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922
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Developer / Design / Re: The quest for the Best Quest?
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on: June 01, 2011, 04:39:33 PM
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I think quests that someone with only special powers would be able to do are pretty fun, because they force you to think outside the box. For example, the time traveling quests in Radiant Historia/Chrono Trigger, or if the mind reading from Live-A-Live was made into a bunch of quests.
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923
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Developer / Art / Re: Legalities of using existing photos as objects in my game.
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on: June 01, 2011, 02:18:58 PM
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If you plan to release the game for free, you can use photos released under a Creative Commons non-commercial license.
If you plan to sell the game, you are limited even more to photos that have a free license - meaning, use in any way.
If you just use random photos and sell the game, though, you will probably be breaking copyright law.
You can look on stock photo sites and Flickr for some free photos, but your idea is a lot more feasible as freeware.
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927
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Player / Games / Re: Portal 2
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on: May 31, 2011, 01:44:18 PM
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world though one might ask in that far in the future will combine still exist or did valve in their attempts to cash in on this game wrote them selves out of giving the portal gun to gordan?
I doubt it. Either the Combine had already left or HL3 involves some kind of time travel, but they must have put a ton of thought into this ending. Perfect Chell, but what I don't understand is where this takes place. Does it assume that she moved back into the normal world and no apocalypse happened? Why, then, does she have tons of Aperture-brand stuff?
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928
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Developer / Creative / Re: VENTING! Why do people just disappear - in a two-man project?!
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on: May 31, 2011, 01:27:37 PM
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Well, a good way to keep people on the slave line is if you know their email/username on some forum/whatever. Then its just RETARDED to quit.
Uh, yeah, that makes about zero difference. They can start a new account if you keep harrassing them. Even knowing their name and address, there's not much you can do. I wouldn't bother, since if they decide to leave, there's nothing you can do to make someone stay.
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929
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Developer / Creative / Re: keeping in line
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on: May 31, 2011, 01:25:31 PM
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Look at it this way, at your age I couldn't do diddly. You have plenty of time to improve. I don't want to sound selfish, but if you try to be a renaissance man you will end up cursing yourself for not being able to do this and that, when in reality humans are not able to master everything.
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930
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Developer / Design / Re: Pitch your game topic
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on: May 31, 2011, 08:47:38 AM
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War againts technology and nature begins! Your thoughts about small part of the plot?
The plot sounds very similar to Final Fantasy 6. I do like the idea of monsters vs. humans, though, since it adds an interestng twist. You could expand it further so that a human teams up with them to fight other humans, or even that a monster fights against the humans, to make it different from a typical jRPG "magitech vs. magic" plot. Maybe the humans are using the monsters against their will, kind of like a twisted version of Pokemon.
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932
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Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
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on: May 30, 2011, 09:27:04 AM
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I want a Visual Novel Compo. That would be awesome. It could even have gameplay, Phoenix Wright/999-style.
Also, I'm throwing in my hat for a Boss Compo as well.
I really wish the Demakes compo was repeated, but, oh well...
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933
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Developer / Creative / Re: How did you get to where you are today?
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on: May 30, 2011, 09:06:54 AM
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I'm a college student with a Communication major, and if I wasn't a video game fan I would have gone into writing or film, but I really want to get into the game business as an indie. I used to solely play games, but I figured I could use the time to make them instead. I started a year ago and since then, my skills have developed to the point where I can make passable vector art and not just design/write games, which makes it a lot easier to get something started.
Technically, I designed and programmed my first game in high school computer science class, it was a top down tank arena game that was pretty fun. But, I haven't really released a game recently, though I have a few in progress and hope to release one soon.
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934
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Developer / Design / Re: Pitch your game topic
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on: May 30, 2011, 08:47:29 AM
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Yeah, I suppose. My thoughts were that since I never have made a game before I should start with one of my ideas I couldn't possibly make money from anyways, but SE does seem rather cease-and-desist-happy. In that case, I could probably cut the summons down to around 25 anyways.
It's still nice you can use names like Bahamuth, Ifrit and Shiva. SE doesn't own mythology, now do they?  Except that in mythology, Bahamut is a fish and Shiva doesn't control ice, so you're better off calling them something else if you plan on making them similar to their FF counterparts. 
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935
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Developer / Art / Re: How to deal with lack of patience?
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on: May 30, 2011, 05:38:16 AM
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I would say that you should commit yourself to something and use your self-control to overcome your urge to stop. After all, no one runs away from their job after a few hours because they are "impatient", they just have to bear it.
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936
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Feedback / Playtesting / Re: Tristan and Iseult - "Advance Wars meets JRPG"
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on: May 30, 2011, 05:12:04 AM
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WOW! I played through the entire first level, killed ALL the units except a single health Irish unit, which escaped the top of the map. Game over.  I... don't think I'm playing through that again. Yeah, I think this could use some serious changes, but overall it has major potential. Here is my criticism: Story screenThe text boxes are a bit small, and lack names, so I can't tell who anyone is that's talking. The BG is really pixellated, but I'm sure you know that. Everyone is on the same side of the screen. If they are conversing, they should both be on the screen at once. Maybe make the dialog portraits smaller and the text box larger. Battle screenThe units seem incongruous to the map, which is not pixellated as much. The compass rose thing seems useless. Why not replace it with some kind of turn list? Maybe you could draw a line to/draw a circle around the unit that is about to move when you mouse over the turn list. The units should show their attack range when selected. There should be an option to speed up the movement/make it instant. There should be terrain bonuses and capturable buildings if you intend to make it more like Advance Wars. Didn't see any on the first level, at least. I also don't see any RPG elements that make it similar to a JRPG... it's basically a strategy game without the RPG part. It would be nice if there were some optional cut screens for battles like Advance Wars/Fire Emblem instead of just some slashy sounds and blood. Dunno if this stuff is possible in Ren'Py (that you have done this there is actually really cool) but it would make the game better overall.
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937
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Developer / Writing / Re: Current terminology for video game story telling.
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on: May 30, 2011, 04:48:06 AM
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I looked up "diegesis" as a narrative term and found this: In role-playing games diegesis includes all the "in-game" parts of the story, both those that are and aren't actually played out. However, rules or system elements that are used to resolve what does and doesn't happen in the imagined situation are typically "non-diegetic". Apparently it isn't quite what you're describing, since any and every element of the plot that is actually planned out would technically be diegetic.
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938
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Player / Games / Re: Advance-wars like games?
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on: May 29, 2011, 08:25:58 PM
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IMO, Advance Wars has a good balance of randomness and strategy. Sometimes randomness may hurt or help you, but not enough to turn the tide of battle. Days of Ruin is the best game in the series, IMO, because they cut down on the special attacks and made the game more strategic. Also, no one mentioned the Disgaea series! For shame! Phantom Brave is another good one, as well as Soul Nomad and Makai Kingdom. ZETTA BEAAAAM! 
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939
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Developer / Collaborations / Re: Lights! Camera! Action! ACTION 52 OWNS (let's do this)
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on: May 29, 2011, 11:25:14 AM
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You'll probably need to assign a new leader if you want to continue the project (Which I think would be cool to see finished), Mr Podunkian is busy as hell, basically.
Yeah, definitely. It also needs a new signup sheet since some of the games have been abandoned. (For example, #001 Fire Breathers).
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940
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Feedback / DevLogs / Re: Multiplayer Tactics Game
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on: May 29, 2011, 07:39:20 AM
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The sprites look really clean and well done. I don't think I've ever played a true multiplayer turn based tactics game that was not gimped, so I am looking forward to this. It's great that you have those diverse units as well.
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