SLASH'S PROFILE

slash
APATHY IS FOR COWARDS
4158
I make video games that'll make you cry.
BOSSGAME
The final boss is your heart.

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So how do I give myself a userpic?

oooooooooooooooooooooooooooooooooooh

well then.



thanks :D

DOING IT! - WEEK FOURTEEN

Does he flay with lens, or does he like to flay actual lenses?

So how do I give myself a userpic?

Since I'm actually posting here more than once a year, I figured it was due.

Players x Experts - Our attitude on playing games

It's true. The way you hype yourself for something is half the reason you enjoy it so much - if you're in a bad mood (or judgemental, in this case) then that's how you're going to enjoy the game.

It makes me wonder how much more I've enjoyed certain games that have been hyped up purely as awesome (like FF7 or Chrono Trigger) simply because of the hype and not for the game itself. They're fun, but were they amazing, or did other people just make me think that?

Players x Experts - Our attitude on playing games

post=153327
Yeah I have to wonder if some reviewers click the RPG_RT.exe with a notepad next to their keyboard.


I've asked my friends who play-test my game for me to do this, actually.

Players x Experts - Our attitude on playing games

I agree. I think I go in to an RM game with an attitude like, "Well, it's an RM game, so it's only going to be kind of good." I have a lot less patience for them, even if they compete with or surpass some of my favorite SNES games.
I'm trying to get better about playing . RM Games have a ton of potential. Wilfred the Hero threw me for a loop the first time I played it. Mage Duel is fun as hell. My roommate sat down and player Hero's Realm for three days straight. The introduction to A Blurred Line (I just started the other day) is way more involving than Chrono Trigger's "let's screw around in a fair for an hour". RPG Maker games have a ton of potential.

Playing through a game, learning from it, and discussing it improves the community as well. It helps the maker learn, it gives the players ideas and inspiration, and it makes it more likely that someone will give your game a chance too.

And Solitayre is pretty harsh, but he always brings up good points - reviews are a good way for developers to learn from their mistakes.

IT'S ALL ABOUT DEM MIND GAMES

slashphoenix
Next time, though. I'll probably go crazy and do it all wrong.
Wanton addition of scripts is not the way.

d'awww

I agree though. This is something I've learned when working on my game now; I started off with a crazy complex battle system, and I've since cut it down to a third the size. It's a lot simpler now, but still involves interaction.

IT'S ALL ABOUT DEM MIND GAMES

One of the things that makes me sad I started my current project in RM2k3 :(
Next time, though. I'll probably go crazy and add a million scripts.

Pretentious Bullshit and Missing the Point: The Sequel to the Game to the Movie

Hahaha, well allow me to devil your advocate: Art can be fun. It can be exciting, thought-provoking, or at the very least say something culturally significant. Good art also requires skill and time-investment: Even though it'd be possible for anyone with a little bit of art experience to copy something like Picasso's Guernica, it takes a true art badass to create it from scratch.

Or not :P

That being said, I would say a game like this is significant because the response it provokes proves that people are easily driven by scandalous things...

IT'S ALL ABOUT DEM MIND GAMES

That is an awesome idea, Craze... not only does it a sense of epicness, but I always freak out when I don't know how damn close I am to killing the boss. If you can't see Max HP, you need some sort of indicator to encourage the player he's getting close.