|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The Gamemaking topic! - Share your experience
The topic for game makers
Games made by frihosters:
Pm me to add your games...
Games in progress by frihosters:
Pm me to add your games...
resources
Free game builders/Editors
Game Maker - www.yoyogames.com
RPGMAKER XP - http://www.enterbrain.co.jp/tkool/RPG_XP/eng/index.html
DarkBasic - http://darkbasic.thegamecreators.com/
3D RPG Builder - www.3d-rpgbuilder.com (Only beta)
Silent Walk - http://www.silentworks.hu/
Blitz - http://www.blitzbasic.com/
Payed game builders/Editors
Game Maker Premium version - www.yoyogames.com
Sound and music
Coming soon
Tools and plugins
Anim8or 3d modeler - www.anim8or.com
Last edited by Boffel on Fri May 09, 2008 1:18 pm; edited 19 times in total
Games made by frihosters:
Pm me to add your games...
Games in progress by frihosters:
Pm me to add your games...
resources
Free game builders/Editors
Game Maker - www.yoyogames.com
RPGMAKER XP - http://www.enterbrain.co.jp/tkool/RPG_XP/eng/index.html
DarkBasic - http://darkbasic.thegamecreators.com/
3D RPG Builder - www.3d-rpgbuilder.com (Only beta)
Silent Walk - http://www.silentworks.hu/
Blitz - http://www.blitzbasic.com/
Payed game builders/Editors
Game Maker Premium version - www.yoyogames.com
Sound and music
Coming soon
Tools and plugins
Anim8or 3d modeler - www.anim8or.com
Last edited by Boffel on Fri May 09, 2008 1:18 pm; edited 19 times in total
I find my experience lies in writing scripts for games. I've already written several commisioned scripts that have gone into little known games. I'm currently on the writing staff for the Press Start to Play game.
I've been working on a game with RPGMaker XP for some time now, even used the design for it as my final project in my Game Design class. I find the hardest part about making a game is getting all the graphics work done. Especially in an RPG where the characters all need sprite animations, portraits, animations for special attacks, and so on, not to even start mentioning the pain that comes along with monster design and tileset work.
That said, I do like working with RPGMaker XP, since it offers a lot more flexibility than the earlier versions, because of the RGSS scripting. I can modify menus and the battle screens to look exactly how I want them, instead of having to rely on the defaults, or make an entire system from scratch.
That said, I do like working with RPGMaker XP, since it offers a lot more flexibility than the earlier versions, because of the RGSS scripting. I can modify menus and the battle screens to look exactly how I want them, instead of having to rely on the defaults, or make an entire system from scratch.
I do a bit of Flash stuff. I reckon flash a great program for starting off because Actionscript is easy to learn and you can do all your game's animations and drawings and stuff in the one program!
It also gives you a basic understanding of how all games work like about variables and hit tests.
It also gives you a basic understanding of how all games work like about variables and hit tests.
Nice all
I have now also made a list of recomended gamemakers. Feel free to recomend other gamemakers, and I can add it to the list. Also please give me the link to the sites you recomend.
Link to your games is also a good idea. Here you can get good responce for it.
I have now also made a list of recomended gamemakers. Feel free to recomend other gamemakers, and I can add it to the list. Also please give me the link to the sites you recomend.
Link to your games is also a good idea. Here you can get good responce for it.
I used to use an old program Klick and Play... but it really sucked. I've done a number of games with Game Maker, of varying quality (link if anyone is interested) - I'd recommend Game Maker to most people, since it is fairly easy to pick up the basics with a tutorial or two, and you can make some pretty advanced stuff in it if you're good. It does have a few limitations (mostly regarding 3D), but it can do mostly anything.
I started with Game Maker for I don't know how many years ago. I've kinda stopped using it now, I've moved on to Blitz
(http://www.blitzbasic.com/), and I really like it. I haven't made any game with it yet, but I'm working on 2 for the moment; one 2D for a contest here on Frihost, and one 3D which you can read about here.
(http://www.blitzbasic.com/), and I really like it. I haven't made any game with it yet, but I'm working on 2 for the moment; one 2D for a contest here on Frihost, and one 3D which you can read about here.
I've tried it once. I made it using the Elysium game engine (http://splamm.com/elysium/). It failed. :/
I'd also suggest that people with a bit more programming experience look into the Pygame tools at www.pygame.org
It's a site all about making games in Python, so if using a game maker isn't for you, or is a bit too restricting, it's a good place to check out. I might just move my project over to Python just to give me that extra degree of freedom.
It's a site all about making games in Python, so if using a game maker isn't for you, or is a bit too restricting, it's a good place to check out. I might just move my project over to Python just to give me that extra degree of freedom.
Cool programs all!
Nameless:
Your site looks interesting, and its some realy nice games there. But I think your site still need some work (my own site to...)
And I have to agree that Game Maker is a very good and easy program to use, but also limited in 3D games. But you can still get some nice 3D games out of it.
Loghete:
The start of your 3D game looks good, but you should add some more screenshots and info about the game.
Anyway, Blitz looks cool and I added it to the recomended list.
Runite:
Sad
... But you can still try one of the other gamemakers
ShawnKelfonne:
Good you have something for the experienced gamemakers to. Now I also added proramming languages to the list. (Your and C++)
Nameless:
Your site looks interesting, and its some realy nice games there. But I think your site still need some work (my own site to...)
And I have to agree that Game Maker is a very good and easy program to use, but also limited in 3D games. But you can still get some nice 3D games out of it.
Loghete:
The start of your 3D game looks good, but you should add some more screenshots and info about the game.
Anyway, Blitz looks cool and I added it to the recomended list.
Runite:
Sad
ShawnKelfonne:
Good you have something for the experienced gamemakers to. Now I also added proramming languages to the list. (Your and C++)
Sadly, I crashed and burned trying to make a game with C++. It was a good RPG until I tried adding magic -_-...
It's been about 2 years since I picked it up now. I'm thinking about picking up RPG Maker and trying that. I might just try something you have suggested up above too.
If I get a site on here (which I wish too) then I will hopefully put my games up for free. Can you charge for your game if you make it with game maker? I doubt anyone would pay for it but if it's one of excellent quality (say about 100+ hours of work) then it would seem reasonable. At least to me it would. Thoughts?
It's been about 2 years since I picked it up now. I'm thinking about picking up RPG Maker and trying that. I might just try something you have suggested up above too.
If I get a site on here (which I wish too) then I will hopefully put my games up for free. Can you charge for your game if you make it with game maker? I doubt anyone would pay for it but if it's one of excellent quality (say about 100+ hours of work) then it would seem reasonable. At least to me it would. Thoughts?
My university roomate made an RPG game by somekind software in his PC, I have to say its very very nice.
Eclipse: Yes, I think its realy possible to get money out of gamemaker. One way could be make alot of small games, convert all to java with a convert program called g-java. Then upload them to your site so you can play the games in your browser. Then you can get a popular site and put adsl on it. Then you can get money for the adsl.
Or another:
Make an mmorpg (need dll. codes to), then make a member world that you have to pay for.
And:
Make a very good game with good graphics, and sell your game. (This is the hardest way)
mattchun:
Do you know what program he/she used?
Or another:
Make an mmorpg (need dll. codes to), then make a member world that you have to pay for.
And:
Make a very good game with good graphics, and sell your game. (This is the hardest way)
mattchun:
Do you know what program he/she used?
Well, it might take some research but it may be worth a shot. I don't know, I've heard bad things about putting ads on sites that you own.
Anyway, the last option is kind of what I was talking about. But can you do something like this with a game-maker or would there be something legal restricting you from it?
Anyway, the last option is kind of what I was talking about. But can you do something like this with a game-maker or would there be something legal restricting you from it?
Nothing legal restricting you from it. In many gamemaking forums, its even a - how to sell your games? forum.
In Game Maker, you can do anything you want with your game. Just that if you havent registered, it will come up a Game Maker banner while the game is loading.
In Game Maker, you can do anything you want with your game. Just that if you havent registered, it will come up a Game Maker banner while the game is loading.
I use Gamemaker too and I'm very happy with it. It takes some time to know enough to make a great game but it's not too hard.
Thats nice
Its not very hard, but later when your going over to GML its alot to calculate, and its take alot of time.
But 2D games is always easy there. (Purhaps not for begginers...)
But 2D games is always easy there. (Purhaps not for begginers...)
Now I also added a poll, so vote now!
This can help beginners to see what gamemaker that is the best.
This can help beginners to see what gamemaker that is the best.
Yeah, um, the obvious problem with that is that certain game creating programs are designed for specific purposes (eg. RPGMaker is great for traditional RPGs, but useless if you're trying to make a top down shooter) and the easiest game creators for beginners aren't neccessarily the best ones for long, serious projects etc.
I still stand by Game Maker as a good 'all rounder', as it were. Basic functions are still easy for newbies, advanced functions and GML are great for experienced, and it can do pretty much all game genres fairly well.
I still stand by Game Maker as a good 'all rounder', as it were. Basic functions are still easy for newbies, advanced functions and GML are great for experienced, and it can do pretty much all game genres fairly well.
| Boffel wrote: |
| Loghete:
The start of your 3D game looks good, but you should add some more screenshots and info about the game. Anyway, Blitz looks cool and I added it to the recomended list. |
Well, I do this because I don't want to give out the gameplay before I'm getting more finished with it. I have an unique idea which I don't want to be stolen before I release my game.. lol
EDIT: We should get this topic official...
Well, I've made several games, launched a few (usually I start a game, get bored, and quit
). I've made games in Game Maker, Blitz, RPG Maker XP, javascript, java, flash, C++, and a couple others. I personally enjoy designing games. Most games I make are just for fun. A lot of people told me that I should start selling the games but, of course, I have no time to start selling. It's just a hobby, and for those of you who don't make games, I'd highly recommend you try it out.
| william wrote: |
| Well, I've made several games, launched a few (usually I start a game, get bored, and quit |
It is a fun hobby, and it can be a lot of fun to see something you've spent hard work and a lot of time on come to life, but you've got to remember that just like any other hobby, it's not for everyone.
For anyone thinking about starting a game project, please take the time to get your ideas down on paper and organized before you bother starting your project. Show your ideas to others, and get lame things weeded out before you start. I can't even count anymore how many times I see people announcing a project that's a big crossover of so many different licensed properties, or that uses celebrity names and steals storylines from other places.. something you just know will be doomed to failure even before it starts.
Yeah, I make Games with Loghete, We both "own" a company called Cheese Games.
We have a Nice "little" forum, and a great community, I dunno about Loghete, but I make games for them.
I use Game Maker 6.1 for my work (don't laugh), though, I'm into more the advanced side of it.
The Best Part of Game Making, I say, is Picking out the Music and Design, of Course, oh and any new Game Makers.
Write your idea's out on Paper first and ask yourself these questions:
Oh, and if anyone is using GM and gets stuck, Just Ask me either here on in a PM, thanks!
We have a Nice "little" forum, and a great community, I dunno about Loghete, but I make games for them.
I use Game Maker 6.1 for my work (don't laugh), though, I'm into more the advanced side of it.
The Best Part of Game Making, I say, is Picking out the Music and Design, of Course, oh and any new Game Makers.
Write your idea's out on Paper first and ask yourself these questions:
- •Is this Possible For Me? Is it to hard for Me to Make?
•Will this be a fun game to play?
•Is there much Competition out there?
Oh, and if anyone is using GM and gets stuck, Just Ask me either here on in a PM, thanks!
| Quote: |
|
For anyone thinking about starting a game project, please take the time to get your ideas down on paper and organized before you bother starting your project. Show your ideas to others, and get lame things weeded out before you start. I can't even count anymore how many times I see people announcing a project that's a big crossover of so many different licensed properties, or that uses celebrity names and steals storylines from other places.. something you just know will be doomed to failure even before it starts. |
| Quote: |
| Write your idea's out on Paper first and ask yourself these questions:
•Is this Possible For Me? Is it to hard for Me to Make? •Will this be a fun game to play? •Is there much Competition out there? |
Yes, this information is realy important if you planing to make a game. If you not have done this first, the game could be very boring, and you stop making it, or it can take very long time before you get new ideas. And it could also be to hard for you etc...
This is specially important if your gonna create big games.
Oh, and Start off Small, and work your way up to bigger and more advance projects!
Oh, and here's a few screenshots of my uncoming game, Pivot, in which you play as a stick figure in a colourful world. It is an adventure/Exploration Game.
Title Screen (Pretty Boring)
Meadow Level (Still a Lot Of Work Needed)
As You Can see, theres a lot of work needed to be done, but its getting there.
You can find more information and Screenshots located at the Official Pivot Page, and the Cheese Games Forums
Oh, and here's a few screenshots of my uncoming game, Pivot, in which you play as a stick figure in a colourful world. It is an adventure/Exploration Game.
Title Screen (Pretty Boring)
Meadow Level (Still a Lot Of Work Needed)
As You Can see, theres a lot of work needed to be done, but its getting there.
You can find more information and Screenshots located at the Official Pivot Page, and the Cheese Games Forums
EVENTUALLY my website will be devoted to Rpgmaker 2000 and other methods of RPG creation, (mainly C for textrpgs or such, maybe Java if I get better at it...) but right now I haven't made any method of hosting games/distribution or actually completed any games so far.
Most I have is Team Adventure 2, made for my brother, in which you play a small group of kids who stumble upon a portal into a dimension in which they become involved. Kind of present-time setting, but still use rather medieval weapons.
The game starts low scale: things such as moving around a small hedge maze, finding things for a friend, but eventually you enter a Zelda-like sequence of temples, ranging from the basic RM2K battle to later temples involving huge, complex puzzles and difficult logical challenges. I'll be done in maybe three to six months. My only fear is that the game will appear too kiddy in the openning segments and people will stop playing...
Most I have is Team Adventure 2, made for my brother, in which you play a small group of kids who stumble upon a portal into a dimension in which they become involved. Kind of present-time setting, but still use rather medieval weapons.
The game starts low scale: things such as moving around a small hedge maze, finding things for a friend, but eventually you enter a Zelda-like sequence of temples, ranging from the basic RM2K battle to later temples involving huge, complex puzzles and difficult logical challenges. I'll be done in maybe three to six months. My only fear is that the game will appear too kiddy in the openning segments and people will stop playing...
LostOverThere, are you promoting your site?
Well anyway, Cheesegames is a pretty nice community actually, I am a member too. [/offtopic]
Let's also talk about the -points of all programs. For example, gamemakers weaknesses are that the game will be pretty big and is not very powerfull.
Well anyway, Cheesegames is a pretty nice community actually, I am a member too. [/offtopic]
Let's also talk about the -points of all programs. For example, gamemakers weaknesses are that the game will be pretty big and is not very powerfull.
So many with RPGmaker 2000... No freedom with battle coding, limitted to a map system, many difficult functions that take a while to do things any language can do... Really annoyed at lack of arrays and actual code and stuff. At least game is small...
Its almost half the challenge to work around these difficulties. I don't know why I just give up, but I guess its just handy to have all of the graphics handled for you; get the basics down. You can work around most of these things with difficulty, its pretty fun to see how far you can push limits. I almost had a half-decent side-scrolling shooter a while back...
Its almost half the challenge to work around these difficulties. I don't know why I just give up, but I guess its just handy to have all of the graphics handled for you; get the basics down. You can work around most of these things with difficulty, its pretty fun to see how far you can push limits. I almost had a half-decent side-scrolling shooter a while back...
I really like Game Maker, mainly because its ease of use, its also good for more advanced people, as you can work with DLL's, Extension Library's, and of course GML.
Though, as Yjaxygames said, the filezies are quite large, and well, check out this post, by garionw, also a member of Frihost.
Though, as Yjaxygames said, the filezies are quite large, and well, check out this post, by garionw, also a member of Frihost.
And I just read this on www.gamemaker.nl
"BREAKING NEWS"
I have no idea what to expect but it sounds pretty imporant for GM's future.
And, not to forget, 1 of the GameMaker veterans (GearGod, a very 'famous' guy in the GM world
) has announced to stop using GameMaker because it's not efficient enough to make games.
"BREAKING NEWS"
| Quote: |
| I am very excited to announce that I am partnering with YoYo Games for the further development and distribution of Game Maker.
YoYo Games is a new company based in the UK, setup by a group of former and current game industry execs, including Sandy Duncan, former head of Xbox in Europe. I am one of the directors of YoYo Games and will be supervising the further development of Game Maker there. As everybody knows the time I could devote to Game Maker was limited because of my additional position at Utrecht University. This was hampering the development and the service I could provide to the community. YoYo Games has the resources to make Game Maker into an even bigger success. With the release of version 7.0 of Game Maker in February, YoYo Games will also make a significant investment in the number and quality of online services. These new services will be committed entirely to the Game Maker community. They will build on the existing base and provide several important and exciting new features including the ability to have your finished games published online for free with unlimited access for people who want to play, review and discuss your games on the website. They will also provide a much extended help system and support for the sharing of resources, etc. And we of course want to hear from you what other features you would want. See http://www.yoyogames.com for a glimpse of what the new site will look like and for further information about the vision and plans of YoYo Games. We will provide more information about the developments in the near future. Mark Overmars |
I have no idea what to expect but it sounds pretty imporant for GM's future.
And, not to forget, 1 of the GameMaker veterans (GearGod, a very 'famous' guy in the GM world
| wombatrpgs wrote: |
| So many with RPGmaker 2000... No freedom with battle coding, limitted to a map system, many difficult functions that take a while to do things any language can do... Really annoyed at lack of arrays and actual code and stuff. At least game is small...
Its almost half the challenge to work around these difficulties. I don't know why I just give up, but I guess its just handy to have all of the graphics handled for you; get the basics down. You can work around most of these things with difficulty, its pretty fun to see how far you can push limits. I almost had a half-decent side-scrolling shooter a while back... |
If you're going to use one of the RPGMaker Series, I'd suggest going with XP. Certainly, there's a smaller pool of resources to pick from, but it is the only one officially translated and released into English, and it has much more flexibility because of the script editing. Plus, the higher resolution makes it look much nicer, like so:

| ShawnKelfonne wrote: |
If you're going to use one of the RPGMaker Series, I'd suggest going with XP. Certainly, there's a smaller pool of resources to pick from, but it is the only one officially translated and released into English, and it has much more flexibility because of the script editing. Plus, the higher resolution makes it look much nicer, like so:
![]() |
I'd personally rather use RM2k, mainly because of the low resolution, allowing me, with less than par graphical skills, to still use paint to some effect editting / creating custom graphics. 256 color feels nicer for the games I try to make, as an old-school style of game. With higher resolution and color, it makes a game feel more oriented towards graphics. With the limitted scope of the series, RMXP's graphics provide too high expectations for a 2d RPG.
Although script editting would make my life a LOT easier, its too hard to switch with 9+ months invested.
I like Game Maker, because you can do anything with it.
| LostOverThere wrote: |
| I like Game Maker, because you can do anything with it. |
Sadly, that's not true...
| Loghete wrote: | ||
Sadly, that's not true... |
I think he meant that you can create any type of game you want, in RPGMaker you can only make RPGs.
| Yjaxygames wrote: | ||||
I think he meant that you can create any type of game you want, in RPGMaker you can only make RPGs. |
Ah.
But still, it's almost impossible to make a good-looking fps...
Nice to see I have an interesting new forum, for me anyways. My whole website is designed with all this is mind.
http://www.enygmasoft.com
I tried a few of those gamemaking progarms, but they were all to limiting, which is why I decided to take big leap and start coding my own games. Darkbasic fell in my lap, I fell in love with the potential it had, with limitations other than the hardware being used to code.
That allowed me the freedom to do anything. I loved the ability to create the entire game from scratch, but they have incredibly helpful tutorials. Dark Basic Pro was released with Full Direct X 9.0 support. Including shaders, multiplayer gaming. It left me with all the freedom in the world. Granted its not cheap, but they have a ginormoues amount of game specific functions to make my programming life so much easier. I dont have to spend time trying to code file loaders, to use .bmp and .x files and the countless other file types that are needed to do a game. It nice enough to allow you to hurt youtself using Memblocks if you like that kind of torture, but results are extremly impressive in the increased framerates you see. It supports AI plugins and Physics plugins now. New aquisitions of mine. Still dont have the time to play with them too much, but there is big boom in my game design future, without the headache of alll the functions that I would need to get the job done myself.
http://www.enygmasoft.com
I tried a few of those gamemaking progarms, but they were all to limiting, which is why I decided to take big leap and start coding my own games. Darkbasic fell in my lap, I fell in love with the potential it had, with limitations other than the hardware being used to code.
That allowed me the freedom to do anything. I loved the ability to create the entire game from scratch, but they have incredibly helpful tutorials. Dark Basic Pro was released with Full Direct X 9.0 support. Including shaders, multiplayer gaming. It left me with all the freedom in the world. Granted its not cheap, but they have a ginormoues amount of game specific functions to make my programming life so much easier. I dont have to spend time trying to code file loaders, to use .bmp and .x files and the countless other file types that are needed to do a game. It nice enough to allow you to hurt youtself using Memblocks if you like that kind of torture, but results are extremly impressive in the increased framerates you see. It supports AI plugins and Physics plugins now. New aquisitions of mine. Still dont have the time to play with them too much, but there is big boom in my game design future, without the headache of alll the functions that I would need to get the job done myself.
| enygmasoft wrote: |
| Nice to see I have an interesting new forum, for me anyways. My whole website is designed with all this is mind.
http://www.enygmasoft.com I tried a few of those gamemaking progarms, but they were all to limiting, which is why I decided to take big leap and start coding my own games. Darkbasic fell in my lap, I fell in love with the potential it had, with limitations other than the hardware being used to code. That allowed me the freedom to do anything. I loved the ability to create the entire game from scratch, but they have incredibly helpful tutorials. Dark Basic Pro was released with Full Direct X 9.0 support. Including shaders, multiplayer gaming. It left me with all the freedom in the world. Granted its not cheap, but they have a ginormoues amount of game specific functions to make my programming life so much easier. I dont have to spend time trying to code file loaders, to use .bmp and .x files and the countless other file types that are needed to do a game. It nice enough to allow you to hurt youtself using Memblocks if you like that kind of torture, but results are extremly impressive in the increased framerates you see. It supports AI plugins and Physics plugins now. New aquisitions of mine. Still dont have the time to play with them too much, but there is big boom in my game design future, without the headache of alll the functions that I would need to get the job done myself. |
Well, in Blitz you pretty work "from scratch" like in Dark Basic. Actually it isn't completely from scratch in any of those, but it's enough for me.
| Loghete wrote: |
|
Well, in Blitz you pretty work "from scratch" like in Dark Basic. Actually it isn't completely from scratch in any of those, but it's enough for me. |
I agree, I makes the project so much more manageable for one person, but I don't see how enjoyable coding bmp file loaders is, thanx to Dark Basic. Dark Basic Pro serves as a shell over Direct X, which is great. I dont have to worry about all those enjoyable direct x calls just waiting to mess up.
I'm not too familiar with Blitz, by the time I heard about it I had already a considerable investment in Dark Basic Programming. Does Blitz support Object Oriented programming? Dark Basic does not. I had been hoping that would happen with Direct X 10 DB pro, but it looks like I'll have to wait.
| Yjaxygames wrote: | ||||
I think he meant that you can create any type of game you want, in RPGMaker you can only make RPGs. |
Yeah, that's what I meant, but, Loghete, you are right as well, GM isn't great with 3D Games, But is possible.
But FPS games are generally hard too make in any program. Graphics and gameplay will never reach great quality with any of these programs, I suppose. If you compare it to other free FPS games.
Yeah, FPS rely on Smooth and clean Looking graphics.
And Good enemy programming, so its usually fairly hard to make a decent one.
And Good enemy programming, so its usually fairly hard to make a decent one.
| LostOverThere wrote: |
| Yeah, FPS rely on Smooth and clean Looking graphics.
And Good enemy programming, so its usually fairly hard to make a decent one. |
I forgot the enemies
| Yjaxygames wrote: | ||
I forgot the enemies |
AI is time consuming and math intensive. You really have to have a strong math foudation to get the job done. Its on par with the physics Engine design.
| enygmasoft wrote: | ||||
AI is time consuming and math intensive. You really have to have a strong math foudation to get the job done. Its on par with the physics Engine design. |
About what program are you talking?
| Yjaxygames wrote: | ||
I think he meant that you can create any type of game you want, in RPGMaker you can only make RPGs. |
I don't think in RPGmaker you are really limitted to RPGs. I've created and seen a few puzzle games and adventure games. Its system, yes is designed for RPGs but once you get used to it you can owrk around some areas.
| wombatrpgs wrote: | ||||
I don't think in RPGmaker you are really limitted to RPGs. I've created and seen a few puzzle games and adventure games. Its system, yes is designed for RPGs but once you get used to it you can owrk around some areas. |
You can't make a good platform game or RTS or scrolling shooters with it...
In any language its hard to program an enemy AI, well, at least a realistic on anyway.
| LostOverThere wrote: |
| In any language its hard to program an enemy AI, well, at least a realistic on anyway. |
That, I think, is one of the more fun aspects of designing a game. I've made some pretty good routines for a tactics game for obstacle avoidance, priority, and a few other things. Its hard to do, admittedly, but still fun to make. (But not to debug...)
Its incredibly annoying and funny when the enemy AI doesn't work properly, goes to the wrong space, you just plain gets stuck and starts vibrating.
| wombatrpgs wrote: | ||||
I don't think in RPGmaker you are really limitted to RPGs. I've created and seen a few puzzle games and adventure games. Its system, yes is designed for RPGs but once you get used to it you can owrk around some areas. |
True, but you can also try to pound nails in with your fist. A hammer works much better though.
You CAN make other types of games in RPGMaker, but there's pretty much no reason to unless you get some satisfaction out of doing things in ways much harder than are necessary.
| Yjaxygames wrote: | ||||||
About what program are you talking? |
With any program that wants to simulate Phyisics, and Artificial Intelligence. While most games today Implent Physics simulation, All games require Artificial Intellingence. If it reacts it has to know how and there is the AI that created to get the job done.
| ShawnKelfonne wrote: |
|
True, but you can also try to pound nails in with your fist. A hammer works much better though. You CAN make other types of games in RPGMaker, but there's pretty much no reason to unless you get some satisfaction out of doing things in ways much harder than are necessary. |
And yes, I do seem to enjoy stretching the limits of the system. I should probably switch to something that allows actual code, but I guess I'm too caught up in my curretn project to switch...
| wombatrpgs wrote: | ||
And yes, I do seem to enjoy stretching the limits of the system. I should probably switch to something that allows actual code, but I guess I'm too caught up in my curretn project to switch... |
That what I was afraid of, which why I went with DArk Basic.
What's Darkbasic like? I heard it runs at a very low resolution and has a horrible interface.
| LostOverThere wrote: |
| What's Darkbasic like? I heard it runs at a very low resolution and has a horrible interface. |
There 2 versions
the older of the 2 is DarkBasic
The IDE needs alot of work, but they are nice enough to have a few free user interfaces for it. but its true the default one is low res and attrocious
but functional. It supports Direct X 8.1. This versions stopped being updated 4 years ago. and its the cheaper of the 2 and its less functional. The website sell a lite verision for $15
Dark Basic Professional is light years beyond DarkBasic. The defualt IDE is great. It fully supports Direct X 9.0c, with full shader and Multiplayer support. It supports more media formats than DarkBasic and allows you to modify everything that you within your prgram, from the icon up.
Additionally, Dark Basic uses an Interpreter to run code, makeing it much slower than DarkBasic Professional, which compiles full machine code.
It's light years faster than its predecessor.
Does no one use XNA I think thats the best its soo easy i picked up C# in a week!! its good!
| mynameis wrote: |
| Does no one use XNA I think thats the best its soo easy i picked up C# in a week!! its good! |
I'm not familiar with "XNA" is that a C# compiler?
no its not what Xna is a load of code libraries (lots of useful code) that you can freely incorporate into your own code for example like there's a game pad code file that easily allows you to have a gamepad option in your games and all you have to do is use a using microsoft.xna.framework.gamepad; statement or what ever you want and reference it somewhere in your code oh and c# is just the compiler associated with Xna you can use any microsoft visual IDE such as Visual basic or visual c++ if you want.. the best thing is its completely free and supports development for both PC, Vista and Xbox 360
just go to http://msdn.microsoft.com/xna its amazing the amount of free software you can get from Microsoft!!

just go to http://msdn.microsoft.com/xna its amazing the amount of free software you can get from Microsoft!!
I can actually code pretty well in C and Java but it seems to be that the Maker programs just make my life a whole lot easier. Although it doesn't work trying to stretch the limits too far... I guess I jsut don't have the time to really code anything from the ground up, so maybe a library would work as those functions can be editted as needed to work with my specifications. (If XNA is open source and not precompiled libraries. If those even exist...)
I knew a littel OpenGL, so I started working through some tutorials with DirectX online. Oddly, I think (for me) 2D graphics are harder than 3D, because I can make a 3D model fairly easily and render it in OpenGL, but my art skills suck. It seems like everything hinges on scripting anyway, so why not use a system like RPGMaker, rather than starting from scratch and writing your own script engine?
| fashioncrimewave wrote: |
| I knew a littel OpenGL, so I started working through some tutorials with DirectX online. Oddly, I think (for me) 2D graphics are harder than 3D, because I can make a 3D model fairly easily and render it in OpenGL, but my art skills suck. It seems like everything hinges on scripting anyway, so why not use a system like RPGMaker, rather than starting from scratch and writing your own script engine? |
That why I use darkBasic, becuase Its an excellent functions for the game designer in mind, which means you dont have to create all the countlss number of functions that are needed to get any game moving. The freedom with the full programming is still uncomparable.
In terms of game quality graphics, I am inclined to agree with you. However, if we start heading on another tangent and look 3D movies like toy story, I would have to diagree. Overall, I find It both are neccesary apps to get graphics polished. Tricks of the trade, with art work is to scan pictures, but I can draw, my problem is time, because I dont do this too often, My hands don't work like they should. I can do disney movie quality art, but I would be a bad animator. I can't copy things exaclty as that sort or art requires, which is why I need 3D programs to do all that
In terms of ease of 3d modeling I can tell you from experience that you spend far less time modeling the entire model, if you draw Image planes for the model. It's forces your mind to to work with the details, and you dont spend twice as long looking around your model for precise point placement.
XNA is Microsoft's API for doing DirectX game programming, focused heavily on the XBox Live Arcade side of things. There was a lot of articles some time ago about the "XNA Express" where people could pay $100 or so to have a license, and then they would be able to develop games with the XNA Studio that they could post on XBL. Only other people with access to the XNA studio though would be able to play them.
you only have to pay £100 if you want to join the Xna creators club which gives you alot of sample code which is apparently very useful this membership allows you to develop for the 360 and also publish games on the 360 which, sadly is only available for download for other members of the creators club.. but don't let this put you off developing games using Xna as the all of the software are available off Microsoft.com for free including the C# IDE the direct x SDK (software development kit) which includes very handy tools graphics and sound and developing and publishing games for PC is completely free and much better as its treated in very much the same way as all other programs (with an installer) like proper games..
surely this is how real developers create games!
surely this is how real developers create games!
Ok, Lets talk about elements in Games, what is the most important element in a game to you and why!?
To me, Music can make or break a game, try playing Heavy Metal music in the Sims, instead of its normal music, really wrecks the game.
Also, Design Design Design! I Don't care who you are, Design must be more important then graphics.
To me, Music can make or break a game, try playing Heavy Metal music in the Sims, instead of its normal music, really wrecks the game.
Also, Design Design Design! I Don't care who you are, Design must be more important then graphics.
| LostOverThere wrote: |
| Ok, Lets talk about elements in Games, what is the most important element in a game to you and why!?
To me, Music can make or break a game, try playing Heavy Metal music in the Sims, instead of its normal music, really wrecks the game. Also, Design Design Design! I Don't care who you are, Design must be more important then graphics. |
A combination. The interface has to be good, and in a commercial game graphics are also very important. And gameplay of course.
Because most free games I know (made in gamemaker) will never have great effective graphics. So gameplay is most important then. Music is also important, but most games have good enough music.
I think playability is a very important aspect in a game one very important element in Gears of War is that the characters flow so easily in and out and around cover, if you couldn't do that then they couldn't have such a low health on the character and it would take that level of intensity out of the game. Which is why most people play the multilayer as you literally crap your pants playing it and if your not then your not playing it properly.. its sooo intense sometimes

| LostOverThere wrote: |
| Ok, Lets talk about elements in Games, what is the most important element in a game to you and why!?
To me, Music can make or break a game, try playing Heavy Metal music in the Sims, instead of its normal music, really wrecks the game. Also, Design Design Design! I Don't care who you are, Design must be more important then graphics. |
Yes. Design is so very important. In fact, when you're planning on making a game, you should probably write up a design document, even if you're not planning on submitting your game to a publisher. At the very least, writing up a design document is a good way to show yourself that you've got everything planned out and accounted for before you even start making it.
Also, don't be afraid of sharing the basics of your design with others, to hear what their opinions on the matter are. Just because something sounds great to you, doesn't mean it will work well when released to the public.
I've been using GameMaker for 2 years now. I code my games in complete GML though I NEVER get around to finishing them. I haven't alot of patience I guess....
| LostOverThere wrote: |
| Ok, Lets talk about elements in Games, what is the most important element in a game to you and why!?
To me, Music can make or break a game, try playing Heavy Metal music in the Sims, instead of its normal music, really wrecks the game. Also, Design Design Design! I Don't care who you are, Design must be more important then graphics. |
That very true that music is extremely important, but for those of use that don't have a the budget of millions for graphics, then I can see those have to be functional, but not as icing intensive as our publishing house competion. As long as graphics surpass N64, its good for us free developers. Game design is far more important, which is where we can shine.
Used to code in DarkBASIC - I really enjoy programming, especially game making and would like to go back to it.
I originally used to dabble in game making. I had a free copy of DarkBasic once(using the awesomeness of homeschooling to get a free copy
), and It wasn't to bad, although I never quite understood it, and it's graphical features were underwhelming, to say the least.
So, I decided to get the Blitz3D demo, and I actually managed to put out a few small program things with that while learning it. But, like DarkBasic, I still couldn't quite grasp some things, and I couldn't do some more advanced things. Guess I'm just not much of a programmer.
Now making new maps for games like Jedi Academy, on the other hand, that's definitely more for me. Although I'm not really sure if it counts as game making.
So, I decided to get the Blitz3D demo, and I actually managed to put out a few small program things with that while learning it. But, like DarkBasic, I still couldn't quite grasp some things, and I couldn't do some more advanced things. Guess I'm just not much of a programmer.
Now making new maps for games like Jedi Academy, on the other hand, that's definitely more for me. Although I'm not really sure if it counts as game making.
I've started with The Games Factory, because it was in my favourite computer magazine (full version, bundled not for commercial). I've created some games, but it was crap
. Well not completely, but crap :].
Next was RPG Maker 95, I was amazed, because I've always wanted to make jRPG like Final Fantasy, I had 56kbps modem back then, so imagine how long it took to download a shitload of 5mb data:D.
RPG Maker 95 was good, but it was too small for me, so I've downloaded something like RPG Maker 2003. Woah! I've created some serious games with this. Next was RPG Maker XP. It got me bored and I've put it away. Anyways, the only one RPG Maker that I haven't tried was RPG Maker 2000, nothing special, really...
Next was RPG Maker 95, I was amazed, because I've always wanted to make jRPG like Final Fantasy, I had 56kbps modem back then, so imagine how long it took to download a shitload of 5mb data:D.
RPG Maker 95 was good, but it was too small for me, so I've downloaded something like RPG Maker 2003. Woah! I've created some serious games with this. Next was RPG Maker XP. It got me bored and I've put it away. Anyways, the only one RPG Maker that I haven't tried was RPG Maker 2000, nothing special, really...
| votd wrote: |
| I've started with The Games Factory, because it was in my favourite computer magazine (full version, bundled not for commercial). I've created some games, but it was crap Next was RPG Maker 95, I was amazed, because I've always wanted to make jRPG like Final Fantasy, I had 56kbps modem back then, so imagine how long it took to download a shitload of 5mb data:D. RPG Maker 95 was good, but it was too small for me, so I've downloaded something like RPG Maker 2003. Woah! I've created some serious games with this. Next was RPG Maker XP. It got me bored and I've put it away. Anyways, the only one RPG Maker that I haven't tried was RPG Maker 2000, nothing special, really... |
I tried RPG Maker and I wass put off by their really less than impressive SNES graphics, and really limited graphics capabilities.
As far as the RPGMaker series goes, I think the most amusing version I've ever used was the PSX version, simply called "RPG Maker". It was nothing special, and was obviously limited by both the size of a memory card, as well as the fact that you couldn't really import new graphics. (You could make your own, but just try drawing sprites with a PSX controller. HAHAHA).
The saving grace of the whole thing though, was the fact that the sample game included along with it was completely ridiculous.
Rather than playing as a group of heroes going out to save the world from some unknown evil or whatnot, you instead played as a single goblin, whose job it normally was to go out and get stomped by the heroes so they could gain experience and level up. Unsatisfied with this role in life, the young goblin decides that he'd rather NOT lose to the heroes, and starts to gather a party to help himself with that.
It was amusing.
The saving grace of the whole thing though, was the fact that the sample game included along with it was completely ridiculous.
Rather than playing as a group of heroes going out to save the world from some unknown evil or whatnot, you instead played as a single goblin, whose job it normally was to go out and get stomped by the heroes so they could gain experience and level up. Unsatisfied with this role in life, the young goblin decides that he'd rather NOT lose to the heroes, and starts to gather a party to help himself with that.
It was amusing.
| ShawnKelfonne wrote: |
| As far as the RPGMaker series goes, I think the most amusing version I've ever used was the PSX version, simply called "RPG Maker". It was nothing special, and was obviously limited by both the size of a memory card, as well as the fact that you couldn't really import new graphics. (You could make your own, but just try drawing sprites with a PSX controller. HAHAHA).
The saving grace of the whole thing though, was the fact that the sample game included along with it was completely ridiculous. Rather than playing as a group of heroes going out to save the world from some unknown evil or whatnot, you instead played as a single goblin, whose job it normally was to go out and get stomped by the heroes so they could gain experience and level up. Unsatisfied with this role in life, the young goblin decides that he'd rather NOT lose to the heroes, and starts to gather a party to help himself with that. It was amusing. |
I did no try that one, but yup sprite animation on psx controler, is not fun.
| ShawnKelfonne wrote: |
| As far as the RPGMaker series goes, I think the most amusing version I've ever used was the PSX version, simply called "RPG Maker". It was nothing special, and was obviously limited by both the size of a memory card, as well as the fact that you couldn't really import new graphics. (You could make your own, but just try drawing sprites with a PSX controller. HAHAHA).
|
I didn't think much of the PS versions... Custom graphics and MIDIs really helped the PC versions, and there was a lot more ways to make a non-standard RPG.
Just a cool thing to know for those who make games with gamemaker.
Do you know about the java converter G-Java, that convert gm6. files to java? Because gm7 not will suport G-Java and other converters TGMG (The G-Java creator) will re-make gamemaker, so you can save your games as java!
The room editor will be exactly the same, but the object editor will change a bit. The scripting language will also be almost the same as GML is now, so it will not be hard to switch.
And the best of all... Its gonna be COMPLITELY FREE!
You can read more about it here: http://www.g-java.com/forums/index.php?showtopic=2530
This can also be usefull for those who not make games with gamemaker, I have newer find and easier Java gamemaker then what this gonna be.
Do you know about the java converter G-Java, that convert gm6. files to java? Because gm7 not will suport G-Java and other converters TGMG (The G-Java creator) will re-make gamemaker, so you can save your games as java!
The room editor will be exactly the same, but the object editor will change a bit. The scripting language will also be almost the same as GML is now, so it will not be hard to switch.
And the best of all... Its gonna be COMPLITELY FREE!
You can read more about it here: http://www.g-java.com/forums/index.php?showtopic=2530
This can also be usefull for those who not make games with gamemaker, I have newer find and easier Java gamemaker then what this gonna be.
| Boffel wrote: |
| Just a cool thing to know for those who make games with gamemaker.
Do you know about the java converter G-Java, that convert gm6. files to java? Because gm7 not will suport G-Java and other converters TGMG (The G-Java creator) will re-make gamemaker, so you can save your games as java! The room editor will be exactly the same, but the object editor will change a bit. The scripting language will also be almost the same as GML is now, so it will not be hard to switch. And the best of all... Its gonna be COMPLITELY FREE! You can read more about it here: http://www.g-java.com/forums/index.php?showtopic=2530 This can also be usefull for those who not make games with gamemaker, I have newer find and easier Java gamemaker then what this gonna be. |
That's what great about java is the cross platform capbilities, however they do come at a big cost in terems of slowness of operation, because Java has to be interpreted, which is how it works on man different platforms, by interpreted language, its slows down program execution. Not good for games, which are cpu intensive anyway, but 2D games dont really suffer to much, but its the 3d realms, this is a big bottle neck.
No way, G-Java is horribly crippled and lame, AFAIK, G-Java cant even support Variables in games, and the only alternative is G-Flash, which is even worse. 
| LostOverThere wrote: |
| No way, G-Java is horribly crippled and lame, AFAIK, G-Java cant even support Variables in games, and the only alternative is G-Flash, which is even worse. |
I am not too familiar with G-Java, but how can it be in any way useful to script if variables aren't allowed? What does it allow?
| Josso wrote: |
| Used to code in DarkBASIC - I really enjoy programming, especially game making and would like to go back to it. |
DB Pro is worth its wieght in gold, and will make your programming life more enjoyable.
Running into a problem making my RPG... You can carry four characters in a party, but I have sixteen playable characters total. You're supposed to assign them into groups of four every dugneon and split up the work. Only problem is, its very hard to any character development as I don't know who's in your party at any given time. Hard to carry on conversations this way! Only thing I can think of to do is add either support conversations, or else mandatory character areas. Any ideas?
| wombatrpgs wrote: |
| Running into a problem making my RPG... You can carry four characters in a party, but I have sixteen playable characters total. You're supposed to assign them into groups of four every dugneon and split up the work. Only problem is, its very hard to any character development as I don't know who's in your party at any given time. Hard to carry on conversations this way! Only thing I can think of to do is add either support conversations, or else mandatory character areas. Any ideas? |
Certaijnly forcing character development, thru is certanly far easier to flesh out. It impossible to leave completly open, because some one might find a character they dont like and never use, so you have useless script
for characters that may not be used at all.
| enygmasoft wrote: | ||
I am not too familiar with G-Java, but how can it be in any way useful to script if variables aren't allowed? What does it allow? |
Actions and events: http://www.g-java.com/forums/index.php?showtopic=1022
Codes: http://www.g-java.com/forums/index.php?act=ST&f=34&t=2358&st=0#entry6698
And also remember that G-Java is a WIP project, so I think it soon will accept variables to.
What is bad with G-Java? Do you dont want your games to be playable in your browser? Thats alot cooler, then you can even play your own games at school! (Because most schools doesnt allow you to download stuff)
| enygmasoft wrote: |
|
Certaijnly forcing character development, thru is certanly far easier to flesh out. It impossible to leave completly open, because some one might find a character they dont like and never use, so you have useless script for characters that may not be used at all. |
I don't mind the extra work required to make a character. The game is meant to be replayable, which is why its mainly padding on a rather simple plot: You could rush-play it in about eight hours, but to fully unravel everything it takes a good deal longer. I don't really think someone would decide simply not to use a character because of the way the system is set up. The less characters you use, the less manpower you have. You can switch parties at many points in a dungeon, so the longer you can go depends on the characters in those parties. Experience is determined based on who is in the party as well, not how much work that character put in, so levelling shouldnt be difficult. And sidequests are there to make it less of a chore.
| fashioncrimewave wrote: |
| I knew a littel OpenGL, so I started working through some tutorials with DirectX online. Oddly, I think (for me) 2D graphics are harder than 3D, because I can make a 3D model fairly easily and render it in OpenGL, but my art skills suck. It seems like everything hinges on scripting anyway, so why not use a system like RPGMaker, rather than starting from scratch and writing your own script engine? |
Well... 3d games is alot harder to code then 2d games, but i have to agree that im also bad in art skill. So when I make 2d games, I just take screenshots from 3d models because i am so bad in art skill.
But when you are going to start using a gamemaker, you most also find one that is not very limited to actions. And you also have to be able to understand
how to use it.
| wombatrpgs wrote: | ||
I don't mind the extra work required to make a character. The game is meant to be replayable, which is why its mainly padding on a rather simple plot: You could rush-play it in about eight hours, but to fully unravel everything it takes a good deal longer. I don't really think someone would decide simply not to use a character because of the way the system is set up. The less characters you use, the less manpower you have. You can switch parties at many points in a dungeon, so the longer you can go depends on the characters in those parties. Experience is determined based on who is in the party as well, not how much work that character put in, so levelling shouldnt be difficult. And sidequests are there to make it less of a chore. |
you could also use the side quest to force certain goups and serve to make it impossible to have characters that are not being used.
| Boffel wrote: | ||||
Actions and events: http://www.g-java.com/forums/index.php?showtopic=1022 Codes: http://www.g-java.com/forums/index.php?act=ST&f=34&t=2358&st=0#entry6698 And also remember that G-Java is a WIP project, so I think it soon will accept variables to. What is bad with G-Java? Do you dont want your games to be playable in your browser? Thats alot cooler, then you can even play your own games at school! (Because most schools doesnt allow you to download stuff) |
Those are all steps in the right direction. Its good and certainly an nice addition to allow java use to your games and make it browser friendly, since the graphics arent too CPU intensive, so that's all good in browser gaming.
| wombatrpgs wrote: |
| Running into a problem making my RPG... You can carry four characters in a party, but I have sixteen playable characters total. You're supposed to assign them into groups of four every dugneon and split up the work. Only problem is, its very hard to any character development as I don't know who's in your party at any given time. Hard to carry on conversations this way! Only thing I can think of to do is add either support conversations, or else mandatory character areas. Any ideas? |
FF VI had a similar situation where the party size was 4, but there were actually 12 characters to choose from, although FFVI only let you use one party at a time save for a few select places. I would say the easiest would be to have sections of the game where you're allowed to modify the parties somewhat, but have certain members go off in certain directions. Like, have one person ALWAYS lead the party that goes off to one section of the dungeon, while the supporting members of his/her party are decided by the player.
This way you could develop the characters that you know are going to be in the party, while giving the other members of the party the less important lines in dialog scenes.
| ShawnKelfonne wrote: | ||
FF VI had a similar situation where the party size was 4, but there were actually 12 characters to choose from, although FFVI only let you use one party at a time save for a few select places. I would say the easiest would be to have sections of the game where you're allowed to modify the parties somewhat, but have certain members go off in certain directions. Like, have one person ALWAYS lead the party that goes off to one section of the dungeon, while the supporting members of his/her party are decided by the player. This way you could develop the characters that you know are going to be in the party, while giving the other members of the party the less important lines in dialog scenes. |
Another excellent suggestion, and good one since making a leader forces everyone to develop around the hero, and simplyfies plotlines. If you want a nice novel to write, you can leave the leader be selected by the user. 16 different plotlines, plus subplots for side quests, have fun with that.
I dont use any "gamemaker/gamemaker language", so I cant participte into the poll.
But I do use several programming languages, like C (and most of its different versions) and BASIC (mostly visual version from it).
Ive made dozens of little games and once sold one of my hole game project forward, as I werent anymore interested from it and I wanted money. I started programming with QuickBASIC several years ago and learned about 10-20 different languages now. Ive tried most of the "wysiwygs" and I cant be more glad that I started with QB. Ofcourse, wysiwygs are good at some cases, especially if you arent looking forward to make serious programs, but that its, real programming languages surpasses every wysiwyg-program.
I havent never stood upon a problem, where I need to do something so I can "cheat" the program with what Im coding.... Becouse I dont use such things, so the only problems what I come across, is my own mind. Talking to a computer is mainly just like to a person, but this time you need to know the language 100% right and thats nearly impossible for human mind, so if theres a problem... Its your own fault.
Computers are usually evil partners, as they are 99% of the times right and you can only blame yourself.
Ive created few guides and tutorials to how to make games and Im looking forward to upload them on here aswell. Feel free to ask any kind of questions concerning to programming from me, happy coding everyone!
But I do use several programming languages, like C (and most of its different versions) and BASIC (mostly visual version from it).
Ive made dozens of little games and once sold one of my hole game project forward, as I werent anymore interested from it and I wanted money. I started programming with QuickBASIC several years ago and learned about 10-20 different languages now. Ive tried most of the "wysiwygs" and I cant be more glad that I started with QB. Ofcourse, wysiwygs are good at some cases, especially if you arent looking forward to make serious programs, but that its, real programming languages surpasses every wysiwyg-program.
I havent never stood upon a problem, where I need to do something so I can "cheat" the program with what Im coding.... Becouse I dont use such things, so the only problems what I come across, is my own mind. Talking to a computer is mainly just like to a person, but this time you need to know the language 100% right and thats nearly impossible for human mind, so if theres a problem... Its your own fault.
Computers are usually evil partners, as they are 99% of the times right and you can only blame yourself.
Ive created few guides and tutorials to how to make games and Im looking forward to upload them on here aswell. Feel free to ask any kind of questions concerning to programming from me, happy coding everyone!
| Coledash wrote: |
| I dont use any "gamemaker/gamemaker language", so I cant participte into the poll.
But I do use several programming languages, like C (and most of its different versions) and BASIC (mostly visual version from it). Ive made dozens of little games and once sold one of my hole game project forward, as I werent anymore interested from it and I wanted money. I started programming with QuickBASIC several years ago and learned about 10-20 different languages now. Ive tried most of the "wysiwygs" and I cant be more glad that I started with QB. Ofcourse, wysiwygs are good at some cases, especially if you arent looking forward to make serious programs, but that its, real programming languages surpasses every wysiwyg-program. I havent never stood upon a problem, where I need to do something so I can "cheat" the program with what Im coding.... Becouse I dont use such things, so the only problems what I come across, is my own mind. Talking to a computer is mainly just like to a person, but this time you need to know the language 100% right and thats nearly impossible for human mind, so if theres a problem... Its your own fault. Computers are usually evil partners, as they are 99% of the times right and you can only blame yourself. Ive created few guides and tutorials to how to make games and Im looking forward to upload them on here aswell. Feel free to ask any kind of questions concerning to programming from me, happy coding everyone! |
I am having a hard time disagreeing with you that Procedural Programming is far more open than Object Orented programming. Their blessing and curse lies in their "Windows Freindly" GUI design, while it can speed development time, It does force you to think "inside the box" as you create programs. With procedural programming your are not confined to code objects.
Its sad but true, since you are the one programming you can only blame yourself. I find that I tend to have the idea for the program pretty well defined and can come up with the "Pseudo Code" idea faily quickly, but Syntax issues and compiler issues that you might not be aware of can play games with you and keep you from actually getting the program to work.
It's good that we dont get paid per line of code.
| enygmasoft wrote: | ||
I am having a hard time disagreeing with you that Procedural Programming is far more open than Object Orented programming. Their blessing and curse lies in their "Windows Freindly" GUI design, while it can speed development time, It does force you to think "inside the box" as you create programs. With procedural programming your are not confined to code objects. Its sad but true, since you are the one programming you can only blame yourself. I find that I tend to have the idea for the program pretty well defined and can come up with the "Pseudo Code" idea faily quickly, but Syntax issues and compiler issues that you might not be aware of can play games with you and keep you from actually getting the program to work. It's good that we dont get paid per line of code. |
Even more fun are the situations where the compiler DOESN'T tell you anything, and yet things still don't work as they're supposed to.
| ShawnKelfonne wrote: | ||||
Even more fun are the situations where the compiler DOESN'T tell you anything, and yet things still don't work as they're supposed to. |
Welcome to .ASP scripting. I have the fun job of working on an Access Database at work, and all the info returned is due to Access, so I have no Idea if its syntax errors or anything else that can go wrong. Using front Page to code isnt to good.
| enygmasoft wrote: |
|
Another excellent suggestion, and good one since making a leader forces everyone to develop around the hero, and simplyfies plotlines. If you want a nice novel to write, you can leave the leader be selected by the user. 16 different plotlines, plus subplots for side quests, have fun with that. |
That's sort of already done. What I've set up is one small 'core' party of four (from the original game) to develop completely, with one being the main hero. In some areas you are forced to play as him and begin the game with this character. Around the set of four are another four that participate in the large dialogues that occur after major events, and after that another four that are somewhat developed and join the group automatically. The last four I'm having trouble with as those characters are not required to beat the game, and I'd have to add a whole bunch of ifs depending on who is unlocked. I intend to leave the outermost eight to develop in sidequests, and have most interactions amongst themselves, while the inner eight develop in the main plot.
But the player choosing the hero I think wouldn't work too well due to when the characters join the party. You almost begin the game with six, so the storylines would be very similar. Also the rest would have almost 'shorter'storylines as the game moves rather fast in-game time-wise.
| wombatrpgs wrote: | ||
That's sort of already done. What I've set up is one small 'core' party of four (from the original game) to develop completely, with one being the main hero. In some areas you are forced to play as him and begin the game with this character. Around the set of four are another four that participate in the large dialogues that occur after major events, and after that another four that are somewhat developed and join the group automatically. The last four I'm having trouble with as those characters are not required to beat the game, and I'd have to add a whole bunch of ifs depending on who is unlocked. I intend to leave the outermost eight to develop in sidequests, and have most interactions amongst themselves, while the inner eight develop in the main plot. But the player choosing the hero I think wouldn't work too well due to when the characters join the party. You almost begin the game with six, so the storylines would be very similar. Also the rest would have almost 'shorter'storylines as the game moves rather fast in-game time-wise. |
That sounds like a decent way to do things, though it might get tougher as you try to interweave things together.
For my own project, I decided to go with 11 playable characters, however, only three of these characters are members of the main party. The other 8 join in and leave throughout the course of the game (since the maximum party size is 4), and although they are developed, and have an impact on the final outcome of the story, they do so when they need to, not when the player decides to bring them along.
(i.e., I went the FFIV route, and forced the player to have specific party members at certain points of the game. Granted, it allows for less freedom as far as party composition goes, but the way I handle character advancement and skill learning should still allow freedom in party makeup.)
As the story comes to a close, one of the temporary members does finally come back as a fourth permanent member just to fill out the party, but by that time, the story is almost over, and character development is pretty much over with.
| wombatrpgs wrote: | ||
That's sort of already done. What I've set up is one small 'core' party of four (from the original game) to develop completely, with one being the main hero. In some areas you are forced to play as him and begin the game with this character. Around the set of four are another four that participate in the large dialogues that occur after major events, and after that another four that are somewhat developed and join the group automatically. The last four I'm having trouble with as those characters are not required to beat t |