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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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".

Secrets of Kankara

Hey everyone! Jaden here. Just wanted to update you guys on what I've been doing as of late in terms of the project. As you all know I've been working on this project for a long while (maybe you didn't know that lol), and it's an ongoing process. I recently finished concepts for bosses and boss-pairs, though haven't added them yet. I also have been adding side quests and mini-games, as well as a mining system (to get materials for the smith's workbenches). While these new features won't be in the demo version, I thought everyone would like to know what will be in the final game when it's finished.
I've also been working hard on areas and map finalizing, since some of the maps in the demo are rather plain and bare (like Nemus), adding trees and flowers to make it a more full forest as it should've been from the beginning.

Also, as Kiana had stated previous in this topic, the stealth system in the demo (only a few scenes) seemed out of place for this kind of game, so I have revamped it completely for the final version (not the current demo, unfortunately), and instead added a disguise feature that allows the player to get in restricted areas.
Special Thanks goes to Kiana for helping me look at that part of the demo with some scrutiny, that helped me improve the game even more :D

Two things for everyone as well, I have a bit of an announcement regarding the demo itself:
There are three secret items in the demo:
The Harp, which allows you to play songs for effects (though the version in the demo will change probably, and uses a script that someone wrote in inspiration to zelda).
Band of The Warrior, Which increases your damage output.
& Gauntlets of Defense, Which increases your defense.

Enchanted armors like the Band of The Warrior, and the Gauntlets of Defense can only be equipped one at a time, so you can't have both at the same time.

How to get these items? All I will say is it requires some bombs and waiting through the credits (after it takes you back to the game), the where is for you to find ;)

I also added a short video showing some of the music in the game, not all of it is in the demo, though.
Also, on that note, I realize that some are downloading the project strictly for the audio, you have to check the ending credits in the game to see their usage stipulations, as most of them are in the creative commons under a CC-BY or CC-BY-SA License, both of which require a link to the artist's page.
Also, some of the music that is/will be used in the game was obtained through license purchasing, so not all of what's in their can be used legally unless you pay for it like I did. If it's not creative commons, it probably isn't safe to use without the license. Just a friendly warning, take heed or not.

Well, I think that's about all I will post for now, happy hunting/playing, and I will try to keep everyone up to speed on the development of the game as I work on it.

Thanks for your interest, and thanks for playing!

-Jaden

Secrets of Kankara

Just wanted to update everyone on a new feature I just coded in (and one that surprisingly is simple), it's 'Regional Windowskins'.
Basically, the appearance of the menu will change, depending one what place you're in. For example: If you're in a forested area, it may look like leaves and green, if you're under water, it may look blue and with water-like designs.
I'm still in the process of implementation, but so far it looks very promising.

Snapshot__1.png

author=nurvuss
Cool! Is that underwater wobble?


Sure is :) It's one of the screen effects used in the game.

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).

Secrets of Kankara

author=Krolan
In relation to this: Do not try to hit F12 and then reload. This crashes the game. If you want to reload without restarting the game, go to menu>Quit>To Title


Yeah, that's from the custom title screen, though I've been looking into that as well. I don't know if I'll be able to fix it, but I'm getting ever closer to the solution, I think. Easy work around though, as you stated it's menu>quit>to title.

Secrets of Kankara

author=Krolan
author=Jaden
author=Kiana
I also want to say: I did not experience the scrolling glitch. Which is strange, since I'm accustomed to weird glitches because I have Windows 8, the OS that hates everything older than itself.


author=Krolan
Well, I must admit I am using Windows XP (because I'm stubborn like that). Good that it didn't happen to you :)


It may just be from an older graphics card, though I'm not sure how it would only freeze that one room lol. I run Win7 personally, but I'll see if I can run in XP compatibility mode later and see if that triggers the screen glitch.
Well, everything before that room was actually laggy pretty much everywhere. One spike hit me right at home with grandpa, than it was fine, just a little laggy every 4th step. That room started out laggy as hell and when this happened I was conviced that my game froze. After trying a second time I realized that only the image froze. Everything after that room, or after the dungeon, was completely lag-free. I also wonder how this is possible. Oh well.. ^^'

I updated the Bug section of my review to reflect Kianas experience.

A question to you, Jaden. Are you familiar with the Legend of Wesnoth? oô


That's pretty odd, I've seen some really strange bugs while primary testing, but I don't think I've seen one that picks only one section (although, it tends to be process heavy at times, so if a program was open during this time, that could be it)

And, no I'm afraid not. What is it?

Secrets of Kankara

author=Kiana
author=Jaden
I hope you will try the demo again, or if you'd prefer to wait for final release to try to full game.
Well, I'm staying subscribed at the least. Really, the rest of the game looks great, it's just that one little part I have a problem with.

Indeed, thank you for your interest. And again I shall endeavor to make that part better :)
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