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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsI am writing Game Design Tutorials
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Author Topic: I am writing Game Design Tutorials  (Read 2882 times)
ansimuz
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« on: January 22, 2015, 12:04:33 AM »

Hey,

I just started writing game design tutorials at my site. I want to share the knowledge i learned while working 2 years fulltime in my game Elliot Quest. Additionally i will share art assets that are free to use for your games.

take a look:  http://ansimuz.com/site/game-design-tutorials
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I made Elliot Quest. Now i make Pixel art https://www.patreon.com/ansimuz
eyeliner
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« Reply #1 on: January 22, 2015, 04:13:42 AM »

Tutorial on gamestates/screenstates, please?  Durr...?
« Last Edit: January 22, 2015, 04:22:25 AM by eyeliner » Logged

Yeah.
ansimuz
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« Reply #2 on: January 22, 2015, 07:44:54 AM »

Of course, you go it.
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I made Elliot Quest. Now i make Pixel art https://www.patreon.com/ansimuz
bdsowers
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« Reply #3 on: January 22, 2015, 10:17:52 AM »

Do you want feedback on any of these articles? Would you prefer it be left in the comments section of your Tumblr or given here?

I read your article on scope. Not bad, though I disagree with certain key points.   Shrug

Side note: I checked out your trailer for Elliot Quest. It looks really good!
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ansimuz
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« Reply #4 on: January 22, 2015, 12:23:44 PM »

Please post feedback os the comments of the article. Of course thats only my point of view so its pretty cool to have a discussion there.
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I made Elliot Quest. Now i make Pixel art https://www.patreon.com/ansimuz
xnelephant
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« Reply #5 on: January 28, 2015, 12:45:44 PM »

Hey man, Im rlly new to this stuff, but I really wana learn to code games from scratch (not using any1 elses engines etc.) could you possibly do a tutorial on how to just make a game (preferably platformer) completely from scratch, bearing in mind that i have done very little coding etc. in my life.

Many thanks, xnelephant!  Gentleman
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Im xnelephant and I'm new to creating games, if any1 has any advice as to how to get started (from scratch) I would be greatly appreciative.
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« Reply #6 on: January 29, 2015, 02:48:08 PM »

Where did you get those numbers for the Mega Man workload? I'd like to see a reference on that.

Also, did you proofread your scope article? It has multiple grammatical/spelling errors in it.
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oahda
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« Reply #7 on: January 30, 2015, 01:53:07 AM »

did u fail 2 understand wot he'd ritten cuz of thoze
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J-Snake
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« Reply #8 on: January 30, 2015, 04:45:05 AM »

Hey man, Im rlly new to this stuff, but I really wana learn to code games from scratch (not using any1 elses engines etc.)
Here is just that, and I believe it is serious about it:


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Independent game developer with an elaborate focus on interesting gameplay, rewarding depth of play and technical quality.<br /><br />Trap Them: http://store.steampowered.com/app/375930
ansimuz
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« Reply #9 on: February 03, 2015, 11:27:15 PM »

Hey man, Im rlly new to this stuff, but I really wana learn to code games from scratch (not using any1 elses engines etc.) could you possibly do a tutorial on how to just make a game (preferably platformer) completely from scratch, bearing in mind that i have done very little coding etc. in my life.

Many thanks, xnelephant!  Gentleman

Sorry that,d be out of my scope. I really not that good at programming :p
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ansimuz
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« Reply #10 on: February 03, 2015, 11:29:44 PM »

Where did you get those numbers for the Mega Man workload? I'd like to see a reference on that.

Also, did you proofread your scope article? It has multiple grammatical/spelling errors in it.

Mmmm i read that at a magazine years ago cant remember where, but for this article i search at wiki to refresh my memory.

Sorry about the horrible grammar i'm not the best writer i know, also English is not my native language.
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valrus
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« Reply #11 on: February 03, 2015, 11:55:00 PM »

While probably a few people put in some 20-hour work days, a team of 20 didn't work 50,000 hours in three or four months.  Putting aside problems of, y'know, homeostasis, Capcom wouldn't have allowed that amount of effort on a game they didn't believe in.  They only allowed employees to work on MegaMan 2 as a side project, so long as their official projects didn't slip.  So a dedicated small team probably did work after hours on their passion project, but it definitely wasn't 20 x 20 x 125 = 50,000.

In any case, the claim it supports (that it'd be impossible for a lone developer to finish a project of MegaMan 2's scale, even given modern frameworks) is just absurd.  Of course that's possible, because people actually achieve that, and well beyond.
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xnelephant
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« Reply #12 on: February 04, 2015, 12:27:58 PM »

Hey man, Im rlly new to this stuff, but I really wana learn to code games from scratch (not using any1 elses engines etc.)
Here is just that, and I believe it is serious about it:



Thanks man! this is great  Coffee

-xnelephant Gentleman
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Im xnelephant and I'm new to creating games, if any1 has any advice as to how to get started (from scratch) I would be greatly appreciative.
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