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877241 Posts in 32852 Topics- by 24294 Members - Latest Member: RopeDrink

May 18, 2013, 11:28:11 PM
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1  Developer / DevLogs / Re: The Walled Garden on: May 17, 2013, 03:08:52 AM
also: remember that you *can't* port it to mac even with studio unless you own a mac and a software license for that mac (which costs 99$). that's a big drawback
I don't have a mac but I have lots of access to them.
And I did do an indie-gogo campaign that earned me $750 over two years.
I still have some of this saved up for just that purchase.

Well, you probably know about the Allegory of the Cave - the perfect form of your game only exists in your head, and what you can create will always just be a shadow on the Cave wall.
I actually wrote an extensive paper on Plato's Allegory of the Cave and compared it to Galaxy Quest for Art Humanities. Tongue


This makes a lot of sense actually, it's like how an experience curve works in RPGs.

It's as if after so long of looking at something you begin staring at this huge grey wall.
And you can't see the flaws, and so you spend so much time just looking for what you should even be working on.

And this reflecting on what to even work on takes time.
Then you need the time to actually work on what you've reflected on and then time to reflect on what you have made.
I can certainly say without a doubt that this game is obviously over ambitious for me to even take on by myself. Tongue
I have people willing to offer help but my problem is I'm so unorganized and unstructured in my game design process that it's kind of just a trial and error approach. So I don't even know where I would put them to work.

As for living within my means, this is something I need to do.
But I can't find myself working with my hands if it isn't creatively productive or like mentally interesting.
I get that in the reality of things it's what a grown up does, but I've worked jobs - I'm sick of jobs. I just quit my job three weeks ago and opened up a Gallery for the week on the main avenue of my city.

So I'm focused and becoming more proficiently directed towards making a living as an artist and still being able to do what I love with the time I have to work on it.
2  Developer / DevLogs / Re: Cloudface on: May 16, 2013, 05:33:51 PM
I want to be Cloudface.
3  Developer / DevLogs / Re: The Walled Garden on: May 16, 2013, 05:16:06 PM
I am mostly a hardcore A, but I am also B as I've made 18 game prototypes while making this game as I needed to learn game maker.
I did however get the video games desktop icon tattooed on my body so...
Not to mention this game has become a snowball of ideas and content, it would be nice to like sort out all the mess and clutter.

I'm ADHD and can become very obsessive as the content of this game should show. Tongue

I think I'm going to try a month of Game Maker: Studio and try making the new prototype and see if I can at least get the Platforming engine re-written.
Everything else exists already, it's easy enough to port over but if I tried to just convert the GM8 file into GM:Studio it would take way more time likely sorting out what is wrong.
Rather than just start from scratch in the new platform.

I feel the game has to be what I feel it needs to be, any less and I would feel like I let you all down.

I'm motivated to get this game done as long as I don't die accidentally first.
I do live chaotically and not at all within my limits.
Trying to sort out my life as a full-time starving artist in my city.
While also finding time to work on the game. ^^;

It'll happen.
If the Game Maker: Studio shows no promise for me, I will just keep on making it in the original GMK.
4  Developer / DevLogs / Re: The Walled Garden on: May 16, 2013, 11:51:06 AM
Not much progress lately I'm sad to report.
I'm at a fork in the road where I have to choose if I start to develop the game in GM:Studio for the mac release and better level editor.

Or do I do I continue to work on the GMK that I have been working on for 4 years while I've been learning Game Maker.
The existing GMK has become messy, I've forgotten what some things do, and often look at it unsure where to start.

I now know more about game maker than I did when I started.

The con to GM:Studio is it's often unstable and crashes on me.
The con to staying with GM 8 is no mac release and crappy level editor.

Pro to GM:Studio mac release + and zoom function in level editor and the GM8 version still exists to work from.
Pro to GM8 I don't have to rewrite anything and just keep working on it how it is in the flawed and broken shambles it is.

Also lack of responses from anyone has left me without much motivation to do either.
As I have been the last one to post here in the last couple months...
Many of my friends have been preparing me for the first re-write of the project.
I assume it's natural for many large projects to need to do so after a certain amount of time.

Fez got restarted like three times I think, so I'd only be working on second version.
Luckily not many of the levels are too intensely developed for it to be hard to recreate them in the new version again once it's all working and in order.
5  Developer / Feedback / Re: Toto Temple (ToJam 2013) on: May 15, 2013, 12:51:23 PM
From the video alone I can tell it's gonna make a great party game.
Love the simple mechanic and scoring system, very unique.

Customization would be great, if so.
Make sure you make tons of heads. <3
6  Developer / DevLogs / Re: lifeless: ECHRO on: May 03, 2013, 07:20:55 AM
Almost happens too quick for me to notice it, looked more like a boost.
Seems a bit far for a knock back? Could just be me, I'm sure it feels good in game.
7  Developer / Finished / Re: PUNK'S NOT DEAD on: April 02, 2013, 11:49:12 AM
I thoroughly enjoyed this.
8  Developer / DevLogs / Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) on: March 11, 2013, 12:00:57 PM

Got some more pixel pushing done this morning.

Here is a list of updates I've made in this past month.

  • Roughed out 4 new levels
  • Began creating the Astral Plane
  • Added an asteroids/jezzball type object that splits when shot.
  • Added a Bullet Bill type object.
  • Created a teleporter object (the black rectangles)
  • Pixeling more foliage and scenery
9  Developer / DevLogs / Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) on: March 04, 2013, 07:13:06 AM

Started working on these decorative dollar bill things seen on the great seal.
Can't quite get them exactly how they appear on the bill, but close enough.

10  Developer / DevLogs / Re: BLOCPK on: March 01, 2013, 10:41:37 AM
Sounds very interesting. + Blink
Do you find much of a use for the low shot? If it can be jumped over?

I guess it's just there so you can shoot while crouched.
11  Developer / DevLogs / Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) on: February 27, 2013, 04:18:16 PM
(I've just noticed is the 'eden' in your logo - nice touch!).
"Eden" in the title was totally coincidental.

Here is a new destruction tile I'm working with.




12  Developer / Art / Re: FILL IN THE OUTLINE REDUX on: February 23, 2013, 10:28:22 PM
It's late, this is all I feel like doing.
13  Developer / DevLogs / Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) on: February 20, 2013, 07:32:11 AM
Updates
  • Restricted meditation to only when the player is standing on solids.
  • Restricted the ability to meditate underwater, instead now when you hold or press down you swim down.
  • Added oxygen to the game when the player is underwater.
  • The player now heals slowly over time while meditating.
  • Astral projection will not occur unless the player is full health.

14  Developer / DevLogs / Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) on: February 19, 2013, 07:45:10 AM
http://www.youtube.com/watch?v=ItziNSatj8w
This might be an extremely rare item that may be fun to play with.




I've been productive this week, made 2-3 levels.
Been looking at my old videos for some inspiration.

I'll hopefully release a new demo in the next month or so.
15  Developer / Art / Re: show us some of your pixel work on: February 13, 2013, 12:16:34 PM
River City will happen, don't you worry. Just gotta find a programmer. All the art is done.



Hey B2TheC! It's PunkyPenguin.
Glad to see you've made your way over to TIGs good to see you around.
Fart bomb is looking good.
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