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What are you thinking about right now?
Pretty much what I was thinking. It might be worth it to make a thread to discuss those design choices.
What are you thinking about right now?
Just playing through cave story on hard for the first time and noticing how stupidly unfair/annoying it is.
How long do game makesr here spend making a game (on average)?
I've been on the "scene" for 4-5 years and I have never finished a game. I blame this mostly on the limitations of rpgmaker and have since moved on to better tools. I am now at least 100+ hours into development and have little to show for it, but at least I feel like I am making something worth while.
Whatchu Workin' On? Tell us!
@Jude: The game has a nice retro feel. You might already know this but I think you can improve the ground tiles. The texture looks like dirt but the color and straightness of the top layer makes it look like something else.
I am still apparently experimenting with the atmosphere I am trying to portray.This is a WIP.

I am still apparently experimenting with the atmosphere I am trying to portray.This is a WIP.

The Screenshot Topic Returns
@Liberty: Ooh that's pretty.
@bugbar: Liberty has good examples of maps done right but these are the qualities that I generally associate with "good" maps.
1. Little to no unused space- Big empty spaces just make the game feel empty and make the player walk further for no reason. If your game feels empty simply add more stuff or push everything closer together if you don't want to add extra content.
2. Variety of things(3 tile rule to some extent)- Different plants, different tiles, different buildings. This make the scenery feel organic and unplanned.
3. Uniqueness- This is where you have to get creative. You want important areas to feel they weren't just added for the sake of adding stuff.
@bugbar: Liberty has good examples of maps done right but these are the qualities that I generally associate with "good" maps.
1. Little to no unused space- Big empty spaces just make the game feel empty and make the player walk further for no reason. If your game feels empty simply add more stuff or push everything closer together if you don't want to add extra content.
2. Variety of things(3 tile rule to some extent)- Different plants, different tiles, different buildings. This make the scenery feel organic and unplanned.
3. Uniqueness- This is where you have to get creative. You want important areas to feel they weren't just added for the sake of adding stuff.
Whatchu Workin' On? Tell us!
@SnowOwl: Thanks for the idea. I tried to do it at one point and then forgot.
@seiromem: In my experience, commitment is most important when creating pixel art. Nothing I make on the first try ever looks good.
@seiromem: In my experience, commitment is most important when creating pixel art. Nothing I make on the first try ever looks good.
Whatchu Workin' On? Tell us!
Creating the first boss in my unnamed game. He is basically just going to fly around and throw fire. Eventually going to post a video of the battle.


Vidya Games You’re The Most “Competitive” At
author=kentona
I would smash you in the original Smash Bros (for the N64, jus' sayin').
I've been smashing with the best of them since before you were born













