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BORED! Taking requests on what to draw!

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(I have only ever gotten one piece of fan art... that I prompty lost. ~_~)

IG Maker has been released! (English Action Game Maker)

post=85292
IG Maker was released!3) Uses WAV for music. Blarg.

http://rpgmaker.net/engines/igm/


wut

How to approach a Girl you're attracted to

post=84504
I have a very good place for questions like this

http://answers.yahoo.com/


how is babby formed
how girl get pragnent

If you have never been to America, What do you think of it?

I luv america becuz they have 18 different flavors of RICE-A-RONI.

Brick's Official RMN Review Thread

post=84040
One thing a lot of people have congratulated me about was the decent back stories of my survival horror games and the good political based story of Legionwood.

If possible, could you please review any one (or both) of my One Night games? Each one is only a few hours long, being horror games, but I do love full reviews.


If you want your game reviewed by me, the best I can offer is to start bugging WIP and Holbert about it.

The Most Important Aspect of a Game

post=83882
Of course, there's never any excuse for poor or shoddy work. I'm just saying I think there's this 'I'm not being blown away right now how come I'm not having the time of my life yet' *shuts off and deletes* and it's unfair and asking too much. I think at leas the player needs to come halfway and invest some patience.


You're exaggerating. Nobody (reasonable) asks for these things

The Most Important Aspect of a Game

post=83877
Every time I see the phrase "instant gratification" uttered, I want to run towards the nearest living thing in killing. This is probably due to my former stay in the just WONDERFUL mmorpg community.

Pacing is an important aspect to get right. If the player is bored right at the start of the game, why should he continue in the hopes it gets better? Whether the player is bored at the beginning or the end, what can't be denied is that the developer failed to reach that particular player in that time span. Instant gratification has little to do with it.


Sure it does. I would have missed out on a LOT of good games if I went with the first 'I'M NOT HAVING FUN RIGHT NOW' impulse I had. Hell, a lot of my currently favorite games are because I sat through them and gave them a proper chance. It's one thing if a game blows ass from jump street, but you have to remember that sometimes things take buildup. This is not only true in games, but all sorts of mediums, from movies to books.


"Buildup" would fall under proper pacing, but ok. So you stuck with some games that you found boring in the beginning and it turned out you liked them. That's great, but that's still no excuse for a badly made or uninteresting introduction to the game itself.

The Most Important Aspect of a Game

post=83687
MasterMachine: What is the most important aspect of a game?

Max McGee: Well let me tell you about all my games that I made!

It's funny because it's true.



Some of these answers presented are too vague to even be a real answer. "Fun" Well, what makes a game fun?

"Good Gameplay" What's "Good"?

In truth, every bit of the game matters. From the interface, to the mapping, the gameplay and the story. This is a simple question that cannot be answered as easily as it was asked.

An interface that is intuitive and quick. Nobody wants to spend 50 seconds loading up a menu encumbered by a cornucopia of useless features and tedious custom systems, which leads to...

Gameplay that is relevant and well thought out. If you're making an RPG this means proper balance, enemy variety, how you handle regular monster encounters. For everything else (including RPGs!) there's level design, will the player get lost? Will the player actually believe this is a ____, where should I put ____, and so fourth.

If your game is story driven, proper pacing is a must. If you go too fast; the player might get confused; if you go too slow, your player might get bored, and so on...


If you're looking for advice, I'll say simply this : Emphasize your strengths, and work very hard to improve on your weaknesses. Don't try to hide them, just try and compensate for them slowly until your weakness vanishes.


There's too much of an emphasis on instant gratification in the community (and in society in general but that's a different topic). I know we're all pressed for time/time is money/time management/life happens and all of that stuff, but just because a game isn't giving you the ride of your life before the title screen comes up doesn't mean you should shut it off, and delete it from your hard drive.


Every time I see the phrase "instant gratification" uttered, I want to run towards the nearest living thing in killing. This is probably due to my former stay in the just WONDERFUL mmorpg community.

Pacing is an important aspect to get right. If the player is bored right at the start of the game, why should he continue in the hopes it gets better? Whether the player is bored at the beginning or the end, what can't be denied is that the developer failed to reach that particular player in that time span. Instant gratification has little to do with it.

Download Description

Can we have this feature back? I have two downloads listed under both of my games, one download for people who dont have the RTP, and one download that's for the people who don't have RTP. Without this description, I'm afraid people will grab the wrong file.

Trailers for amateur games?

What programs do you guys use for these trailers?