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Developer / Collaborations / Re: How do you acquire a dream team?
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on: June 19, 2012, 01:56:11 PM
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Thank you indie tom and toast trip!
Medevenx, as you mentioned, I changed my name. You missed the entire point of bringing up SSF2. it was that just because you complete 1 game it's not proof the next game will be super special osm.
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Developer / Collaborations / Re: How do you acquire a dream team?
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on: June 10, 2012, 12:30:18 PM
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I guess the problem is that I did actually decide to participate in someone's game project and they, like you, made a crappy-yet-finished game. it was called super smash flash. if you played it, I pity you. if you never did, it was a crap game. it was very buggy, very unbalanced, but could have been better if more time had been invested in it.
after its release, the creator went to town making the sequel, which he promised would be better in every way and blah blah blah. all of the artwork was to be ripped from exiting games or created by people who barely had an understanding of ms paint. despite the developer team being 20+ people strong, the new game was still under construction 2 years in and didn't even have any improvements over the old version save for having better art. Although I had stopped animating for the team for a while, I completely withdrew myself from the project after it was declared "20%" done. Now 4 years into production, the game still isn't done.
I did attempt to get involved in one or two other games after that, and they too had completed projects. However, they eventually resigned their projects that I was working on. one I even made some half-way decent pixel art for. but it was for nothing. Note: I was getting good at pixel art, but it just took way too long for me to do.
I guess we've been talking past each other. you've been saying people are more willing to work with someone who's completed a project, and I've been saying that a completed project is no sign that a developer has improved. both of our statements are correct. your artist would like to complete a project, which is why he's joined your ranks, not because he thinks you'll produce an excellent game (but I'm sure you both hope you do)
And I agree with your statement about sticking to a plan. if somebody doesn't have an idea of exactly what he/she wants, then the team waists a lot of time trying to move in different directions.
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Developer / Collaborations / Re: How do you acquire a dream team?
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on: June 07, 2012, 04:38:31 PM
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Sorry for my last half-baked reply. I've been busy with charity stuff so I haven't had much time this week to respond thoughtfully to what's been said. That aside, let's fix this right now.
SundownKid: if I thought it was easy to get a team together, I doubt very much I'd make a topic like this.
I can't really say I disagree with anything you've said. The reason I never mentioned that I was looking for a programer is actually because I stumbled across game maker, construct, renpy, inform, and rpg maker some time ago. Now most games can be made with an iron will and indomitable spirit. But like with anything, a good team creates good synergy and can often lead to better results or faster production times. I'd be interested in seeing what you've made.
John Sandoval: I have a sad story regarding your no-money method, but it's so sad I'm not going to post it here.
Schrompf: Your post is more about leading a team than acquiring one, but I respect it's content. Life throwing curve balls at me is really nothing new. I don't think I've ever been able to make a clear prediction about what life is going to do next.
MadWatch:I don't know what a C++ developer in medical imagery does exactly, and I'm sure describing what makes it hard to a non-coder would be like me explaining to you the aspects of my own technical job. In short, it's nothing that can fit in a small forum post.
That's not really the point here though.
Although we've seen your first game and you've told me how much it sucked, you give little reason to believe you've found an adequate artist/game designer. maybe a link to one of their deviant art or previous projects?
I don't doubt that completing a project makes you more attractive to people who like to complete things. What I doubt is that said people are going to assume you're 10X better and pour their time and effort into your next project.
Sandtiger: I'll have to read that thread at a later date when I'm not pressed for time.
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Player / Games / Re: guilty gear xx accent core plus R
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on: June 05, 2012, 02:03:00 PM
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I SAID GUILTY GEAR 2 IS OFF TOPIC MODS BAN THIS NERD
Woops! I meant accent core! and if you read more carefully, I was pointing out that I wouldn't buy the game if I had to play it myself. That's why it was presented as a question, cutie. For example just about Soul Blade/Calibur, Tekken 6, Virtua Fighter 4+, Super Smash Bros., etc. all have fun single player modes (some of which can tie into multiplayer modes). Guilty Gears XX #Reload actually had a ton of modes oriented at single players* and a pretty decent story mode (though you'd need LSD to make sense of it).
Yea, Arc seems to be one of the few companies that realizes that you can please hard core fighting game fans as well as more casual people. Running the risk of having monster king call me a nerd and/or asking for my ban, I'd like to mention that the blazblues after the first one actually kind of make sense without the use of drugs. I heard accent core plus had a pretty good story mode that tied up all lose ends in the guilty gear universe, but I can't confirm this as I haven't played plus.
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Player / Games / Re: guilty gear xx accent core plus R
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on: June 04, 2012, 04:56:53 PM
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Guilty Gear is twice as fast, whenever i switch from one to the other im like "whoa" the speed change is crazy
You're adorable. of course its just a tweak, all new versions of fighting games ever are just tweaks
I don't consider additional characters or rules tweaks. if you have people to play with this is a thing
I'm pretty sure my broke friend will keep playing overture. why buy a game I'll have to play by myself? That aside, I'll be tempted to pick it up if it has good online play. one can never have too many previous gen games on his current gen game playing device thingy.
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Developer / Collaborations / Re: How do you acquire a dream team?
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on: June 04, 2012, 04:42:45 PM
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I would just like to state that though I hope to benefit from the knowledge in this topic, I hope others can see what it takes to make a dream team. There are too many topics that request assistance that never get answered. The comments posted in this topic need not apply to me specifically. I'm more curious how the lot of you get people to work on your projects, or how you go about choosing projects to assist people with.
Sandtiger: That's an interesting place to look for people. I had thought of that too, but then I figured they would be too busy to help out someone with their project (be paid or un-paid) due to all the work they had to do to pass their classes. Thanks for the suggestion! I'll have to try that.
MadWatch: My first game won't probably suck... it did suck. I'd love to show everyone the laughable piece of garbage that was my first game, but when switching computers X amount of years ago it got lost.
But even keeping my skill set and my (lack of) accomplishments in gaming aside,(which everyone who approaches this topic should do) I fail to see how making a crappy game will magically net you a talented person. Maybe if you made a GOOD game that was ugly and had bad sounds, maybe an artist and musician would take you seriously. The same way a game with excellent art but bad coding might attract a programmer. My reasoning being that you're offering something that these people want to be a part of, and know they can improve.
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Player / Games / Re: guilty gear xx accent core plus R
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on: June 03, 2012, 07:36:33 AM
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So guilty gear isn't dead yet?
awe-sum
Though honestly, I find Blazblue easier to play than Guilty gear, even though you need to make huge combo chains to do any damage. To be fair it's been a VERY long time since I've played a GG title. I still remember my feeling of accomplishment when I nailed a 12-hit grand viper combo. I didn't even do it against a wall or cancelled into a tension attack.
Good times.
I am a bit bummed that this new game is just a tweak. I'm not sure if I'm going to get it or not.
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Developer / Collaborations / How do you acquire a dream team?
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on: June 03, 2012, 07:20:17 AM
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(I hope this is the right forum for this)
Hello Tigsource.
Like some of you were once (and some of you may still be.) I'm a newbie to the independent scene. I have big ideas and tons of ambition, and although I wouldn't call myself a coder, I do know some basics about programming and I thoroughly enjoy writing. Drawing and making sound/music are not part of my skill set, so I wish to find people who can take over those tasks for me.
However, this topic is not a request for an artist or a musician. Instead, I'd like know how you found and, most importantly, chose people that are ambitious enough for your project.
I'd be willing to read about your own success stories or listed to any tips you have.
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