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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 02:53:14 AM

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1  Hidden / Unpaid Work / Re: Looking for someone to help port some GM games to Flash on: January 08, 2012, 09:28:51 PM
Did you try the forums at FGL?
....

 Smiley

Despite that being the most obvious thing to do, I actually didn't do that yet.  Just made a thread there.  Thanks.

Still looking for offers here though until I find someone.
2  Hidden / Unpaid Work / Looking for someone to help port some GM games to Flash on: January 07, 2012, 09:40:59 PM
Looking for someone to port a few of my old GM games to Flash, which we can then try to get sponsored onto some site somewhere (probably through FlashGameLicense.com).  We'll split the sponsorship money 50/50.  Granted, there's a chance that the game won't be sponsored, in which case there won't be any pay for either of us, so only do this if you're fine with not being paid; the possible payment is just there on the side.

No need for a portfolio or anything, just need someone who's capable of reading GML code and porting it to Flash.  No time limit either, but it shouldn't take any more than 2 or 3 months per game.  The original games were made in 3 days so it's nothing ridiculously complicated you'd be dealing with.

The games I'm specifically asking for ports for are Diagnosis and Cantilever Bridge.  I will provide you with the source code as well as the resources used.  Both games are made in GM8.

Screenshots:

Cantilever Bridge



Diagnosis


I'm a GM to Flash porter myself so I could help out a bit with bugs and stuff (Flash CS4, AS3) but I don't have the time to invest in porting these so the majority of the porting would be your job.

If you're interested, please contact me either through PM or email at [email protected].

Blog: http://thatsnail.blogspot.com/
3  Player / Games / Re: GM HTML5 price announced on: August 20, 2011, 04:47:06 PM
Honestly I've never been a fan of YoYo Games's handling of Game Maker.  From my perspective, they're doing it wrong.

There is virtually no way GM can compare to C++ or Flash or any other of the giants in the gaming market.  The more complicated the games, the more GM's lack of flexibility hurts it.  On the plus side, it's much easier and faster to develop in.

Game Maker is a prototyping tool, while the HTML5 exporter is a final release tool.  I think they're trying to improve GM in the eyes of developer circles.  Which, looking at this thread, is

4  Player / General / Re: What are you listening to at the moment? on: May 04, 2011, 05:15:29 PM



Woot dubstep.
5  Player / General / Re: What are you listening to at the moment? on: March 08, 2011, 05:31:51 PM




Every song on the Super Meat Boy soundtrack is damn amazing.
6  Community / Creative / Re: Best time span for a Creative Rush? on: March 06, 2011, 04:14:21 PM
What tools do you use for that part? Do you draw your concept art on paper? Use game-making tools for prototyping (namely, Game Maker)?
Game Maker and Photoshop, typically.  I'd draw out what I want it to look like in Photoshop and then slice out the sprites into GM.  Most of the time it looks fugly and I end up scrapping it; takes about three or four tries before it comes out okay.
Do you build a new engine each time, or do you use previously-made code chunks in your games? Here again, what language/program is adapted to 4-Hours rushes?
GML always.  I find that every other language has too much background work to it; spending more time building the structure behind the program rather than the gameplay.  And I'm really against using old engines.  Every time I build an engine I usually find some way to optimize it or improve on some concepts.

Using other people's engines is probably a smart idea if you're just making a generic <insert genre here>, although I suck at reading anyone else's code so it actually slows me down.  If you're just testing out content though (like graphics, sound, anything-not-progging, etc) then just taking a premade engine seems pretty safe.
I don't suppose you have time to make graphics, in ten minutes. Placeholder and developper-art, I guess?
Thanks!
Blocks or really bad two second scribbles.  It's definitely not pretty.  I wouldn't suggest ten minute creative rushes for anything except prototyping ideas.
7  Community / Creative / Re: Best time span for a Creative Rush? on: March 06, 2011, 01:54:46 PM
Four hours usually, for arcade-type games.  Typically the first hour goes to concept art and prototyping, the second to finishing the engine, third for enemies/variation, fourth for sound and all the crap I was too lazy to do (which is most of it).  Anything past that and my attention span gives way.

Ten minutes for randomly trying out genres, or for making garbage games that are fun because they're so shockingly bad.

If you haven't seen this yet, it's an interesting talk by cactus on how to make a game in four hours.  Videos of it if you'd rather watch; it's hilarious and I sometimes find myself rewatching it just for the humour.
8  Player / General / Re: You Might Be a Programmer if.... on: March 01, 2011, 12:58:23 PM
Lost my keys.  That's okay I'll just go to Start-> Search...

...Fuck.
9  Player / General / Re: What are you listening to at the moment? on: March 01, 2011, 12:18:58 PM




Bright Eyes ain't no Elliott Smith, but he has his moments.
This is quality.
10  Player / General / Re: What are you listening to at the moment? on: February 26, 2011, 07:11:38 PM



Could listen to this all day, such a calming song.




Better than their Dark Side Of The Moon and The Wall albums, imo, if anyone's familiar with Pink Floyd.
11  Developer / Art / Re: 3D thread on: February 26, 2011, 06:55:34 PM
My god, the detail on the mouth is ridiculous Shocked

Some of my older ones.  Blender 3D and Photoshop.

Portal! Smiley


Made this for a school project.  The model is a lot uglier than it looks.
12  Community / Writing / Re: Attempting a plot twist Vs. Utilizing dramatic irony on: February 26, 2011, 06:40:56 PM
Personally I think it depends on where you want the tension in your game to be.

A plot twist sacrifices the rising action of the game (usually spent hinting at/away from the plot twist, and therefore more restricted in actual plot development) for a very tense climax (typically when the plot twist happens).  Dramatic irony tells you the ending; the climax is essentially destroyed, but you immerse the player during the rising action (they're know the ending, but are curious as to how it unfolds).

Dramatic irony is sort of the safer way to do it, I think.  Good for games that don't interlace with the story too much.  But if you have a more complex storyline (that doesn't fit too many cliches, preferably) then I'd go for a plot twist.

The biggest danger in doing a plot twist is having the player predict it.  Not only is the plot twist destroyed, but all of the hints dropped along the way become useless; sort of an all-or-nothing deal.  An original story, with multiple points of focus can help distort the player enough to mask the plot twist.  Of course, the more straightforward your story is, the more lulzpoints the player gets when the plot twist hits, but it also increases the chance of them predicting it.

TL;DR:
Plot twist for complicated, serious, story-heavy games that rely on a tense climax.
Dramatic irony for simple, casual-ish, gameplay oriented games that rely on a constant amount of tension throughout.
13  Community / Writing / Re: Words/Phrases that I need to stop using. on: February 26, 2011, 06:19:47 PM
"Heh", "hah", "oh cool", "lulz", "hahah", or any other variation of "this is how I pretend to be interested in what you're saying."

Along with "well alright then."
14  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: February 24, 2011, 08:07:24 PM
Lolhai?  Smiley

My name is Roy Tu, I'm a 16 year old asian (Taiwanese, it's that tiny blurge just off of the coast of China) game/graphics dev living in Florida, USA, where it never, ever snows.  Shitty weather aside...

I've been working with HTML/Javascript, Game Maker (GML), FlashDevelop + Actionscript + Flashpunk, and then some C++ and VB on the side.  On the graphical front, have some experience with Photoshop and Blender 3D.  Enough to not suck anyways.

I've made some games but none that I'm particularly proud of/none that are very well known. 

is okay I think, made it for a 72-hour jam.  My most popular is Retroplat, though chances are you still haven't heard of it.  Neither are very good.  I can't make nice games because I have no attention span.

Favorite games?  Portal (and the upcoming Portal 2 hopefully), Super Meat Boy, Cave Story, Command and Conquer: Zero Hour.  If anyone wants a game of Zero Hour over Hamachi I'd very gladly accept.

I'd post a photo but I'm sort of camera shy, a bit anyways.  I could take a picture of my big toe, or something?

Anyways, nice/will be nice to meet you all.  Long live indie!

Links:
Blog: http://thatsnail.blogspot.com/
DeviantART: http://my.deviantart.com/messages/
Portfolio (DeviantART): http://thatsnail.daportfolio.com/
Twitter: http://twitter.com/ThatSnail
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