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Re: What are you working on? [Re: Wjbender] #447100
11/16/14 11:10
11/16/14 11:10
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Originally Posted By: Wjbender
my opinion on the "game studio" problem is that ,this
engine can be out grown by developers , when you find yourself in need of doing advanced projects you
soon realise ,that even though you know the engine
well enough there isn't really enough from the engine
side to back you up for your advanced project ,I mean
the engine doesn't include the advanced functionality
that bigger engines already include so you are left
trying to code all the advanced features yourself ,which you could just simply spare yourself from by
using a different engine .

problem about this is ,that many who outgrow the
engine also love the engine ,so we mule around
hoping and praying it wil catch up with your growth. .

I don't think the engine is going to outgrow us any time soon , so to me this engine has it uses as part
of the first steps in to bigger things ,and well if you
have the time and all the general knowledge it takes
in different fields then you could most likely code
your ass off and make a big project ,the simpler choice is stil to use a more advanced engine for
more advanced projects and use gamestudio for
projects suited for its maturity.
^ this.

plus, acknex does a lot of weird stuff in the background and it's lacking low-level control.

Last edited by Kartoffel; 11/16/14 11:11. Reason: damn new page, had to quote it

POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #447111
11/17/14 15:47
11/17/14 15:47
Joined: Jul 2013
Posts: 158
F
Feindbild Offline
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Feindbild  Offline
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Posts: 158
Please don't press the enter key every time your cursor reaches the end of the input box.

Re: What are you working on? [Re: Feindbild] #447113
11/17/14 17:37
11/17/14 17:37
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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@Feindbild: posts are much easier to read with manually set line feeds than without any imo...


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Re: What are you working on? [Re: Kartoffel] #447116
11/17/14 18:07
11/17/14 18:07
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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^ this


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #447117
11/17/14 18:32
11/17/14 18:32
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Posts: 2,210
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Kartoffel Offline
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Kartoffel  Offline
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to get back to the topic: made some further improvements to lighting and shading for my pixelated renderer


(click for full size; flames look a lot better in motion, though)

and I still haven't got any idea what game to make with it ;_;

edit: also note that the resolution isn't fixed, I might go higher (+50% or even +100%) if I need it and if I'm good enough at making assets grin

edit2: just decided the game needs a potato grin


Last edited by Kartoffel; 11/17/14 20:46.

POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #447136
11/19/14 10:35
11/19/14 10:35
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
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Wjbender  Offline
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cyberspace
I still like this , if you have the torches and lighting
as part of a core concept ,you could really create
that mysterious eerie exploration elements for your
game , a part of the mechanics could be having
to use torches to light up and explore the world ,if
you added a sort of progression through the game
then later on the player could start throwing light
sticks in dark areas etc .

crackling sound of fire and crickets and wild animal
sounds plus some scary monster sounds in a darkish
nightime game , exploring underground caverns ..

Last edited by Wjbender; 11/19/14 10:38.

Compulsive compiler
Re: What are you working on? [Re: Wjbender] #447137
11/19/14 10:47
11/19/14 10:47
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Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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nice idea but I'm looking for something really simple at first as some kind of practise and to get used to this.

I think all that games which need a lot of detailed assets to make a scene, or things that require a complex collision system (I don't have one, yet) are not gonna work...
Doesn't mean it can't be somewhat fancy looking.. but I haven't got what it takes to make a detailed and rich environment.
Something with a space-theme for example would be suited better... because there's a lot of 'space' instead of textured environments grin

anyway, thanks! I'm happy to get any kind of suggestions laugh


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Re: What are you working on? [Re: Kartoffel] #447138
11/19/14 11:51
11/19/14 11:51
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline
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Wjbender  Offline
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Posts: 927
cyberspace
Originally Posted By: Kartoffel
things that require a complex collision system (I don't have one, yet) are not gonna work...
Doesn't mean it can't be somewhat fancy looking.. but I haven't got what it takes to make a detailed and rich environment.


go for quad trees , for your map system and speeding up your collision testing..

most of the best selling 2d games aren't really highly
complicated dense graphical scenes , the important
thing is to have a good concept with good mechanics.

start with a simple prototype and drop it early if it
doesn't feel good , if it feels good then you might
just have something , most people aren't the type who
would sit down and play something complicated or big ,they just want something to pass the time with and feel like they are able to play and understand it,
this is why super mario and simple games like minecraft had wide spread success , no serious gamer looking for eye candy would bother with it but
then again not everyone is seriously interested in
technical eye candy .

Last edited by Wjbender; 11/19/14 12:25.

Compulsive compiler
Re: What are you working on? [Re: Wjbender] #447176
11/22/14 12:30
11/22/14 12:30
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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@^: again thanks for the input laugh

I think I'll make some kind of a tower-defense game... I have some ideas, let's see if it works.

edit: I've actually got a shitload of ideas... but I'm afraid it will not work out too nicely grin


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #447182
11/23/14 09:01
11/23/14 09:01
Joined: Mar 2012
Posts: 927
cyberspace
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Wjbender Offline
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Wjbender  Offline
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Posts: 927
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you know what's the problem for me , as many ideas
I have ,there is always a game that already did it in
some form , which I hate because it makes me feel
like I am not original but sadly thats just how the dice rolls , i mean even angry birds used the exact concept
design of earlier games ,but it was definitely more
successful as those others so I don't care anymore about using concepts that has been used before , now I just say screw it and do it .

I have noticed that ,even though concepts are being done over and over again ,the only thing you need to do is be better at the addictive elements of your game vs the rest , if people would rather waste their time on your game than the rest which uses same concepts then your going to make money ,addiction is key ,got to make people your game junkies.

Last edited by Wjbender; 11/23/14 09:11.

Compulsive compiler
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