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Fate (work in-progress)

A little off topic now, but Sorcer, let me give you a tip. Seing something beautiful and try to replicate it is not a good idea. First, it gives off some originality and you will most likely not do a good job, as it will only a attempt at replicating in the context of your game, where it will not fit as well as it should. You should try to understand what is the principle between them.

Using your examples. Why did you like Quintessence's intro? Perhaps it was because it was intriguing, or was it the graphics? But you do not obviously have the same storyline, you your intro needs to be hooking for YOUR setting. Or Cast Aside. Why is the screen beautiful? The contrast between colors? The originality? The simpleness?

Do not forget, also, that under any of those acheivements lies hours of work and refinement.
 
i wouldn't say im trying to 'replicate' anything.. im saying that i have been inspired to not be satisfied with something that is average and which lacks those hours of work that you describe.  Of course, my intro and title screen will be (are) topical to the game that i am creating.

i liked Quint intro for the obvious reasons (on top of the fact that hardly anyone had done that sort of thing yet).  And for Cast Aside... its beautifull because its ART and beauty is in the eye of the beholder, none-the-less, even if you don't like a piece of art you can get an idea of how much work went into it.

I can't count the number of hours i've put into my current project.  More i would guess than almost any other rmxp game which has already been released.  i have sorted through around 50,000 pictures and chosen the 5000 most usefull for making around 500 New character spritesheets... i have created over a dozen 'Mega-Tilesets' which are over 20,000 pixels in length.... (see RMXP-EVO.exe via internet search) i have taken an ancient action battle system and continued to modify it beyond recognition to its original creator... etc. etc. 

I'm not really dissagreeing with anything that you have said.  I'm just say that i don't think this person has taken the time to be particularly inspired by what others are doing, such that the game making program can be used to fuller advantage.  And he has already seen some of the 'fruit' of his labor.  In the end, especially for a first project, ur not likely to "wow" a lot of people.  And criticism will always be as abundant as encouragement.  It helps when you have a message or some other purpose driving your project... otherwise when ur done you may only receive a few bland responses from persons in a community such as this.  I would encourage persons to host their games online for others outside this community to download and play.  My last game has been dowloaded over 10,000 times now and the feedback has been favorable.  So don't take anyone's opinion on this board as the last word either.  (EDIT) Especially mine :D
 
SorcerGamble2":lzliindf said:
i wouldn't say im trying to 'replicate' anything.. im saying that i have been inspired to not be satisfied with something that is average and which lacks those hours of work that you describe.  Of course, my intro and title screen will be (are) topical to the game that i am creating.

i liked Quint intro for the obvious reasons (on top of the fact that hardly anyone had done that sort of thing yet).  And for Cast Aside... its beautifull because its ART and beauty is in the eye of the beholder, none-the-less, even if you don't like a piece of art you can get an idea of how much work went into it.

I can't count the number of hours i've put into my current project.  More i would guess than almost any other rmxp game which has already been released.  i have sorted through around 50,000 pictures and chosen the 5000 most usefull for making around 500 New character spritesheets... i have created over a dozen 'Mega-Tilesets' which are over 20,000 pixels in length.... (see RMXP-EVO.exe via internet search) i have taken an ancient action battle system and continued to modify it beyond recognition to its original creator... etc. etc. 

I'm not really dissagreeing with anything that you have said.  I'm just say that i don't think this person has taken the time to be particularly inspired by what others are doing, such that the game making program can be used to fuller advantage.  And he has already seen some of the 'fruit' of his labor.  In the end, especially for a first project, ur not likely to "wow" a lot of people.  And criticism will always be as abundant as encouragement.  It helps when you have a message or some other purpose driving your project... otherwise when ur done you may only receive a few bland responses from persons in a community such as this.  I would encourage persons to host their games online for others outside this community to download and play.  My last game has been dowloaded over 10,000 times now and the feedback has been favorable.  So don't take anyone's opinion on this board as the last word either.

Look Steve it's all well and good that you've put 5000 hours into your game so you can make thousands of pictures, tilesets and spritesheets you can't use. Oh and nicked ideas of other peoples games but telling others to do the same isn't constructive advice.

I mean it's nice to see features from other games and think they fit into yours but you don't have to take an idea or feature from another game.

I could play Quint and just take away that I want my game to have the same effect on other people, I want them to be inspired, I want them to try to emulate what I've created cos it's that well done. But if I see a script that he's used like the 8 way directional script you mentioned earlier and want to use it just because it's in this game, that's really retarded dude.

Unless the feature would be at home in your game, say if it's going for a Zelda like battle style so pixelmovement or 8 way movement will work. And in another game I see an overdrive system that's awesome for sideview battle systems, I should implement it? I think not.

Making a game isn't about looking through thousands of pictures, or stealing ideas off of others neither is it about how many hours you put in. It's about the effort and work, I could work for 50 hours and get more work done than you did in your 5000 hours. Also I've located your game and intend to try it when I get home later today, having a completed project doesn't make it good.

Also at topic starter, I guessed you would be using your numbers in lava in such a basic way that's why I suggested other ways because firstly, the maps suck a lot so if you improve them carving numbers into them could be awkward. Also whatever carved them into there wouldn't give such an easy solution to any puzzle they'd make.

Like, if they're smart enough to make a door which opens with a code, and strong enough to carve numbers into lava, and they didn't want you to get in. Why make such a basic way to get in? Personally if I could do both of those I'd make that code a trap to kill anyone you didn't want to get in and have the real code hidden somewhere nearby with just enough hints at it so the player can get through. Or have a player earlier in the game give them the code or hint at where it is, makes for a much more exciting puzzle than numbers that realistically the player and not the person in the game can see.
 
Mr. Wind Up Bird":i3k6am1m said:
SorcerGamble2":i3k6am1m said:
i wouldn't say im trying to 'replicate' anything.. im saying that i have been inspired to not be satisfied with something that is average and which lacks those hours of work that you describe.  Of course, my intro and title screen will be (are) topical to the game that i am creating.

i liked Quint intro for the obvious reasons (on top of the fact that hardly anyone had done that sort of thing yet).  And for Cast Aside... its beautifull because its ART and beauty is in the eye of the beholder, none-the-less, even if you don't like a piece of art you can get an idea of how much work went into it.

I can't count the number of hours i've put into my current project.  More i would guess than almost any other rmxp game which has already been released.  i have sorted through around 50,000 pictures and chosen the 5000 most usefull for making around 500 New character spritesheets... i have created over a dozen 'Mega-Tilesets' which are over 20,000 pixels in length.... (see RMXP-EVO.exe via internet search) i have taken an ancient action battle system and continued to modify it beyond recognition to its original creator... etc. etc. 

I'm not really dissagreeing with anything that you have said.  I'm just say that i don't think this person has taken the time to be particularly inspired by what others are doing, such that the game making program can be used to fuller advantage.  And he has already seen some of the 'fruit' of his labor.  In the end, especially for a first project, ur not likely to "wow" a lot of people.  And criticism will always be as abundant as encouragement.  It helps when you have a message or some other purpose driving your project... otherwise when ur done you may only receive a few bland responses from persons in a community such as this.  I would encourage persons to host their games online for others outside this community to download and play.  My last game has been dowloaded over 10,000 times now and the feedback has been favorable.  So don't take anyone's opinion on this board as the last word either.

Look Steve it's all well and good that you've put 5000 hours into your game so you can make thousands of pictures, tilesets and spritesheets you can't use. Oh and nicked ideas of other peoples games but telling others to do the same isn't constructive advice.

I mean it's nice to see features from other games and think they fit into yours but you don't have to take an idea or feature from another game.

I could play Quint and just take away that I want my game to have the same effect on other people, I want them to be inspired, I want them to try to emulate what I've created cos it's that well done. But if I see a script that he's used like the 8 way directional script you mentioned earlier and want to use it just because it's in this game, that's really retarded dude.

Unless the feature would be at home in your game, say if it's going for a Zelda like battle style so pixelmovement or 8 way movement will work. And in another game I see an overdrive system that's awesome for sideview battle systems, I should implement it? I think not.

Making a game isn't about looking through thousands of pictures, or stealing ideas off of others neither is it about how many hours you put in. It's about the effort and work, I could work for 50 hours and get more work done than you did in your 5000 hours. Also I've located your game and intend to try it when I get home later today, having a completed project doesn't make it good.

Also at topic starter, I guessed you would be using your numbers in lava in such a basic way that's why I suggested other ways because firstly, the maps suck a lot so if you improve them carving numbers into them could be awkward. Also whatever carved them into there wouldn't give such an easy solution to any puzzle they'd make.

Like, if they're smart enough to make a door which opens with a code, and strong enough to carve numbers into lava, and they didn't want you to get in. Why make such a basic way to get in? Personally if I could do both of those I'd make that code a trap to kill anyone you didn't want to get in and have the real code hidden somewhere nearby with just enough hints at it so the player can get through. Or have a player earlier in the game give them the code or hint at where it is, makes for a much more exciting puzzle than numbers that realistically the player and not the person in the game can see.

it's not really a code but a way of playing a song.
before the dungeon stands an instrument you can play in by putting in the numbers..
if the numbers are correct the song wil be played correctly and opens the door.

also it was just a basic 'simple' puzzle and known that this is just my first game. i will  have to improve alot of things.
and i lost serveral files of the game and story.
i am trying to recover it all.
 
(Mr. Wind Up Bird)
"Look Steve..."

who is Steve ?  ah well.  i'm not really here to fight with anyone.  you have ur points, and i have mine.  I'll agree to disagree with you, wether or not you do the same :D

(REALLEAD)
"also it was just a basic 'simple' puzzle and known that this is just my first game. i will  have to improve alot of things."

no worries man, i know you said that you were in a hurry to be done with it and get it out there as quickly as possible.  (who doesn't want to actually finish what they're working on and start the next great project)  but ya, bro, never hurts to step back and look at things from a fresh perspective and try to make some improvements rather than rushing to release something that won't be viewed as favorably.  the first game that i released i made the mistake of not bouncing a few ideas off anyone (and it was my first game) and so i deffinitely would have benefitted from some Constructive feedback in the right stage of development.
 
Well i am really looking for good advice although i did this al on my own learning the basics troughout the progress i still have a BIG weakness for switches and i really like to improve that so i can make good quests that won't start over again when re-entering the map.
 

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