dull, boring, and most people don't care anyway. You and Max both seem to agree that there's concepts there that are really empty and need covering, covering history concepts without long speeches is now an item on my "Research how the heck writers do that." list (which is getting bloody long...)
I think perhaps adding vocals to the music was a poor idea, though I really thought it added a lot, but then again I tune out vocals and I treat them like an instrument in my own mind unless it's something where the vocals are what I'm there for (think Weird Al or Aquabats, etc).
The controls are an interesting point I'd like more feedback on, while I did test with a controller 1/3 of the time, I played mostly on my keyboard, especially I'm wondering about the "shift" key bit, did you try to hold it in? I'm wondering if it was too vague and if you were trying to hold the shift key in all the time? Also, Z and X should also be held instead of tapped repeatedly, unless you're mixing a lot of specials in between your stream of main attacks, or am I interpreting your statement there incorrectly?
Regarding writing the more I practice it the more I really feel the actual plot and ideas are more pointless and the more the presentation and characterization are ALL that makes a game great; I worked with a really good writer on the premise for this game, but I do feel that my implementation of the story and dialog was terribly weak.
You probably liked the music that was made by actual musicians and not the stuff we managed to make, this is another thing we'll work more towards as we form some better alliances with musicians. :)
Again, thanks for the review, these really do help me out a lot!
Screenshot Schmeenshot
@Max: I love those Vermicide screens, and goodness there are a lot of them. :O
What's that black area that reminds me of a fancy-bordered chalk-board in the upper-right hand corner of the non-spoiler screen?
Since my wife's tablet is out for repairs, I had to recruit a secret sprite helper to make my main character sprite for our newest project (contest of course), and then had to spend 4 hours tonight putting together a simple tileset (first time I've had to do that!)
Here's a quick preview of a lot of the tiles that will get used in Gravity: (Gotta get stuff done faster so I can have a demo out for Release Day!)

The barrels are NOT original, and are being replaced. (And the pixely big one is being resized and floated by the main character.)
What's that black area that reminds me of a fancy-bordered chalk-board in the upper-right hand corner of the non-spoiler screen?
Since my wife's tablet is out for repairs, I had to recruit a secret sprite helper to make my main character sprite for our newest project (contest of course), and then had to spend 4 hours tonight putting together a simple tileset (first time I've had to do that!)
Here's a quick preview of a lot of the tiles that will get used in Gravity: (Gotta get stuff done faster so I can have a demo out for Release Day!)

The barrels are NOT original, and are being replaced. (And the pixely big one is being resized and floated by the main character.)
The only hypothetical question that matters...for game developers who are also grownups.
author=Max McGee link=topic=2480.msg47498#msg47498 date=1227833216What would be awesome is if I had two specific types of close friends who lived in my town... a professional programmer/scripter, and a top notch sprite artist.
Anaryu is basically the former and his god damn wife yaoumei is the latter.
Lucky bastards. (I saw what she charges for commissions, too, marrying her was probably a smart financial move in terms of free art. :P )
Nail on the head, 'cept it's for art and not sprites, but you can make do either way. :)
And it's less rare for a spouse to just 'disappear' and be unresponsive for years than someone you just know online!













