fluke939's Forum Posts

  • Adorable. But I think I'd have been better off with the touch controls version rather than the mouse. Ow, my wrist.

    I can see young kids enjoying this, was that the audience you were going for?

  • Absolutely loved it!

    Thanks! That is easily the best review I've had in my short game design career. Makes me think I should make a sequel with more than a days work put in. if you don't mind my asking, what did you like about it?

    Thanks for the feedback guys

  • http://www.gamecareerguide.com/features ... php?page=1

    this article may help, certainly gave me some ideas. Defining a strong style I think can really make up for short comings in ability to make pretty assets for a game. There are always short cuts, for instance I'm planning a game set in a middle ages battlefield, so I've decided to take my art assets from the bayeux tapestry. There can be copyright issue when copy pasting images to make game assets, helps when the artists have been dead for 900 years

    Just remember there are lots of great games out there that look ugly as hell. Pac-man is nothing more than a yellow circle with a wedge missing, dwarf fortress is made up of ASCII symbols and early 3D games were made out of clunky looking squares and triangles, that didn't stop Star Fox being fun to play.

  • yeah, looks cool, I imagine with a good soundtrack this could be fun (Although I realise you may have sound in already but my computer didn't load it in time)

    had a weird glitch when trying it. the ship chugged around slowly on my rubbish laptop, and the spiky things seemed to just grow and grow until they were half the page. if I had to guess I would say you have them grow every x amount of seconds and disappear when the ship passes, ok on a quick pc, but could cause the glitch I had on slower pc's.

  • Very striking visual style, </pixel envy>

    DARTH Crusher It's a sidescroll slash-em-up

    iGamersBox You're right! Thanks, I'm happy you got inspired by my work!

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  • I have a few projects ongoing that are taking a while or getting forgotten about, so a did a quick game to get myself going again. finished in a day, it's a simple maths game where you make sums of 13 out of pool balls, let me know what you think, I find it oddly addictive for such a simple game.

    https://www.scirra.com/arcade/addicting ... /math-drop

  • https://www.scirra.com/arcade/addicting-puzzle-games/16633/birdhouse-property-developer

    Hi

    just finished my new game, I'd love to hear from anyone willing to give it a try what you think of it.

    It started out as an idea to simulate property flipping, buying a run down house, making improvements and selling it on for a profit. I decided to make it birdhouses you buy and sell as it seemed more fun and cute.

    My last two games were pretty much dreadful and barely worthy of being called games, since this one turned out a bit better I feel like sharing with you guys. It was the most relaxed development process of my short game making career, I credit that to having planned things out before hand and getting most of my graphic assets set before diving into Construct 2 and making a messy game with messier code.

    Thanks guys

  • -Not having fast travel in a large game

    I was going to say, except when moving around the sandbox is fun like prototype where you freerun and fly around or just cruising with the radio on in GTA. But still, there's really no excuse not to have a fast travel, there's no benefit to forcing the player to waste time like that if they want to get somewhere fast

    In general, I hate when game designers don't respect the player's time.

    Strongly agree. I know devs want people to play their game for as long as possible, but I'd rather play a shorter game with great content than a longer game that is bloated and drawn out.

    my personal hates are:

    -Anything that makes me want to check a guide online rather than figure it out myself, like collectibles in open world games, buying a map in game and crossing off the map items one by one is fun, finding a map online and trying to keep track of which ones you have, isn't fun

    -escort quests. yeah these can be done well but mostly are terrible, worst offenders are the ones that include; stupid AI, escortees that run blindly into danger, weak escortees that die easy and make you restart the whole damn thing.

    -tutorials that treat you like an imbecile. you know the kind, "before you get to the good part of the game, jump through all these hoops for 20 mins until you've proved you can do every little thing from pressing A to jump to this complicated thing you aren't even going to use"

  • I dream of making a awesome RPG. I'd love it if I could make something of the scale and quality of Skyrim

  • I work long shifts with a lot of downtime in front of a computer. To pass the time I do a lot of reading on the internet, I have gotten through a lot of the recent content on gamasutra, what I'd like from you guys is some suggested reading around the subject of game design: articles, online e-books, lecture notes.

    It doesn't have to be written with game design in mind, anything that you think would benefit a designer/developer would be appreciated whatever the subject; maths, writing, history, whatever.

    thanks guys.

  • > What do you mean/intend by "Idle" RPG ?

    >

    Look on Kong for 'idle' examples. Basically, its a game to wear out your mouse not achieving much. Personally, I really can't understand how such games can rate well..., but then again, I never got floppy bird either.

    Ha! Yeah pretty much hit the nail on the head there. But for me an idle RPG is an RPG where it's all about the leveling up without the grind. I found them most fun when I can level up and leave it running whilst I go to work or bed. I think the guys who make the games that need you to click endlessly really need to look up the definition of the word "idle"

    Anyway, good to see some more interest here. I got two days off to make some more progress on my iRPG and post some progress

  • OK. Ubivis and I have decided upon an Idle RPG as our first challenge, Anyone is welcome to join us, over the next few weeks we'll be working on our games and posting progress and finished results here. Hope you can join us

  • Hi Ubivis. Good to know I'm not alone with this idea. The game mash idea sound crazy, but would be real interesting to see what came out of it. Welcome aboard!

  • Morning Contructors.

    Short version: Let's start a group for Construct users to learn and improve their skills through game development exercises. Like a game jam, we would each work on a similar project so we can help each other work through the same kind of problems and help each other become better developers.

    Long version:

    I've been playing around with Construct 2 for a while now and been having a blast. I'm really interested in game design, but until I can afford to pay someone to do the programming, visuals, etc. I'm gonna have to do the technical stuff myself.

    So my idea for a fun way to learn would be to start a little community where we could come together to learn together and share our experiences and help each other out. We would take part in small, casual game jams together. Game jams where we would choose a simple kind of game to make , either something from the Construct 2 templates or a simple mechanic. Then we'd each (or in groups) make a game of that type.

    The idea being that it would encourage us to try our hands at different kinds of game, and since we'd all be making a similar game (similar mechanics at least) we would be able to help each other through the common problems faced by making that kind of game.

    At the end of each project we could share our work, talk about our successes and challenges and see how others approached the same problems. We could even vote for the group favourite game (I have a bunch of unwanted steam keys I could give out as prizes)

    That's my proposal. Let me know if it sounds like something you'd want to take part in or have any suggestions. Feel free to post a reply or send me a message. I'm going to be continuing to make stuff in Construct anyway, so it might be fun to share the experience with other like-minded people and share what I learn.

  • http://gamasutra.com/blogs/ChrisDeLeon/ ... n_Idea.php

    tl:dr version "Want to come up with more ideas? Start making something."