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It Moves Review

Although your experience playing the game is valid, this doesn't really read like an official review to me. It just seems like a long drawn out "it wasn't for me." I don't see anything that's really constructive. I feel like it all could have been condensed into a single paragraph, and posted as a comment instead of a review. But it was accepted as a review submission, so I guess I'm wrong.

A little disappointing as well that there weren't any positives mentioned. Even if it wasn't your cup of tea, you should still be able to recognize things that are well done. I don't think you were harsh at all, I just think it could have been balanced better.

I do hope you can find some horror games you're able to enjoy though. I understand how it would be difficult in your position. It's hard to think of many without sudden scares. Good luck though!

Sup

Welcome welcome. Let us be losers together, friend.

accha art, yay

Hey that's actually pretty nifty. Awesome. :>

Name your maker!

RMXP, RMVX Ace, Unity, and hopefully more in the future.
I like trying out different ones. They all have their pros and cons.

accha art, yay

Gorgeousss.
You're so good with color.
//jealous

Fast Times at Aremen High: Sign-Ups

I've been trying to wiggle my way into this community, so I'll go ahead and sign up.


There you go.
Not the smartest kid in class (get it? goat puns. good stuff), but always willing to help out fellow human-shaped classmates. Even though that advice may end up nonsensical and/or misleading. Oops.

What process do you do to make games?

For me, I can't commit myself to a project without that initial spark.
That spark can be anything from a tiny bit of plot/concept (like... a game about anthropomorphic frogs), a setting that speaks to me, gameplay mechanic that pops into my head, etc. If I don't start with the spark, the creation process becomes slow and cumbersome.

From there, I usually delve into characters and plot. I like to know where I'm going, and who I'm going there with. Otherwise I'm likely to get lost along the way.

I'll spend a long time deciding on how the gameplay is going to work and create some test maps to implement it all. Then it's time to hunt down scripts for whatever I can't manage on my own. This stage usually involves a lot of bug fixes and patience.

Creating maps and custom resources go hand in hand, and I tend to approach them bit by bit. In other words, I'll map out the first area of the game and create my graphics for it. Then I'll create story and gameplay events for those maps, until I need to move on to the next area. Etc. etc. (I redo important events and cutscenes a lot, because my initial attempts usually work, but are messy messy.)

I tend to make a lot of changes to the story and characters as I go. New ideas come to me and usurp the old ones. Sometimes I have to go back and edit large chunks to keep everything consistent. By then I'm just praying the end result will be worth it.

Game Name Game

Congrats, Dyhalto! Your game was one of my fave entries. Glad you won. c:

Let's Draw a Pass-Off Comic! -Finished!-

Bun-Bo there is pretty freakin' adorable.

I have many game ideas but I'm not able to focus on one...

I often have the same problem.
My current project is very important to me, so I'm staying dedicated this time.
But it's still hard to ignore all the new and exciting ideas I haven't fully explored yet. * ^ *