JADEN'S PROFILE

I'm an indie game designer, currently working on my first major project, simply titled "Secrets of Kankara" (or SoK, if you prefer).
I use RPG Maker VX Ace, and have been toying with multiple RPG Makers for a number of years (since roughly 2003). I have also worked with Game Maker, although my primary focus right now is VX Ace.
Secrets of Kankara
A 2d Action Adventure game with an Action Battle System.

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Secrets of Kankara

author=Krolan
To this day ONWARD, your WORK is at LEAST as INSPIRING as FUCKING LEGEND OF ZELDA

You IMMORTAL Fuck ( - Spoonyexperiment.com - me is Krolan. Hi again. Sorry. only 109 downloads? Understand the Hiatus. Love you. Take care. )

EDIT: No Double-Meanings willfully implied!!!!!! - I talk about your GAME, not the underlying political issues of others - C R E A T O R!!!!!!!!!


Lol I appreciate the positivity, and now (many months later), I actually have the time I need to work on the game, and with that, it will be taken out of Hiatus.
I appreciate everyone who's stuck with me these many months and waited patiently for me to return.
And so, I will be returning to work on this game once again, and will try to get it done asap for you all :D
I will be posting updates from time to time, once again, as well.
If any of you have questions or concerns about the project, or just the game itself, please don't hesitate to send a message to me here, I'll try to check it at least once a week and will reply asap.

Can you have too many characters in a game?

author=LockeZ
Uh, wow. Someone who thinks Pacman was overly complex because it had too many characters? That's a new one.

Lol. Pacman has no story in the game itself, it's arcade, so it can get away with having more than 3 characters in it.
It's all balance, and pacman came during a time when that balance was more of a compromise situation (couldn't have story, so gameplay had to be worth the time to play it. Couldn't have better graphics, so more to design, etc.)

What are you thinking about? (game development edition)

author=TehGuy
author=Jaden
author=SgtMettool
author=Jaden
Coming to the realization that if I don't break into game design/development, and am able to make money on it, right now, then chances are I never will.
Regardless of how good I manage to ever to get at gamedev, I would never quit my day job for it.
I myself wouldn't worry too much about it, but it's my only real marketable skill, sadly.
I'd argue that most skills that you'd get in gamedev could probably be translated elsewhere, you know? Like programming, artwork, etc

Possibly. In the case of programming, it kind of depends on what language one uses. JS probably being the better option, since it's used in a lot of things. C as well.

[RMVX ACE] Is giving a game Atari 2600 style graphics a good idea?

author=Anonymous_Mclove
I don't know where else to post this. So anyways, I'm making a game called "The Masters of Mondaian." It's about a guy who falls into another, surreal version of Earth called Mondaian, and goes on a quest to return home. I don't want to give away too many details, mostly because I don't want ideas getting stolen and I'm still in the brainstorming phase.

So I figured for starters I could go and give the game custom graphics in the vein of the Atari 2600. The reason being for this is because it's simple to make and it can still look decent and unique if done right. But I'm worried people will consider the game's graphics to be TOO simple. So I'm just wondering, would YOU, as a player, want to try a game that has Atari-style graphics? Thx in advance!

I've seen a lot of great quality games with 8-bit or less graphics. I personally prefer 8-bit or even 16-bit graphics for indie games, it brings back what games used to be, and makes the creators, such as ourselves, really think about the design of the game, the mechanics, the playability, etc. I'm convinced that modern pro games are as bad as they are because there is no innovation anymore, there are no single-person teams, it's all multiple people more often than not, developing a single aspect of a game, and then putting it all together. Back in the day, you did have a few teams with more than a few people, but often it was just one person, or maybe a handful of people. It's what we indie devs have that pros lack now, that ability to see what can be done with limited options.
So, in short, take your ideas and roll with them! :) You never know what will work in design.

Can you have too many characters in a game?

Maybe I'm just a minimalist, but I've always felt that a game should have a maximum of maybe 3 main characters, one of them being the main character that you play as.
I'm used to games from NES and up, where you'd have maybe 1 player character, and a handful at most that had backstory.
Examples:
Metroid: Samus - Main Character, 3 other secondary mains were Kraid, Ridley, and Mother Brain.
Zelda: Link - Main Character, 2 other secondary mains were Zelda and Ganon (then spelled Gannon)

Of course, this depends on the genre of game, the 'age' of the game (if you want retro, best to use 1 or 2), and the overall intent vs. your target audience.
Game creation, in every aspect, is really a game of balance, too much of anything can be bad if it's not equalized by something else.

Just my two-cents. Good luck! :)

What are you thinking about? (game development edition)

author=SgtMettool
author=Jaden
Coming to the realization that if I don't break into game design/development, and am able to make money on it, right now, then chances are I never will.
Regardless of how good I manage to ever to get at gamedev, I would never quit my day job for it.

I myself wouldn't worry too much about it, but it's my only real marketable skill, sadly.

What are you thinking about? (game development edition)

Coming to the realization that if I don't break into game design/development, and am able to make money on it, right now, then chances are I never will.
My single project has taken like 4-5 years to make as it is, but it's not one I can make money on (because I use content that is under a Non-Commercial License), so I've had to put it on Hiatus until I have the time to finish it. Right now, my best bet is to use my old Game Maker 8 (studio does not work right for some reason, won't compile games at all), and make the games I initially thought about making. I'm getting to be decent at GML, but not to the point of like, 3d or anything, which is my ultimate goal, I suppose. The problem is, there is no community for GM8 anymore, so script support is totally out the window. Something as simple as text boxes tend to be a hassle, which is just sad.

The future of my dream job has never looked more bleak than it does now.

Secrets of Kankara

UPDATE: This project has taken quite a while to actually work on, and during the time I have been working on it, I've also been dealing with some stuff at home that has hindered my progress. While I do not intend on giving up on this project, I do, however, have to put it on hold until I can put the time I need to, into it. The demo will remain up (unless the link goes dead, but if that happens, please do PM me here), so you all can enjoy what's been finished so far. I will return to the project ASAP. I apologize to those who have waited so long for this game to be finished, but with my current schedule, it could take the rest of this year before it's even close. Thank you for your support so far, and please do stay tuned for my return, I will do my best to come back to it quickly.

Secrets of Kankara

author=Krolan
I guess you stopped.
Oh well, I did, too.
Hope you're doing well, wherever you are whatever you're doing.
Take care.

Actually, I'm still going lol. It's been a rough year, at this point I don't know when I'll be able to finish SoK, but it's still in progress. There have been a few times where I thought about canceling it, due to numbers, but I decided to keep going. I haven't had much to update you all with, though, hence, my silence.
I also haven't been checking these pages for a while, but since I'm getting posts, I probably should.

But rest assured, I haven't given up on this project.

RPG Maker MV

I just want to say the following:

I have windows 7 64-bit.

I downloaded the demo product to check out some of the new features for myself, the install went fine, even though it takes up almost 1GB of data (700+ MB), and I opened it and hit continue to start the demo product because I do not have a key (obviously, if I'm looking at a demo). I was greeted with a standard splash screen, similar to RMVX ACE, and the program opened, just like previous RM's.

Unfortunately, instead of seeing a GUI, I got a blank, white window, with no GUI. I gave it a minute because I thought that it just might take a few minutes to load the GUI, but that did nothing.

I have to say, I am sorely disappointed by this, and I urge great caution when looking into this product.
Having been a user of Enterbrain's products for around 10 years or more, I am astounded that the newest demo turned out to be a blank screen on my system.
I do not claim to know what happened, all I can do is tell you to check the product demo before you buy it.
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