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Accepting Criticism

Eh I just don't accept criticism anymore. So I make what I want to play and I play what I make. In 6th grade I had a teacher that was very criticized for taking a stance that its either 100% A+ or its fail.

People just focus on the bad. It is as if people aren't happy unless they're complaining. Especially on the Internet. It is easier to tear something down than build it up. What takes game devs years to make, someone can just easily insult. Take COD for instance or Facebook. Netters seem to hate both, yet they both make millions of dollars.

Criticism isn't relevant.

How do you hand-hold the player?

author=CashmereCat
I've been thinking... what is the right balance of free-roaming and handholding? Do not let them free-roam at first. Tutorial areas disguised as gameplay. For example, you can have a non-linear level. But then where is the direction in this level? Get to the end. Then just don't tell them how to get to the end? And what even is the goal? When there are no goals, people make their own goals and do what they want. And how do you establish said goal?

I'm all about making sure that you're not holding the players' hand, while at the same time ensuring they know exactly what to do at any given moment. Show the player what they can do, then just let them do whatever once you've shown them. But people have 0 patience now and if the game doesn't open up in 10 minutes they'll call it linear. Because you're going to have to hand-hold in some way or another. But as a player, I hate this. I want to be able to figure it out on my own, and when I can't figure out on my own, I blame the developer. Highlight things with lights. Have callbacks. Remember something easy you did in the first level? Do it every so often so they don't forget. It's his fault for not designing it so I can figure it out myself and feel smart. Not just that, but leave tricks to make people think outside the box and feel special when they do things the game makers didn't intend. Metroid comes to mind.

How do you hand-hold the player? Show the player everything they can do and let them go out and do it. You can use that tactic over and over again when you introduce something new.

EpiQuest

Somewhere in the first cave I think.

Toby's Kickstarter

Having the farming mouse based seems cumbersome and tedious. Why not just make it button based? Its possible. Buttons 1 - 9. A - Z

Would U play an FFX 2D made with RM2K3? (first screenshot)

That is a bad screenshot in general.

BIG NEWS!!!!

If only it worked. I just gave it another try. Doesn't work on my Samsung Galaxy. The creator has never replied. I've even downloaded games via the quick download, but alas, they don't work.

Unreal Engine and CryEngine are now cheaper than RPG Maker

author=mawk
my favourite part of this topic is the people going 'oh yeah? but does it have...' when the rpg maker of your choice has absolutely nothing on these

besides maybe an incredibly venomous userbase

Yeah, but the incredibly venomous userbase makes millions of dollars and work for actual companies that generate revenue. Why should people doing it as their profession deal with the little guys that won't be there in a month or two? I've worked on quite a few Unreal engine products. When you can hang with them, you'll get a lot of friends quickly. You'll keep them too.

How many hours or days does it take you to make an hour of game?

Can someone delete this thread?

How many hours or days does it take you to make an hour of game?

I ask, how long does it take you to make an hour worth of gameplay for an RPG?

tileset artist for hire?

My company looks through hundreds of applicants. Hires 1 person that has worked for 2 companies doing graphic design. The two companies are Walgreens, and NFL. They both verify they've employed that person. That person was hired. A week later, everyone noticed how terrible the person was at graphic design. Then someone bothered to look at the portfolio included with the resume. It was awful. Yet this person had a 4 year bachelors degree in graphic design. The employee was contracted for 2 years and gets put on answering phones, never to be in the graphic design part again.