LENNON'S PROFILE
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Demo is Short for Demonstration, People!
But it's better to only release a bite sized chunk that shows off the main features of the game. Why make us play 5/6 hours to get crucial feedback when you can make an hour long demo and get feedback on the most important things?
If you want advice on other things, you can hire some testers to play longer releases, or just hook up with a buddy on AIM and ask them about it. It's just odd to release almost a quarter of the game to the public. If I played that much, I want to play the rest, not wait until it's done then probably have to replay it again and finish it.
If you want advice on other things, you can hire some testers to play longer releases, or just hook up with a buddy on AIM and ask them about it. It's just odd to release almost a quarter of the game to the public. If I played that much, I want to play the rest, not wait until it's done then probably have to replay it again and finish it.
Demo is Short for Demonstration, People!
A word on weird games
I think it's really a free range when you make your games, and they aren't set in a realistic place. It's nice to sprite and map when the things you make don't have to look like something. They can just be anything you want.
It's nice to just let the creative juices go wild when you're pixeling, not to have a plan or anything. You just go with the flow and make whatever you want to make next.
It's nice to just let the creative juices go wild when you're pixeling, not to have a plan or anything. You just go with the flow and make whatever you want to make next.
Creating Immersive Worlds, Interesting Characters & Non Linear Plots
Everybody definitely needs to read this. Now that you mention it, I might actually try and get some friends to help out with dialogue. That's never really been a strong point for me.
RMN Snews - Issue #22
TFT
it's incredibly refreshing to know that there are people outside this community who actually have the desire to create a magical and inspiring atmosphere. what a delight all of these screenshots are. all of these are wonderful. creative games, spawn more creative games.
Incidentally, this post was what got me to say "Fuck Rudras forever" and start making custom stuff again.
Also that was a great editorial, Kentona. This whole issue has been pretty stellar to be honest.
Dudes Report: An Interview With a YDS
RMN Snews - Issue #21
I'm glad to see that this article isn't putting down the reputation of the site and it's users... At least not yet.
On Getting Rejected
I think the point would have been much more well received if A) He was a well known member of the comunity, B) He worked on it for more than A DAY, and C) His games name wasn't the most cliche'd thing ever.
kentona's Cooler Caterpillar System
I agree kentona, the way some people act about any kind of 2k3 based help material (whether it be asking for help or giving it) is just simply unreasonable, unhelpful, and ignorant. No, using VX is not how you do something in 2k3, and just because something is easier in VX doesn't mean the person reading/posting wants to use that program.
That said, this could be a very helpful tut for me, since I'm making a NES style game in my spare time! :]
That said, this could be a very helpful tut for me, since I'm making a NES style game in my spare time! :]
What Kurt Vonnegut Can Tell You About Game Design
Well that was the single most useless and retarted post of all time, tabris. I couldn't disagree more.
The only reason games were that hard back in the day were because gaming was new, and they had no idea what difficulty progression or fair challenge was. We learned from that, and made better games as a result.
Also the mass audience is incredibly important. If you don't consider the audience at all, theres no point in even making a game cause guess what... Nobody will play it, cause you made it for yourself. You can't just ignore these lessons, cause they're helpful, and they will make your game better.
By the way, I don't think he meant "make games short and easy" he meant "cut out the bullshit and make games accessible".
The only reason games were that hard back in the day were because gaming was new, and they had no idea what difficulty progression or fair challenge was. We learned from that, and made better games as a result.
Also the mass audience is incredibly important. If you don't consider the audience at all, theres no point in even making a game cause guess what... Nobody will play it, cause you made it for yourself. You can't just ignore these lessons, cause they're helpful, and they will make your game better.
By the way, I don't think he meant "make games short and easy" he meant "cut out the bullshit and make games accessible".













