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1044222 Posts in 42314 Topics- by 33995 Members - Latest Member: omoithesane

September 20, 2014, 02:01:43 PM
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1  Developer / Design / How do you make games with player death less repetitive? on: December 17, 2013, 05:19:18 PM
For example, in a typical platformer a player can die by losing health or falling into a pit. Repeating that same level can get tedious so how would you make it more interesting and enjoyable?  I'm trying to figure out features or mechanics which would motivate the player to tread on even if he has to try and beat the same level.   

The roguelikes do not have this problem but I'm not considering going that route.
2  Developer / Art / What sprite editor and hardware tools should I use? on: December 17, 2013, 05:00:52 PM
I have programmed some games and I now realize the significant dependent relationship that is involved with the code and the art.  Examples include the collision detection and precise platforming. 

I'd like to know what's the best tools I should check out, including  sprite editor software and hardware (an iPad mini perhaps?,)and other drawing tools and any other drawing advice you recommend.

Thanks
3  Developer / Design / Re: From the start of a game, are you for players with low or high health? on: August 19, 2013, 10:04:22 AM
That's a good point.  Shields and other power-ups could be a better course to take.
4  Developer / Design / From the start of a game, are you for players with low or high health? on: August 18, 2013, 04:19:19 PM
I'm making a top down space shooter and the player begins the game with only one hp.  I think it helps the player to make better decisions when moving around and selecting his shots.  The game also has an upgrades system; a player with one hp helps open the doors for more improvements- like more health points and lives. 

But earning those health points and lives will not be easy.  It will be a slower methodical process.

Is this approach too slow and boring?  Or does it sound like the low hp and the upgrades system complement each other?


5  Developer / Design / Re: Do you like WASD + mouse controls? on: June 26, 2013, 01:01:54 PM
I know it does well for FPS, but I was pointing in the direction at flash games, smaller games, top down shooters, 2D games. 
6  Developer / Design / Do you like WASD + mouse controls? on: June 26, 2013, 12:39:52 PM
So I made a top down zombie game where I leaned on WASD for movement and Mouse for aim and shoot.  For those controls I didn't feel that frustrated by it, but my hand was a bit sore using the Mouse controls (because I had to constantly click and move it around). I hear some people dislike this type of control method.  Based on this game I made I can understand if people may be frustrated by the Mouse controls based on the accuracy, having to move it around, etc. 

When you have to use WASD to move and rely on the Mouse to aim and shoot, is that something folks don't enjoy doing?

Do you think it should be avoided or is there some benefits behind the Mouse + WASD control system?
7  Feedback / Playtesting / Re: The Water Bottle - A top down survival game on: April 11, 2013, 02:24:36 PM
Thanks for the feedback Udderdude and AmzBee. 

1. Those "zombies" in the first few levels are actually supposed to be human survivors. Haha. I had a feeling people would get that mixed up.  In my menu tutorial I tried to make that clear and I thought that these guys chasing the water would at least tell the player that they're humans.  Zombies show up later with different a much different agenda and are much faster.   

2. I'll definitely take a look at the sprite origin.  Thanks for the tip.

3. The most common feeback I've gotten from here and other places is that it's too hard.  I thought people might get bored if I put in too many easy levels at the start.  I think I get where everyone is coming from.  I'll look into easing the difficulty in early stages. 

8  Player / Games / Re: Good Short Games on: April 10, 2013, 10:11:45 PM
Limbo
9  Player / Games / Re: What are you playing? on: April 10, 2013, 10:07:55 PM
Right now it's Natural Selection 2 and Overlord.  Natural Selection will require more of my time before I know what the heck is going on in those matches. 
10  Feedback / Playtesting / Re: The Water Bottle - A top down survival game on: April 10, 2013, 07:15:30 AM
Any feedback is encouraged.  I'm here to learn.  If the problem is with the files, because you don't use Game Maker, or any other reason please let me know. 

This is not a commercial game and the graphics and sound are basic at best. So I decided to put most of my efforts into the game mechanics. 

I think I did some good things with this game, like a limited ammo system for challenge, and  strategic decision making where you won't win by just randomly shooting where ever you want to. 

I would like to hear your thoughts about it, both positives and negatives.   

Final Note: I received feeback from someone about why I added a 3 second pause when every level starts.  That was meant to be deliberate because I wanted the player to know where he was positioned before all the action started.
11  Feedback / Playtesting / The Water Bottle - A top down survival game on: April 09, 2013, 04:30:11 PM
Update: I'll probably put the link to the game in the future when it's more polished.  Thanks to everyone for the feedback.


Overview
- Top Down Shooter
- Every bullet matters
- Mostly inspired by The Walking Dead (game and TV show), this is a game about what one guy is willing to do in order to survive. Water is in short supply and he's not the only one who is searching for it.  
- You have to figure out how to take out all the survivors before they reach the water supply.  

I was looking to create a more strategic top down shooter that didn't involve you just spraying bullets around the room.  I wanted to stay away from that and make the player get out of his comfort zone.

In this game I think I've achieved some of what I wanted to accomplish.  

I have learned alot about making games with this project. All the testing and editing involved was a grind.  But I had a blast.

All kinds of feedback will be appreciated.  Thanks.  

Here's the screenshot:

12  Developer / Design / What types of simple games do you think newbies should make right now? on: March 08, 2013, 05:32:02 PM
What types of simple games do you recommend newcomers should consider designing?  I feel like there must be some types of games that will help me learn alot more about game design than other ones. 

Many like to make platformers but I am not interested in that (unless you consider it a good learning project).  I was more keen on top down games that look like Hotline Miami and the original Legend of Zelda.  How about tower defense, puzzles, etc?

"Make whatever you want to make," will not help so if you can be more specific, thanks!

Sidenote:  If you can also share some advice on brainstorming for ideas, links to good articles about it, that would be great too.  Thanks.
13  Developer / Tutorials / Re: Should I get Game Maker HTML 5? on: April 24, 2012, 11:51:05 AM
So if I consider making 2D games, and probably publishing them to portals and mobile devices, what do you guys consider are the best tools to go for?

I've been checking out and using Action Script 3 and Game Maker.

And just what exactly is the programming tool or engine that most developers are using to make mobile games?  I was kinda confused hearing about how Flash is not focusing on mobile games, and then folks also saying that HTML 5 sucks on mobile.

14  Developer / Tutorials / Re: Should I get Game Maker HTML 5? on: April 23, 2012, 11:08:21 AM
I get that Flash is widespread and very popular so I didn't really have any doubts about Flash.  My only curiosity was wether HTML 5 was worth considering as far as game development goes.  I'll consider all the good advice here. Thanks.

But I guess if I was to just concentrate squarely on flash I wouldn't be losing anything by ignoring HTML 5.
15  Developer / Tutorials / Should I get Game Maker HTML 5? on: April 22, 2012, 01:07:20 PM
I need some up-to-date advice concerning Game Maker and platforms (like Android and HTML 5).  I'm considering getting Game Maker HTML 5 ($99) over the Pro version ($40).  The bonus is that if you buy the HTML 5 version, you also get the upcoming Game Maker:Studio ($99) for free. I just have two questions:

1. I'm unfamiliar with HTML 5, so what are its strengths, as well as its advantages (if any) over Flash as far as game development goes?
2. Is HTML 5 relevant now and should it be a future investment?  I plan to publish my games, and am considering flash portals like Kongregate (which does support HTML 5).

Here is a short article about what I'm talking about:
http://gamemakerblog.com/2012/03/10/gamemaker-studio-pricing-revealed/#comments

Thanks for the help.
16  Player / Games / Re: Point and click adventure games with voice acting on: November 24, 2009, 09:09:54 PM
Puzzle Bots also by Erin Robinson/Dave Gilbert has some awesome voice acting.

http://www.youtube.com/watch?v=0Uy6xQWt3P4

Though it's not out yet, but this is a good chance to point it out to people!

Interested to see how this game plays. 
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