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The Screenshot Thread 2

http://www.youtube.com/watch?v=oUsRRGY7fYw
Starting from where we left off in "Intelligence 2102" we get to see the following atrocities of awesome:
-Pep on a fucking Harley
-Rolly in a Mini
-Two meteorite drops (it's actually the same meteorite but from different points of view, see?)
-Debris DODGE the minigame that isn't hard at all.
-The most amazing high-five ever.
-An interesting new way to motivate firewood to 'become'.
-A lot of really amazing dialogue.
-Some also not so great probably-kind-of-shit dialogue.
 
Skeleton.PNG


You weren't responsible for this, were you Cheska?
 
Two videos of my Plugin that no-one seems to care much about;
http://www.youtube.com/watch?v=6FtkboV6_Iw http://www.youtube.com/watch?v=_rgC6wUdv78
 
Some UI screenshots from Sore Losers: Riot Grrrl. The game uses a skill-tree system and I've just got through making it look a little better than it used to:

Skill_System.PNG


One_Inch_Punch_Skill_Card.PNG


High_Kick_Skill_Card.PNG
 
Wow I sure have done a lot! I'll just post a compilation of vids and letchu guys dictate if any are worth your time to watch. :3
http://www.youtube.com/watch?v=OyMC4FnT2gAhttp://www.youtube.com/watch?v=rFlbNxkeCGM
http://www.youtube.com/watch?v=OXcfvYEHn_Ehttp://www.youtube.com/watch?v=2AhzJTAkJaA
http://www.youtube.com/watch?v=Z0P0-iVZW6I
Hoowhey! This game look like shit. It's fun, though.
 
a6f3HWY.gif


Sometimes the simplest things are the most gratifying. Finally working on an actual dungeon with actual gameplay for my RTP project, mostly involving moving minecarts around because who doesn't love a stereotypical minecart-based dungeon? There's also going to be spiders; lots of spiders.

This cart is intended as a show-not-tell kinda tutorial. You enter the dungeon from the bottom, and I assume most people will interact with the cart once they see it. Since they come from the bottom, they should push it up the tracks, thus learning that the carts can indeed be pushed.
 
This cart is intended as a show-not-tell kinda tutorial. You enter the dungeon from the bottom, and I assume most people will interact with the cart once they see it. Since they come from the bottom, they should push it up the tracks, thus learning that the carts can indeed be pushed.
These are the best kind of tutorials and a true sign of insightful game design. Having a player learn something naturally is better than holding their hand. You could take that concept one step further and have a narrow section of the cave towards the entrance, where the player is required to push the cart out of the way before proceeding. That would more-or-less guarantee the player is learning the mechanic, taking chance out of the equation.
 
The only problem with that is that you can push the cart both ways. If the cart initially blocked the entrance, then they could end up blocking themselves in... unless I had the cart go outside of the cave when pushed the other way, but that's a bit of a faff :P
 
A better implementation of game training in this scenario would be a geometry funnel that leads the player in and the only way to get out of it is to push a mine-cart (have the exit 1 tile wide with it blocked by a mine-cart on rails) and then immediately have a puzzle afterwards that puts this ability to use to set the knowledge in stone.

You can never guarantee a player's behaviour with interacting with objects, you might see an obvious mine-cart on it's own in the middle right by the entrance due to your game thinking, but there's going to be players who see it as a generic prop.

Evoland 2 is a brilliant example of a game that gets this wrong constantly as that game relies a lot on game-thinking and some knowledge of RPG tropes to even navigate a town - it also has a ton of red-herring props that distract the player by making them stand out and having them believe they have some significance which can train players to avoid interacting with lonesome props entirely.

Have it so the first cart you push falls into a hole if you don't want the player blocking their way in (or even better; have it come off the rails so the cart itself doesn't disappear and the player can see it can't be pushed when not on rails if they are tempted to push it again - a sound effect would be useful here too).
 
I omitted the like 26 darn videos because even my net and cpu chugs with all those embeds, I have come to replace it with one tidy embed that is better than all that which is now best equated collectively to 'LAME GARBAGE'.
http://www.youtube.com/watch?v=mvnJmvNfO6U
Proud to state how legally sound this tight motherfucker is. No offsource music, all sound effects are created, owned or public domain, and graphics are with some minor exceptions all done within the company or I legally own them. (See Celianna's shit that I actually payed and still pay for but it's sparse.)

So in other words, yeah this shit's going up on Greenlight once I look at the stuff and figure out my legal rights and what have you.

And yes it's still gonna be entirely free.

Time's about come to make a mockery of the sillies who charge for rpgmaker games on Steam, hah!

Watch out world, here comes Bizarre motherfuckin' Monkey.
ZM0I3cJ.png

Art by Amysaurus
 
BizarreMonkey":22iu1m1b said:
Time's about come to make a mockery of the sillies who charge for rpgmaker games on Steam, hah!
Um, there's nothing wrong with buying a game made with RPG Maker on Steam, if it's done well.

After all, RM is still just an engine like Unity or Unreal. As long as you push its limits and make a damn good game, it can be worth money. You did put your life into it, of course. XD
 
StrawberrySmiles":3nq0wlbr said:
BizarreMonkey":3nq0wlbr said:
Time's about come to make a mockery of the sillies who charge for rpgmaker games on Steam, hah!
Um, there's nothing wrong with buying a game made with RPG Maker on Steam, if it's done well.
I didn't say it was bad to buy RPG maker games on steam, heh.

I only meant I see it as silly to charge for games with RPG maker. Which is why, I'm never going to do it.

StrawberrySmiles":3nq0wlbr said:
After all, RM is still just an engine like Unity or Unreal. As long as you push its limits and make a damn good game, it can be worth money. You did put your life into it, of course. XD
Yeah, but I'd rather more people see it than have money as a barrier, especially considering how highly rpgmaker games on steam are already regarded with skepticism.
 
BizarreMonkey":zoox3khj said:
Yeah, but I'd rather more people see it than have money as a barrier, especially considering how highly rpgmaker games on steam are already regarded with skepticism.
And this is why we should do our bestest to kick that skepticism away!

:box: :box: :box: :box: :box: :box:
 

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