IROG'S PROFILE

Hi all !

I like 16-bits RPGs (especially action RPGs) where you feel the quest behind the lines of code. I also like strategy, puzzle solving, immersive stories, tabletop RPG and LARP.

I'm a hobbyist C programmer who likes to work on custom game mechanics. My very first project was a very basic map generator for Genesia, aka Ultimate Domain https://rpgmaker.net/users/Irog/locker/UltimateDomainWorld.zip

I also want to help developers polishing their projects with my player feedback. So I'll be happy to test your game !

See you around,
Irog
Red Balloon of Happiness
Red balloons bring happiness to any home. Any? Are you sure?

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[Offer] Graphic maker open for experiments. *ahem* experience.

author=BlackWolf1992
author=Irog
You don't need an idea guy: he'll impose you to do things that are beyond your current skills and you will not like his ideas anyways; yours are better!
Not necessarily, sometimes having a person to get feedback and ideas from is a good thing. Just because someone says to do something does not mean you have to do it. I recently got some up from Libby on a dungeon that was a bit crappy when I created it. After some feedback from her, it made it so much better. Redoing it was a bit of a pain because I thought this looks good but I redid it anyways and it turns out it is way better and fits the game story even more than it did before. No longer was it a simple dungeon it was now a dungeon with meaning.

This is applied constructive criticism which is good. And it is totally different from an idea guy imposing ideas to your project.

author=Kevincalanor
That's so accurate that I will probably use it in the game.
Be my guest!


author=Kevincalanor
Here's the current WIP of The Cleaner.

Your game demo is excellent. You've built a solid base for a game. The graphics look really cool and the music fits the action very well.

The controls are somewhat clumsy. Mouse aiming would replace the 4 aim keys. With "left click to fire", "right click to reload" and "wheel to switch weapon" you only need a key to jump, a key for the special attack and the arrows. Being able to configure the keys would also help a lot (same as you pointed out in Wizard Apprentice Lya).

The up and down arrows are not used. They could serve to raise and lower the camera relative to the player. When you jump from roof to roof you sometimes need to look what's below you. During the helicopter fight, the lower half of the screen shows an area where there is no action.

It is not obvious that you can triple-jump. A small tutorial message would help.

The difficulty is really high: HP decrease very quickly when in contact with an enemy or by helicopter bullets. Instant death in spikes creates a lot of frustration.


I reached this place.



Is it the end of your demo?


I think you should definitely submit a game page. You have enough level done to upload 4 solid screen shots. If you upload your demo, players can give you the feedback you need.

[Offer] Graphic maker open for experiments. *ahem* experience.

author=Kevincalanor
The major problem is, not sure of what I was making to boot, started by seeing several GameMaker Studio platformer tutorials, attached a gun to it, 'cause guns, and when things started running, tried to poke a game out of it.

Went as far as passing the description to Marrend double-check, around that time I've noticed that not only it all was a bit too generic, but also the game-play was stuck with a tech-demo feeling. Because well, that's what "The Cleaner" were.
I don't believe I'm typing this but, I probably needed an idea guy for it. And no, I'm not looking for one

That's a very good approach! You start with a tutorial to build a game prototype. Then you experiment with the tutorial next examples and see if they turn into something useful for your project. You don't need an idea guy: he'll impose you to do things that are beyond your current skills and you will not like his ideas anyways; yours are better!

When you build an action game, you must make sure the game-play is fun. And tech-demo are perfect to polish the game-play before you build an entire game from it. I have a shooter project in a similar state. If you have some time you can try it and give your feedback. I'll be happy to do the same for your game.


author=BlackWolf1992
Option 01: "It is not bad at all."
Option 02: "This place sucks! I hate it."
Option 03: "..."
Option 04: "Depends do you come with the room?" *wink*
*pick option 04*

Block a punch to the face (doing so obstruct my field of vision)
Fail to see the upward kick
Roll on the floor in plain
Eliza leaves the room

"Definitely not worth it!"

A Halloween Horror

author=Liberty
:<

My beautiful layout! ;.;
My lovely colour choices! ;.;
WHY?!
HOW?!
WHY!?!!?


If you need help to recover the page, here is a copy of the page as it was on the 12th October.

[Offer] Graphic maker open for experiments. *ahem* experience.

Kevincalanor, your game looks really cool! You should make a game page for it. And request some help on the elements you're struggling with. I'm sure some RM users will help and may be interested to team up with you to build the game.

What's up with the home page?

What about the following?

Teamwork and You pt. 2: Working

Actually, all games I worked on started for an event. Events are really good to give the first impulse to a project and offer excellent opportunities to experience team work. My first project was a for a solo event then I tried a team event and finally the event of my previous post.

On my first team project, I teamed up with FlyingJester, a programmer who has much more experience than me. We met a lot of technical issues: one of us used a non-Windows OS and the other used Windows... that would probably cause minor inconveniences among artists be we are programmers and, being the least skilled, I got a lot of compilation errors and the associated frustration. FlyingJester help me a lot and we managed to overcome those technical issues.

We weren't well organized: we didn't make a plan to divide the work into tasks. Our project scope was probably too large even if we had no technical issues. In the end we managed to deliver a working game prototype. Thanks to FlyingJester, I discovered new useful tools and learned a lot.

For my second team project, I teamed up with people who have distinct fields of expertise. (Details in my previous post)

The contrast between the teams taught me a valuable lesson:
To work efficiently with more than one programmer in a team you need good software architecture skills.

I lack the software architecture skills but I'm going to learn it and restart team work on Wizard apprentice Lya. I'll also write a realistic plan to prevent the project from dragging.

Teamwork and You pt. 2: Working

Your teamwork articles are pure wisdom! A recent project I worked on demonstrated how accurate your articles are.

On the surface level, my initial recruitment post looked a lot like the "I've an idea, who wants to join me." But it mentioned I was able to program and was looking for an artist. By then my profile only had MinST to show what I could make. It got Avee's attention. The vague game idea crystallized while writing it to him. We gained confidence that this project fitted the one month Halloween event. Luiishu accepted to join and worked on the music.

Programming the game naturally put me in the role of gathering and using other member's creations. As I suggested the initial idea the team members considered me as the leader but I always considered myself equal to them. I was always referring to the game as "our game".

During the project, I had the following Extra Credits quote in mind:
"Everyone who touches a game influences it's design. Even if you don't intend for them to."
And apply the following approach to it:
"Then I must intend the team members influence our game design."

The game concept was not fully formed and grew with message exchanges in the team. While guiding the work to make the game coherent, I did my best to give as much freedom as possible to the artists.

The frequent progress updates gave our team a good momentum. It was really motivating to see everyone's new creations.

Near the end of the project, Luiishu suggested his friend Frogge for the voice acting. I trusted Luiishu. Frogge improved our game immersion a lot.

When you're lucky to work in a good team, the advices presented in the articles makes team projects go smoothly.

I think I've been very lucky to work in a great team and I discovered I'm a decent leader.

Fire Emblem 6 - TILoRtQatQfP

I've played the first map and I enjoy your game so far! No bug found yet. <Subscribed>

Wizard apprentice Lya

We'll build collectable healing items to extend player lifetime. The difficulty will be player configurable: affecting enemy HP, fire rate and other parameters. I thought of a way to improve enemy aim that would only be used in the hard mode.

Wizard apprentice Lya

Thanks for your feedback.

author=Luiishu535
I suck at these types of games, so I didn't get too far.

You're facing a really tough challenge!
Defeating all 24 skeletons of the test map is not an easy task: they kill me when I'm not fast enough. As I programmed those bastards, I must admit that the difficulty is high.