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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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.

GG Maker: The next bastard-child of family eb!

Just a heads-up to people looking to get this: I bought it the same day that I posted the previous posts, and it wouldn't even open. This was not a computer problem, since my computer runs at the requirements (or possibly better), using Win7 64 Bit. This seems like a rather large failure to me. I've since been refunded, but I won't be buying it again, and I certainly will not encourage others to buy it.

Furthermore, the only place you can get this, apparently, is through steam.

Good luck with it, I'm moving on.
Oh and I think my point has been well proven, in that we indie game creators are tired of worthless programs with empty promises. I'm moving onto unity, which was probably the better option anyway.

GG Maker: The next bastard-child of family eb!

author=ElectricSouperman
WolfCoder
Is there some completed game (not a tech demo) you would recommend to people that would impress people?
Unfortunately, all the "killer apps" that I would personally recommend haven't been completed, and some don't have playable demos out.

However, there are a few titles in there that show off some different features. For example, The Traveler shows off some Point-and-Click gameplay, using isometric maps. Kingdom Stories shows the potential for RTS games. Dawn of the Elements is a pretty good example of a simple platformer. Aniplamoxium is another RTS/Tycoon kind of game that I always was interested in. And finally, Sphere-O is a Turn-Based Battle game I enjoyed back in the day.

You'll most likely not be impressed with the graphics in a lot of the games, but not everyone is an artist unfortunately. The games I've listed used mostly custom resources (meaning they were made by the creator) and housed unique features.

Of course, since I've been on our forum a long time, things like the above will stand out to me above the usual junk, where as you probably have a lot more to compare it to and thus they might not be as unique to you. There's not a lot I can do about that, other than to say just take a look at the features of the games, rather than solely the graphics.

I will also say that some members in our community have a habit of handing out 10/10s for every game, regardless of it being deserving... So you will see a lot of titles in the Best Rated that I personally wouldn't have in there.

WolfCoder
Also in the "3D", the sprites standing up tilt at the camera and it doesn't look good. Seeing as the "3D" is reserved for the paid version, I can only ask if it is possible to set them to camera-oriented mode like on the SNES.

I believe that was a setting the creator chose for his sprites; there are a number of Face <Axis> options available for sprites, and 3D models will behave how you want them to in regards to the camera.

I have to say, I'm liking the stuff that's coming out of GG Maker and am leaning toward getting it today. I'm curious about something though (if you're still watching the topic), can it make first person dungeon crawlers (like Elder Scrolls: Daggerfall)? Is there a limit to the types of games you can potentially create? For example: Is there a genre/perspective that the engine cannot do?

GG Maker: The next bastard-child of family eb!

author=BizarreMonkey
author=MarkusT
I want something truly as easy as the RPG Maker series of software.
This just in, making good games is hard!

Making good games is hard regardless of the ease of using the engine to create it. The engine doesn't have to be obscure and hard to understand, just for the benefit of making a good game. It's not the engine that makes the game, it's the designer using the engine that does that, so whether a game is good or not, is solely on the designer, and if the designer is having issues with an engine because of either functionality, or system bugs that shouldn't occur (I'm looking at you, IG Maker), then it can potentially cost that designer a lot of money, not only in buying the software, but in lost time while dealing with ridiculous issues that would never happen in a different software.
Unfortunately, not all designers have hundreds, or even thousands of dollars to buy an engine that's guaranteed to work for them (I speak from experience), so some people can only sit and wait to see if an engine is a worthwhile endeavor, and hope it's Interface and functionality doesn't make it a waste of the often little time a designer has.
Hoping for ease of functionality doesn't equate to not wanting to work hard to make a good game, it just means that we (indie game designers) are tired of all of these proverbial lemons making empty promises about an engine that is worthless.
Some have moved on to unity (I might be after my current project, if this engine doesn't work any better than IG Maker), but unity doesn't really explain the interface, nor how to put something together in it. In fact, the vast majority of resources and tutorials I found when looking into unity, only covered what you could do with the engine, and what some of the interface did, absolutely no tutorials in the actual game creation process, whatsoever. So that left me wondering how long it was going to take me to learn it myself, and that's not an acceptable use of my time and money.
Having an interface where we don't have to learn it by trial and error for 6 months, would be nice, and that's why some of us are making the comment "I hope it's as simple to use as RPG Maker".

Offering Detailed Game Reviews (by flap)

author=flapbat
Awesome! I've been playing it and taking notes ;) Hopefully you'll get more publicity here.

-flap

Indeed I have been, already at 10 downloads and 1 person (Krolan) had done a review of it recently as well. So far, it's had high marks (though there is a bit I need to change).
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