KING OF GAMES'S PROFILE
I'm a young fool and I make games via RM. I enjoy game mechanics and theories, especially new graphical experiments. I'm a master chip splicer and I draw my own resources as well. Teaching myself how to digitally paint via PS, after pixeling for several years.
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SilverSnakes Lets Play
I have to say I like your approach to these let's plays much better than some of the others that have been floating around here. Seems more like raw reaction and more honest/neutral, which is better for the developers to gauge how their audience is reacting to their games.
The Screenshot Topic Returns
Tau man, it's looking nice but why did you make the flashlight light bounce around the chara like that? It's hella distracting.
Games we need to get over
Games we need to get over
I know it was a joke but regardless Tetris is a game that was made in soviet russia but still is exempt from most societal circumstances/time periods.
Games we need to get over
Using the term "get over" is a misappropriation. Really what you're talking about is hype. Time has codified an oeuvre of classics that transcend what they are and stand as more exemplar of successful or transitional periods in game design.
For example, FF1 may be seen as a dumb cliche game from our perspective, but it is culturally significant for basically creating the tropes/genre of what an RPG is. Chrono Trigger was/is hailed as a masterpiece because it took the RPG and exacerbated its forms into something that at its time had never been synthesized in such a way before.
FF7 took RPGs into the realm of 3D in an important way that mirrors what OoT did for the zelda series. (Although I still think FF6>FF7) To translate a successful 2d game (LttP, Mario) into OoT and Mario 64, and get it 'right' on the first try is a remarkable feat that deserves the celebration that those games received.
You're seeing time as something that pushes forward, and forces us to 'forget' old games, or to 'get over' them. In reality, it are these games that transcend time and came about due to very specific set of circumstances that should be considered as masterpieces.
Another example, tetris came out decades ago, but a modern generation can pick it up and easily get addicted, it's not specific to any one time or age set, talk about good game design!
For example, FF1 may be seen as a dumb cliche game from our perspective, but it is culturally significant for basically creating the tropes/genre of what an RPG is. Chrono Trigger was/is hailed as a masterpiece because it took the RPG and exacerbated its forms into something that at its time had never been synthesized in such a way before.
FF7 took RPGs into the realm of 3D in an important way that mirrors what OoT did for the zelda series. (Although I still think FF6>FF7) To translate a successful 2d game (LttP, Mario) into OoT and Mario 64, and get it 'right' on the first try is a remarkable feat that deserves the celebration that those games received.
You're seeing time as something that pushes forward, and forces us to 'forget' old games, or to 'get over' them. In reality, it are these games that transcend time and came about due to very specific set of circumstances that should be considered as masterpieces.
Another example, tetris came out decades ago, but a modern generation can pick it up and easily get addicted, it's not specific to any one time or age set, talk about good game design!
The Screenshot Topic Returns
Is it weird that someone downloaded my game, stole one of the maps, and used it for a Micheal Bay joke game? Ces't la internet, I guess. It was a combo of dajhail orig chip with a recolored sonic 2 bg from chemical plant zone, so it's not technically "mine" but still, I'm honored?
orig here:
http://rpgmaker.net/games/1465/images/6818/
vs michael bay version with clever use of 3 for E for comedic effect:
http://rpgmaker.net/games/4282/images/29436/
orig here:
http://rpgmaker.net/games/1465/images/6818/
vs michael bay version with clever use of 3 for E for comedic effect:
http://rpgmaker.net/games/4282/images/29436/
How planned-out should your RPG be before you begin?
Make a rough outline, refine that into a scene and/or dialogue breakdown, but leave enough room for improv. Sometimes when you get to something in the maker, it will make more sense to do it a different way, the plans don't have to dictate the content.
The Screenshot Topic Returns
Avee, I get that you're going for GB res, but man, the border is so obnoxiously intrusive, like you're playing a game through a window even though it's fullscreen! Def distracting, I would say make the actual game itself be at least 2x, which means you'd have more res/less space for the border, which I think would improve readability a great deal, even if it is just a gameboy esque device with flat netural shades.
Also the power light and the two lights on top are very distracting because they are in the immediate vicinity of the the game's 'screen'/playspace, and are the only objects which use bright colors, to the point where it battles with that off white for attention, whereas ideally, it should be muted by contrast so the eye doesn't focus on it.
As for the screen itself, I think you are hitting a resemblance to GB, but don't rely on that, or sub it for quality. I like the micro FE styled portrait, but you might have trouble at this res to convey multiple emotions with those faces. The char itself has readability issues again. GB is tricky to pull off, because you only get 4 colors, so you have to be careful about what you place where and how that affects/interacts with your main character sprite. You're using the light green shade for the skin of the chara, and the lightest value, white, for the sky, which is BG information, so not visually important enough to deserve the attention that that shade of white demands.
Furthermore, I think that you should play around with the pallet a bit more. There is a lot you can do with 4 colors, but idk if this non-canon puke green imitation of GB will get you there, there's a ton of GB pallets out there though so def experiment. Good start, regardless.
Also the power light and the two lights on top are very distracting because they are in the immediate vicinity of the the game's 'screen'/playspace, and are the only objects which use bright colors, to the point where it battles with that off white for attention, whereas ideally, it should be muted by contrast so the eye doesn't focus on it.
As for the screen itself, I think you are hitting a resemblance to GB, but don't rely on that, or sub it for quality. I like the micro FE styled portrait, but you might have trouble at this res to convey multiple emotions with those faces. The char itself has readability issues again. GB is tricky to pull off, because you only get 4 colors, so you have to be careful about what you place where and how that affects/interacts with your main character sprite. You're using the light green shade for the skin of the chara, and the lightest value, white, for the sky, which is BG information, so not visually important enough to deserve the attention that that shade of white demands.
Furthermore, I think that you should play around with the pallet a bit more. There is a lot you can do with 4 colors, but idk if this non-canon puke green imitation of GB will get you there, there's a ton of GB pallets out there though so def experiment. Good start, regardless.
The Screenshot Topic Returns
Hima has always made interesting games, don't remember that particular one.
Oh yeah, and RTP can kick rocks!
Oh yeah, and RTP can kick rocks!
The Screenshot Topic Returns
author=Demicrusaius
Them screens look great! I'ma gonna go download that there game.
This may seem counter-productive, but don't! Wait until the next demo release at the end of the summer, it will be way better.
author=Nightowl
@King of Games: Looks nice but that panda reminds me of how WombatRPGs failed horribly in some gamingw panda thing contest.
The only good thing that came out of that contest was some dude who dropped a crazy shump and was never heard from again. This is more like panda Morpheus, if that sounds any less ridiculous.