DARKEN'S PROFILE

*blows dust off ancient readme.txt*



Currently working on: The Machine that Breathes https://store.steampowered.com/app/1126210/the_machine_that_BREATHES/ (Please wishlist!)
the machine that BREATHE...
A tunneling machine finds itself injected into a body resembling a human.

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Gaming Advice With Professor Know-It-All: How To Keep Your Gaming Audience Entertained

At first I thought "who the fuck is this guy?" and didn't bother to question further.

Than I realized you were S4D.

Looking Back: Velsarbor

Shittttt I didn't even know Cross Code was made by Lachsen

Looking Back: Vaporware Special Part One

author=Soli
I very much agree with this. To the point where I've never really understood this community's fixation on vaporware of ages past.


Let me help you. People like to brag when they have a big project on their hands (this is how people validate themselves). Video games are usually a big project. They require teams of people even if an engine is already made. The bigger the bubble, the higher the expectations. You combine all of this with final fantasy starved 12 year olds and you get a clusterfuck of screenshot topic nostalgia collapsing in on itself.

At least there's something to take from when it comes to demos tho.

Community Spotlight Interview: myformerselves

author=kentona
games are at that weird intersection of art and learning and play. (you also hear people griping about the term 'gameplay'). You get qualifiers like 'art game' probably because the concept of 'game' (like 'life' or 'consciousness') is kind of nebulous.

Good interview, btw


hey only one person gripes about gameplay

How to Quickly Sprite a Tree (VX style)

author=Galv
The old sprite has a darker side which was achieved in the tutorial with the gradient that you say is unnecessary. Maybe I am not understanding something?

The old sprite did not use a gradient it is called basic shading. Irl when a light hits something the light does not gradually become dark it just stops being lit depending on the edges. Though round/soft edges create a gradual effect it is not as simple as a photoshop place gradient here.

I know it's just a tree but i just like to discourage the beginner habit of using stock gradients.

How to Quickly Sprite a Tree (VX style)

the gradient seems unnecessary. The leaf clusters themselves should be lighted individually like you did before.


from an old sprite analysis tutorial

RMN Monthly Podcast: May/June (Part 2)

I think the hosts could work on their speech presence a little more? Like idk you guys sound like you have guns to your heads while going off on a teleprompter. This is coming from someone who listens to a lot of podcasts on a daily basis so maybe it's not a big deal.

Immersion And You: The Do's And Don'ts

author=darkload
Also, some personal advice to you, Darken. There's no need to be rude to people over their opinions.


uh tell that to BareGamer? he shat on my opinion for no reason. i have not insulted you or your article. BUT FEEL FREE TO PAINT ME AS THE VILLAIN.

If you serious about deleting the article don't, just write a better article next time preferably something to smaller scale. honestly i don't think your writing skill is at fault, more like the choice of stuff you chose to talk about.

Immersion And You: The Do's And Don'ts

are you joking? you fucking posted this:

author=BareGamer
It touches on both immersion and gameplay. Good article.


and expect me to write a detailed post from the get go? seriously wtf. I thought it would be clear that the article lacked focus and yet you can't even explain why this article is worth anything more than a collection of vague tips. lol yup "still think it can leave developers to think about" great response. like why bother posting in the first place??

Immersion And You: The Do's And Don'ts

author=darklord
Yet you cared enough to reply to the dude.


what is this... kindergarden? no, i cared enough to want more out of you.

The problem is that the way you define immersion is just... making a good game. It's semantics but immersion usually relates to realism/atmosphere which you barely mention along with general stuff. While you're at it, you end up listing most of the points with 2 or 3 sentences each without bothering to elaborate. It's just too vague and game design in general isn't that simple. If you're willing to tackle such a broad issue... actually explain these points more, actually convince people that your points are true, give good examples. That is if you're willing to turn this into a general "mistakes people should avoid" article or something, because I'm not seeing this "immersion" quite clearly.

You go from saying you shouldn't write noob speak and then saying you shouldn't use happy music in a dark setting in just a few sentences WELL NO SHIT tell the reader something that will make that stick. honestly dude i could probably sum up your article with "make your game good if you want good immersion"

Hey let me explain why i think I'm right about this by providing an example and backing it up. http://rpgmaker.net/articles/343/ this article is broad too but the author limits it to 5 points and keeps them constructive, in 2. he makes a very good point that every word should count, he explains in detail why a paticular cutscene in xenogears could have been completely cut out because he felt it was useless to the overall story. He quotes analyses and hammers it into your head that yeah this is just ONE cutscene in some old ps1 game but it relates to a very big problem in RPG writing: people write too much bullshit and need to know how to cut things out.

http://rpgmaker.net/articles/9/ right from the article title you already know what this is about. There's no dancing around the bush he's trying to convince people to stop making hour long intros with shit no one cares about. Brickroad goes at great length to analyse the different types of intros and what goes through the players mind and motivation when starting up the game for the first time. He finally concludes that if most games are about playing you should probably keep the intro to as close as nil as possible. This article and it's ideas have stuck with me for a really long time, everytime i make an intro for whatever game I probably won't finish I instinctly think: "how do i give out the premise in less than a minute?" I'm not saying you should write this article to be more memorable but GIVE OUT SOMETHING PEOPLE CAN THINK ABOUT.

Either elaborate on the article or just write about something a little smaller and focused aka just realism and mood/setting. Like idk dude this article barely scratches anything. What point are you trying to get across? no i dont mean "good immersion/game design" I mean REALLY what are you trying to say that will improve someone's game? everyone obviously wants to do that but you need to get more under the skin.