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Having a one-tile high bridge coming off of sea-level sand looks kinda weird. Can't have a couple of steps or something on the sand, up to the bridge?
Sprite Base, Feedback, etc.
Aye, there's not really much you can do for a tall'n'skinny sprite in a basic movement sheet without giving them massive boobs or a big hunch, so they tend to look flatter by comparison than a chibi sprite.
[Poll] Feedback for an Idea
Well if you, personally, would get bored of it, then don't do it; don't make a game for someone elses sake.
But in my opinion, I actually think that'd be a pretty fun game to make, with lots of potential. I'd enjoy making that, and reckon a pretty fun game could come out of it.
I just mean that there's other ways to look at it, just giving an opinion :)
But in my opinion, I actually think that'd be a pretty fun game to make, with lots of potential. I'd enjoy making that, and reckon a pretty fun game could come out of it.
I just mean that there's other ways to look at it, just giving an opinion :)
Sprite Base, Feedback, etc.
@Archeia:
I'd say it's more just about making good use of form to convey life and movement. A lot of great examples of spritework are when they're doing something or in a pose that really makes them "pop".
You say that OPs sprites are "flat"; I'd have said that was because they're just standing there plainly and simply, as opposed to the crocodile sprite you linked, which is in an interesting pose that can make good use of form and tone.
Then again, that may be part of the problem (and perchance, your point?); a good character sprite needs to look good even without the advantage of a fancy pose.
I'd say it's more just about making good use of form to convey life and movement. A lot of great examples of spritework are when they're doing something or in a pose that really makes them "pop".
You say that OPs sprites are "flat"; I'd have said that was because they're just standing there plainly and simply, as opposed to the crocodile sprite you linked, which is in an interesting pose that can make good use of form and tone.
Then again, that may be part of the problem (and perchance, your point?); a good character sprite needs to look good even without the advantage of a fancy pose.
Looking for a short project to help work on~
S'good someone finally got back to me; have just been sittin' here spriting cavemen and egyptian zombies!
Well once you have your story sorted out, if you let me see it (script summary, plans for features or something so I know better what's going on) and what level of involvement you want me to take (I can do as little as just spriting for you, or I could try help out in other ways as well) then we can work something out :D
Well once you have your story sorted out, if you let me see it (script summary, plans for features or something so I know better what's going on) and what level of involvement you want me to take (I can do as little as just spriting for you, or I could try help out in other ways as well) then we can work something out :D
HELP TODAY: NEED SOMEBODY TO ANSWER THIS INTERVIEW
Steam isn't likely to shut down; it's been absolutely exploding since it came out.
And Valve are in no danger. Most of the high quality game design stuff (Half-Life, Portal...) most companies strive for could basically be said to just be following Valve's lead.
And Valve are in no danger. Most of the high quality game design stuff (Half-Life, Portal...) most companies strive for could basically be said to just be following Valve's lead.
HELP TODAY: NEED SOMEBODY TO ANSWER THIS INTERVIEW
Consoles are dying? Lol.
No, seriously... "we hear it all the time".
When? Where? There's been years where the Gaming Industry was widely tagged as recession-proof. Now, as much as we can accept that it being recession-proof may be a stretch, I've never heard anyone who's even remotely involved in gaming talk about the industry being "doomed"...
Gaming is still one of the biggest industries in the world and has shown no signs of slowing other than the fact that mainstream consoles are spending a bit less time pissing in the wind and focussing their AAA titles on catering to "everyone". But that's what indie games are for, and we have more indie games out there than we have indie movies, so again...seems fine to me.
Feel free to slap me if the morning papers prove me wrong, but.
No, seriously... "we hear it all the time".
When? Where? There's been years where the Gaming Industry was widely tagged as recession-proof. Now, as much as we can accept that it being recession-proof may be a stretch, I've never heard anyone who's even remotely involved in gaming talk about the industry being "doomed"...
Gaming is still one of the biggest industries in the world and has shown no signs of slowing other than the fact that mainstream consoles are spending a bit less time pissing in the wind and focussing their AAA titles on catering to "everyone". But that's what indie games are for, and we have more indie games out there than we have indie movies, so again...seems fine to me.
Feel free to slap me if the morning papers prove me wrong, but.
What to do if your Game Submission is denied/pending
I'd have thunk that it's kind of taken for red that the "minimum requirements" are to be taken as such: minimums.
I don't think I could possibly give a 500 word description of any of my projects and feel satisfied with it, because 500 words really is just a bare-ass "write SOMETHING down" minimum, rather than an expected standard of quality.
As for screenshots, I'd have to disagree: more is not better. I think the key factor is having different screenshots more than many. I don't like the idea of submitting several shots that are all of relatively similar things; I'd like them all to look pretty different from each other. If the game currently only has three screenshots that can look different, that seems fine to me.
But then again, maybe that's just me, I'm a visual guy... Personally, I get bored of looking through screenshots if they're all too similar; I look at screenies to see multiple different aspects of the game and what it all has to offer.
I don't think I could possibly give a 500 word description of any of my projects and feel satisfied with it, because 500 words really is just a bare-ass "write SOMETHING down" minimum, rather than an expected standard of quality.
As for screenshots, I'd have to disagree: more is not better. I think the key factor is having different screenshots more than many. I don't like the idea of submitting several shots that are all of relatively similar things; I'd like them all to look pretty different from each other. If the game currently only has three screenshots that can look different, that seems fine to me.
But then again, maybe that's just me, I'm a visual guy... Personally, I get bored of looking through screenshots if they're all too similar; I look at screenies to see multiple different aspects of the game and what it all has to offer.
Character Stats
You need to have a baseline in mind. Just adding stats randomly all over the place will result in disaster.
Learn the damage forumlae you will be using (in 2k3 you can find these in the help sections, in VX/A you can edit them yourself in the skills tab) and then from that you can work it all out.
I always start with health, personally. I say to myself "Right, the Knight class will have 1,000 hp". I know that the damage formula is atk*4-def*2, and I want him to be taking around 150~200 damage per turn. So this gives me the next stats: enemies should have something like 80 attack, and my Knight should have around 85 defence.
Magic attack works out similarly to that, and AGI can be pretty much whatever you want it to be, since the only stat it's (typically) compared to is other characters' AGI.
It's just a process thing; once you get the first stat set in your mind, you can start to build the other stats around that. Although don't be afraid to go back and change them if it's needed.
Learn the damage forumlae you will be using (in 2k3 you can find these in the help sections, in VX/A you can edit them yourself in the skills tab) and then from that you can work it all out.
I always start with health, personally. I say to myself "Right, the Knight class will have 1,000 hp". I know that the damage formula is atk*4-def*2, and I want him to be taking around 150~200 damage per turn. So this gives me the next stats: enemies should have something like 80 attack, and my Knight should have around 85 defence.
Magic attack works out similarly to that, and AGI can be pretty much whatever you want it to be, since the only stat it's (typically) compared to is other characters' AGI.
It's just a process thing; once you get the first stat set in your mind, you can start to build the other stats around that. Although don't be afraid to go back and change them if it's needed.
Your RMVX/ACE/XP? game interacting with RMN
Well the immediately obvious solution is to have 'chievos added after the fact, checked by staff etc like Kong do, so that nothing is ever abused. But with few staff members who are already busy vetting submissions, reviews etc, that'd probably just be pretty unfair on them, if nothing else.
The other, better solution, is to do it xBox style; put restrictions on it and let the developers do whatever the hell they want within those restrictions.
e.g.: "Each game can only reward up to 100 RMNP" and then it's up to the developer whether this is one big 'chievo or 95 small ones and a big fiver at the end.
Or whether to only award a single point upon completion.
Then again, that could be moderated too: "each game can only have up to ten 'chievoes" or whatever.
That way the staff wouldn't need to pour countless hours into going through each individual game, and just rely on the developers. I'm sure there could be someway, similar to the "makerscore/submissions" page that checks what you've gained, so if someone suddenly does get 38k from a single game, that game gets edited/removed/'chievoes disabled or whatever.
Personally, I like 'chievos systems, like on Kong. It encourages me to spend more time looking for games to play, and encourages me to aim to complete those goals. It's more of a personal motivation thing; having it viewable for everyone just creates a bit of the competitive drive to urge you to keep doing so, which isnae a bad thing.
I'd completely support some kind of system like that, if it could be implemented. And I mean if any RPGM site was gunna do it, you'd figure it'd be RMN~
The other, better solution, is to do it xBox style; put restrictions on it and let the developers do whatever the hell they want within those restrictions.
e.g.: "Each game can only reward up to 100 RMNP" and then it's up to the developer whether this is one big 'chievo or 95 small ones and a big fiver at the end.
Or whether to only award a single point upon completion.
Then again, that could be moderated too: "each game can only have up to ten 'chievoes" or whatever.
That way the staff wouldn't need to pour countless hours into going through each individual game, and just rely on the developers. I'm sure there could be someway, similar to the "makerscore/submissions" page that checks what you've gained, so if someone suddenly does get 38k from a single game, that game gets edited/removed/'chievoes disabled or whatever.
Personally, I like 'chievos systems, like on Kong. It encourages me to spend more time looking for games to play, and encourages me to aim to complete those goals. It's more of a personal motivation thing; having it viewable for everyone just creates a bit of the competitive drive to urge you to keep doing so, which isnae a bad thing.
I'd completely support some kind of system like that, if it could be implemented. And I mean if any RPGM site was gunna do it, you'd figure it'd be RMN~