XBUSTER'S PROFILE

Game developer and multi-content creator. Most works are Wonder Boy-related. Make your dreams into reality!
Shantae and Asha:Dream F...
A Monster World 4 sequel and crossover

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Development Methods:Which ones are your favorites?

@Red_Nova
You nailed a key point that I had completely ignored and should be considered for those making new games. Prototyping a game is a crucial part of the development process. Most of them usually start off as squares or sloppy artwork as you have shown above. There is an interesting YouTube Channel known as Beta64 that discusses a lot of games in their earlier days. I recommend watching it at some point. One thing I've heard from pro developers' interviews is to make sure something is fun before charging into something head first.

@kentona
This had me cracking up XD and unfortunately, it does happen. Lots of ideas never get to make it out the door due to this. I guess the issue is that ideas seem nice on paper or in your head, but then when it comes to programming the thing, you have to go around the block to learn how to do it. Deadlines and time limits can give pressure, but its that pressure that us as developers need to experience because in real companies big or small, you cannot take your sweet time making a project as it costs money...LOTS of money. However, if you are self-employed and make projects in leisure time, more power to you.

Though, I haven't exactly participated in an event yet O_O. I'll change that in the future.

Development Methods:Which ones are your favorites?

author=Marrend
I usually make a folder in my computer for projects that I work on. The last couple of projects, I split up things into sub-folders. For example, all the scripts I'm using, generally in an unmodified version, are in a "scripts" sub-folder. Same with music and graphics. Writing, such as the game's dialog, plus any random notes that I think might be useful, tend to be in the base directory.

I must admit, I don't always make comments in the scripts I write. Or make any kind of notes on how it can be used, if I'm okay with other people using it (I usually am, though), or that I even made it. Maybe not the best policy!

Now, that is something I haven't thought of. Keeping lots of notes of dialogue would prove to be very useful so you aren't infinitely thinking about new concepts in the storyline.

And yes, commentary would be best especially if the script is "Free to use". Its important to sign your work and let people know who made it so you'll receive credit for it. The last thing you want is for someone to steal your work and claim it as their own. Believe me, I've seen it happen. People will steal scripts and say its theirs. As long as it doesn't bother you, its fine. But, I would update that policy. Small codes is one thing, but entire scripts need credit of some sort(at least IMO).

Usually at the beginning or end of scripts, you'll put "(script name) created by (user). Please give credit if used". Or if you don't care about credit simply put "no credit needed".

Development Methods:Which ones are your favorites?

Now that I think of it, I forgot to share some of my methods. I did realize a few things while trying out various engines and here is a list that could shed some light on things.

  • Use Resource Conventions
Sometimes, when you get an abundance of resources, its best to categorize and name them according to their type. Usually in RPG Maker, you'll have the standard folders such as "Music" and "Battle", but what lies within can be files with generic names that help alphabetize based on origin. For example, if you want to categorize characters, rename the string to char_(instert name here).

Same thing applies in Game Maker. It's VERY important to use what we call "Resource Conventions"(RC). This is a simple tactic to separate each type of item. For example, we have sprites(spr),objects(obj), and background(bg). Depending on your game, this can make your database look very good and clean so that you never get lost. Before, I did not use RC to my advantage,so my database looked like spaghetti.

  • Please plan
From experience, I can say this. Planning is very important. Its common sense, but when you first start out, its simply an idea. No one knows what may happen to their projects as they grow, and as our minds and experiences grow, so will our projects. New ideas come in like a tidal wave and we're like "ooh, I want to put this and that in there" and you'll be that way until the project begins to be all over the place. When it gets to this point, you're wondering where it should go from here..."Cancellation" or "Scrapping"? Before you begin a new game, please plan. Plan out EVERYTHING, it will save you a ton of time in your precious life.

  • Never EVER forget to back up!
I absolutely cannot stress this enough. Back up your projects on a regular basis. Once a week at the very least. No one knows what could happen to their projects at any given time. Computer crashes, corruption, missing flash drive, etc. I've lost projects before to a corrupted flash drive. At that point I had done so much work, I wondered if it was even worth starting over.Send out copies to your online storage services, store on flash drives and do whatever you can to make sure your work is infinitely available. The last thing we want is a project to not make it out of the oven.

  • Keep variables organized
When you create a project, it will 9/10 use custom variables to make your unique systems such as Banks,Time Spent, etc. When making a set of variables that you know will grow to be abundant, its wise to categorize them so you won't get lost when you'll need to look back for them.

  • Add commentary as you code!
This is an extremely important one! I cannot stress enough that commentary will save you mounds of brain power and stress. When you code something, you'll have to keep track of what it does and how your systems work. By adding lots of commentary on your events, you'll never get lost and wonder what does what anymore. Sometimes, its best that you take a break from your projects, but not TOO long.Days can become weeks, weeks become months, and so on. If you don't add commentary, you'll come back and be like "I forgot what this stuff does". But, if you do add commentary, you'll be able to read it and immediately know where to pick off from.

  • Work smarter, not harder
When working, you'll want to find the most efficient way possible to do something. There are LOTS of ways to get to the same goal. Everyone codes a little differently and depending on your level of knowledge, you can create some awesome stuff. After getting the gist of what your program can do, you'll find the wittiest way to do things. In fact, depending on what this method is, you could cut your workload in fractions.

For example, instead of making a parent object in my projects, I simply copied the object and did some stuff to it. That's wrong. You want the parent object to set the standard for the kids. Each "kid" shouldn't have their own programming.They can inherit their events and add some code to become original though. Your dad may be a doctor, but the next kid wants to be a doctor that can play basketball XD.

  • Don't be afraid to ask for help
Some developers can often have a sense of pride and idea that they can always do everything on their own even if they don't know what the heck they're doing.Realistically, there is always going to be someone smarter than you. Game developers always learn from one another because we are all on different skill levels and have our own special talent(s). Heck, that's why were here right? If you think about it, we're all one big team trying to help one another improve. Without one another, we'd be wondering on how to do things for years, when someone could have taught you in a couple days. Always, ALWAYS be open to learning, getting help, and receiving feedback on your content. It will save lots of time on your end. You wouldn't believe how happy I was when I first saw codes work that I thought would be "hard to learn".

  • Picture what's happening before you test and test lots
As we all know, testing takes a LONG time. I can't even begin to explain how important it is to test. As your projects become more ambitious, so will your load times, bugs, test times,and content. When you are coding an event, always imagine it as you're coding. There are many games I've seen that made me think "did the developers even test this thing"? So, I advise that you test and test lots. Depending on the game type and content, more tests may need to be run. Since RPG Maker games do not require things such as gravity, you won't have to worry about nasty collision detections and stuff. Also, when you finish a game, you most likely will not be aware of every bug, so don't be shy on letting others play your game so they can help you out with that.

  • If you're in a team, stick to your forte(s)
Lets face it, we've all thought what it would be like to make our projects by ourselves, hence why we often start off doing so. If you aren't good at something then you have two choices; get help or learn it yourself. But, by the time you've become a jack of all trades, you'll realize that things would have gotten done faster and more efficiently if you had someone who specializes in an area. Being a one-man team is a challenge especially if your project is 100% original.Its rare to be the composer,artist,programmer,tester,and marketer all in one. There are a vast variety of talented people here and around the world that you could reach out to. A simple cry for help could save you months, even years of time.

Development Methods:Which ones are your favorites?

author=InfectionFiles
One thing I've learned is not outright delete things like events, but rather keep them all in their own TEST map type deal. Since the rpg maker engines save on play test or are un-undoable if you switch editing layers.
So usually any big event that's full of dialogue or cutscene scripts I'll keep around on their own map until I'm absolutely sure I don't need them anymore. It can save time too, to have commonly used events on hand, pre made.

That's smart! Having pre-made events is a good choice for saving time so you won't have to start from scratch every time. Testing and debug rooms are good to use until you're ready to push them out to their designated locations. Last time I used RPG maker was a while ago, so thanks for the reminder of the auto save thing.

Development Methods:Which ones are your favorites?

Hello everyone, been in deep thought about something lately. Throughout the development of our projects, we all have developed methods, techniques, and habits for better or worse. For most, we don't begin very organized, but as time goes on and our projects get bigger and better, we develop a sense of organization that just seems to stick with you.

With the usage of our favorite programs, things can get pretty messy in our databases. Variables start small, but then we end up getting hundreds of them, switches seem to be no big deal until you realize that you're making your thousandth one. Objects and events are scattered everywhere like someone just dropped a whole bag of skittles on the floor.You code in something that seems to create problems elsewhere and you are ready to pull your hair out over something that was as simple as a variable fix.

What are some methods you have developed that have proven successful and allow you to create your projects with maximum speed and organization? You don't have to have completed a game to respond in this topic because we all have developed a skill that's smart in one way or another. However, if you have completed a game as well, your knowledge and advice would be a golden addition.

What methods can you pass on to new and older developers to guide them in the right direction? What would you avoid doing and what mistakes have you made that you would warn other developers to look out for?

COTMP3SoldierTalk.png

author=Dyhalto
Same here. I think upgrading everything to mp3 is frivolous and will unnecessarily bloat the file size. Save the mp3 quality for your VX Ace project where you'll be using the best of both worlds : OGG.

This is a good point. While it will sound better,the size will pump up quite a bit. Midis do seem to compress really well from conversions, so I doubt it will be too big. Is there a size cap for games here or something?

Mega Maker - Share your levels!

I actually can't wait to start using this. I already downloaded it before the Capcops arrive(well, if they do). I already made a handful of Levels in Mega Man Powered Up years ago, so this will be fun. Hopefully, they add assets from 9 and 10, since this entry seems to be based on the 8bit style.

Development Hell/Not Dead/News

author=kentona
Do you care to share that great article on well-being?
Absolutely, I had a feeling I should have linked that.

Here is an article I believe everyone here should read. Its strong and has lots of simple key points that many of us(including myself) could be guilty of. For me, its points 5,6,8 and 9. It can be a real shocker. I found myself gasping when I saw some of the points. Its true!

Here you go man
Article

What are you thinking about? (game development edition)

I was thinking that sometime in the future, I'd gather a team or small community to create a "Platform Heroes" crossover project. Lately, the industry has been blowing out platformers like no tomorrow with titles such as Mario Odyssey,Shantae,Shovel Knight,Sonic Forces and Mania,Crash N.Sane Trilogy, and several other titles.

So, what if...we gathered 2D,pixel styled sprites and worlds of these characters and compacted them into one big adventure? Don't know the story or anything yet, but imagine characters from well-known and obscure platform titles working together to defeat a gang of villains that have joined up from their worlds?

For game play, each style would play like their respective origins, but level designs would be built so that everyone can make it through each one. However, there will be various alternating paths that only specific characters can take with their given abilities;perhaps to get an item or unlock a new gateway.

For possible character lineups I was thinking of these for both heroes and villains...
  • Mario-Bowser
  • Yoshi-Baby Bowser
  • Sonic-Dr.Eggman
  • Mega Man-Dr.Wily
  • Mega Man X-Sigma
  • Donkey Kong-King K.Rool
  • Rayman-Mr.Dark
  • Sparkster-King Gedol
  • Ristar-Kaiser Greedy
  • Kirby-King Dedede
  • Wario-Captain Syrup
  • Shantae-Risky Boots
  • Shovel Knight-The Empress
  • Shion-Bio Meka
  • Asha-Fear Incarnate
  • Crash Bandicoot-Neo Cortex
  • Alex Kidd-Asura
  • Princess-Wizard
  • Simon Belmont-Dracula
  • Samus-Ridley
  • Popful Mail-Nuts Cracker
  • Pit-Medusa
  • Link-Dark Link(Yes,Zelda 2 was a platform game)

Ok, at this point, this list is getting big. There are too many platformers out there and some are debatable of being a bit similar, so we may have to pick one character to represent a franchise. I want to make sure each character has one unique skill and play style. Perhaps we'll narrow it down if the project comes to light. So, what do you all think? Is this too far-fetched, or something that you'd be interested in seeing?

COTMP3SoldierTalk.png

MP3s have always brought more life to games that were once MIDI. Depending on which programs and soundfonts you use, you can create some great pieces. Great job on the progress! Its little things like this that can make a big difference in a project.