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1073409 Posts in 43976 Topics- by 36009 Members - Latest Member: Pavloid

December 19, 2014, 10:13:11 AM
TIGSource ForumsFeedbackDevLogs5734L3R is back, guys. NEW VIDEO, project website officially launched
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Author Topic: 5734L3R is back, guys. NEW VIDEO, project website officially launched  (Read 69568 times)
Bandreus
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« Reply #300 on: March 04, 2013, 09:14:16 AM »

I hate myself too and depressed. The programmer has left the project, so now i draw cartoons about robots. :D

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
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« Reply #301 on: March 04, 2013, 09:15:27 AM »

He 5734L3D our hope Sad
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08--n7.r6-79.84
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« Reply #302 on: March 04, 2013, 12:03:46 PM »

He 5734L3D our hope Sad

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« Reply #303 on: March 04, 2013, 11:34:09 PM »

if this never became a game but still lived on as an animated short/series, I'd still be pretty damn interested in it. hope you keep at it.
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Bandreus
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« Reply #304 on: March 05, 2013, 01:18:19 AM »

Excuse my ignorance, but have you ever thought about prototyping gameplay (even in a not publicly-available form) into something like GM or similar?

I'm asking this just because little has been said about the actual game and the general opinion is that 5734L3R never went past the early mock-up stage (which is fine really. I'm also aware an editor was being worked on at the very least).

Prototyping gameplay ideas in GM could be nice for several reasons:
  • it's pretty powerful and much easier to work with for a one-person studio
  • it lets you experiment and iterate on gameplay a lot without having to commit a full time programmer's time
  • lets you have something other than screenshots/trailers/mock-ups to show to people interested into the project
  • once you have tested/implemented solid gameplay prototypes in GM, you're free to polish and release it as a game (if so you wish) or use that as a basis to get a programmer and implement the full-scope game in a proper engine of your own choice
  • having something actually playable (although in a limited form) would also help immensely if you opt to go the kickstarter route

Ultimately, don't let the 5734L3R project die  Beg
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« Reply #305 on: March 05, 2013, 01:29:24 AM »


H3110
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Gimym JIMBERT
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« Reply #306 on: March 05, 2013, 06:24:13 AM »

Yeah make an anime out of this
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ILLOGICAL, random guy on internet, do not trust (lelebĉcülo dum borobürükiss) ! GЮЯЦ TФ ДЯSTӨTZҚД!
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devMidgard
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« Reply #307 on: March 05, 2013, 09:17:36 AM »

I hate you for making my head go drools
Just give us the damn game  Beg and take my  Hand Money Left

I hate myself too and depressed. The programmer has left the project, so now i draw cartoons about robots. :D

What the sheeeeeeeeeeeeeet. How can any person quit developing this game? I mean look at this man It has a unique style.. it would be really nice to play I think.. maybe he's got something important to do but.. but..  Cry COME ONNNNNN!!!!!!

Anyways, in what language was going developed this game, 08--n7.r6-79.84?
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08--n7.r6-79.84
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« Reply #308 on: March 05, 2013, 11:40:33 AM »

if this never became a game but still lived on as an animated short/series, I'd still be pretty damn interested in it. hope you keep at it.

Yeah make an anime out of this

that's all I can do right now

Excuse my ignorance, but have you ever thought about prototyping gameplay (even in a not publicly-available form) into something like GM or similar?
.....
Ultimately, don't let the 5734L3R project die  Beg

you right/check this video

i should finish this, even if i'll do it alone

devMidgard, agreed with every your word
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« Last Edit: March 05, 2013, 12:04:16 PM by 08--n7.r6-79.84 » Logged

08--n7.r6-79.84
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« Reply #309 on: March 05, 2013, 11:43:50 AM »


m4y83 =)
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Bandreus
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« Reply #310 on: March 05, 2013, 12:14:30 PM »

i should finish this, even if i'll do it alone

You definitely should! I can't tell you how much potential project 5734L3R has.

I can only give my honest advice: I would iterate, experiment with all crazy ideas one can possibly think of about gameplay and ultimately let the game flourish into it's own thing.

I do realize how hard this moment has to be for you (losing a coder and all), but please also remember you have a strong following among TIGers, so I'm guessing you can at least count on lots of feedback/ideas/support from the community.

Seek out help by fellow developers and don't limit yourself to "working into your small box".

You can turn 5734L3R into something special and unique, that much I know, so definitely don't give up on it. Take all the time you need and have feith.

 Gomez
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08--n7.r6-79.84
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« Reply #311 on: March 05, 2013, 12:34:50 PM »

I can only give my honest advice: I would iterate, experiment with all crazy ideas one can possibly think of about gameplay and ultimately let the game flourish into it's own thing.

I do realize how hard this moment has to be for you (losing a coder and all), but please also remember you have a strong following among TIGers, so I'm guessing you can at least count on lots of feedback/ideas/support from the community.

Seek out help by fellow developers and don't limit yourself to "working into your small box".

All right, i keep it in mind and will try to talk more about the ideas and the vision of all this.
And i definitely need someone who could help with the prototyping. For me, even the GM or any other game constructor is too hard, because yes I'm just artist :D

Thank you for your kind words and support! Hope I will not disappointing you and all guys who like 5734L3R if it will come out someday =)
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« Reply #312 on: March 05, 2013, 12:56:29 PM »

TIGers are a wonderful thing.
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SoulSharer
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« Reply #313 on: March 05, 2013, 01:19:03 PM »

Wish you a good luck with the project (and I really mean it), it is very promising and you're a great man. Too bad I have a different vision of how development should go, but can't help it.

Here's the better video, just in case you'll need it:
http://www.youtube.com/watch?v=6pRhaTg6swU
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« Reply #314 on: March 05, 2013, 01:39:09 PM »

And i definitely need someone who could help with the prototyping. For me, even the GM or any other game constructor is too hard, because yes I'm just artist :D

Have you tried having a bash with GM before? I'm not much of a coder myself but manage to rumble through games. GML is pretty much written with non-coders in mind.
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Netsu
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« Reply #315 on: March 05, 2013, 02:04:36 PM »

I hope this doesn't die, I'd be glad to help you with C++ if you ever need it Smiley
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« Reply #316 on: March 05, 2013, 04:45:11 PM »

I'd be more than happy to help, too. Feel free to PM me.
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08--n7.r6-79.84
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« Reply #317 on: March 06, 2013, 01:57:00 AM »

Too bad I have a different vision of how development should go, but can't help it.

And i can't disagree with that =) Good like you too!

Quote
Here's the better video, just in case you'll need it:
http://www.youtube.com/watch?v=6pRhaTg6swU

I don't think I really "need it", given the situation :D But people who are interested in 5734L3R for sure say you "thanx!" for this video.

Have you tried having a bash with GM before?

More than once, it's a lost cause, believe me :D

I hope this doesn't die, I'd be glad to help you with C++ if you ever need it Smiley

What kind of help can you offer? I am extremely far from any programming.

I'd be more than happy to help, too. Feel free to PM me.

All right ^__^
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« Reply #318 on: March 07, 2013, 08:02:18 AM »

1. Continue working on gameplay/mechanics/story.
2. Produce a series of shorts – think of Aeon Flux or the animated Clone Wars series.
3. Indiekickstartagogo to hire a programmer.
4. Wizard
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djdolber
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« Reply #319 on: March 08, 2013, 01:41:19 AM »

If I would give one advice to you, I would say stay far away from C++ and aim for something like GameMaker, Unity, Flash, XNA or similar. That way you are keeping the technical barrier much lower, thus enabling a wider range of people to be able to help out. C++ is often more work for the same result when you compare to the alternatives, and it can cause more headaches as well. Judging from what ive seen, the game should work well in any of the technologies i mentioned above. If you want more in depth advice i would be happy to be of assistance.

My personal favorite is Unity where i have been spending almost a year making a 2d platformer. The good thing about Unity is that it makes it easy for the programmer and the artist/designer/etc to collaborate in the editor. The programmer can make values visible in the editor so that the designer can tweak and modify things without the need for programming knowledge. Here is my blog if you want to see how my project looks like: http://steveolofsson.tumblr.com/ In this project i used 2dToolkit and with it i got a full fledged tilemap editor inside unity where i built all my maps, very nice workflow.

Anyhow, get in touch if you want more specific advice.
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