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Re: A7ITUDE: reflections [Re: sivan] #457021
12/20/15 13:33
12/20/15 13:33
Joined: Jul 2001
Posts: 6,904
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HeelX Offline OP
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HeelX  Offline OP
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H

Joined: Jul 2001
Posts: 6,904
Ulf Ackermann pointed me to this article : http://indiegames.com/2015/09/interview_chris_johnson_on_exp.html ... looks like I am to slow ... I am a bit frustrated right now. The game is a bit different to what I planned, but I would say that they did the first move.

Re: A7ITUDE: reflections [Re: HeelX] #457023
12/20/15 17:44
12/20/15 17:44
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Ouch, that's bad news bears...
However, your game looks much better and that's quite something to consider.

Apart from that you could apply the gameplay variant/ twist I said at ackcon, which is that you control the ball indirectly instead. Place the cursor or some other (HUD) element next to the ball and as long as you press a button you apply a force to the ball that moves it away from the cursor.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: A7ITUDE: reflections [Re: Superku] #457027
12/20/15 18:29
12/20/15 18:29
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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Joined: Sep 2003
Posts: 9,859
I know how you feel... happened to me years ago as well - just wayyyy bigger gap in quality grin

Re: A7ITUDE: reflections [Re: FBL] #457031
12/20/15 19:37
12/20/15 19:37
Joined: Dec 2015
Posts: 3
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ulfster Offline
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ulfster  Offline
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Joined: Dec 2015
Posts: 3
didn't want to frustrate you, especially during xmas season! i just thought that looks kind of similar to what you are working on, thats why i showed you the link. maybe you can take it as additional source of inspiration...

this brings me to some observation i realised while looking at different game ideas. it seems that there are those basic kind of game mechanics that exist for a long time since the early days. then there are thousands of clones and nowadays you only see "clones" of this ideas that mix and refurbish the old ideas with a new twist. a completely new "idea" is really hard to introduce especially because i think gamers are used to the mechanics and even need them to identify a game as a game... thus you can always sort a game into one of the already existing categories and find other games that look or play the same...

so i can only encourage you to take it as a sportive competitor and polish your game with a twist that is not alreay inside this other game.

Re: A7ITUDE: reflections [Re: ulfster] #457032
12/20/15 19:41
12/20/15 19:41
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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alibaba  Offline
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Joined: May 2008
Posts: 2,113
NRW/Germany
I agree with all! Just continue, competition will make your game get even better! This also happened to me before with Sky Titans and thanks to all forum users I just continued. I never regretted this decision.


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Re: A7ITUDE: reflections [Re: alibaba] #457034
12/20/15 20:23
12/20/15 20:23

M
Malice
Unregistered
Malice
Unregistered
M



Oh don't worry about that, in fact it's a turn on a even older game. Like the old saying "There's nothing original under the Sun." These are kind of like new takes on old hand held games, wood and ball things.
My life, I've worked on game plots, books and comic book plots, and so much more. I've never found a simple idea that was original in whole.
When writing my novel, I found out about three other plots that where 100% same when summarized in short. However, when actual read the three plots and mine were as different as could be.
Clone is a ugly word, your game is only ever a clone, when you quickly copy the design of another game and push out a lesser game to capitalize on a currently hot market trend. I would say Star-Craft spawned many clones in RTS but not every RTS is a clone at all.
Please never abandon a thing, simple because of a similar product is out on the market. Originality is found in the execution and implantation of a Idea, never is the basic idea it's self.
The only thing about this other game to keep in mind is to plan your release date to either be out of time with they're releases or out shine they're releases. This game is already on STEAM I saw it like a week ago. I noted this similarities but never once thought either game could be a clone of the other.
https://www.bing.com/images/search?q=ball+maze+toy&FORM=HDRSC2
Mal

Last edited by Malice; 12/20/15 20:25.
Re: A7ITUDE: reflections [Re: ] #457035
12/20/15 22:23
12/20/15 22:23

M
Malice
Unregistered
Malice
Unregistered
M



Oh one last note, please. We need competition.
It's at the core of us. It drives us to work longer, harder and faster. To divest our projects to stand out among the competition.
Growing up poor, I can tell you, the only greater motivator than a empty stomach is the wolves snipping at your feet and trying to steal your lunch. They'll eat you and your meal. So work harder and be better. Let them taste your foot in they're face and the vapor of the meal, you snitch and hold in iron hand.
Be not frustrated or discouraged. If a wolf grabs your turkey leg, don't let it go, cook the wolf with the turkey in it, and make a meal of your competition.


Lol and to think I'm this way sober
Mad
Mal

Re: A7ITUDE: reflections [Re: ] #457062
12/22/15 18:40
12/22/15 18:40
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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HeelX  Offline OP
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Joined: Jul 2001
Posts: 6,904
Hey, thanks to all of you for the support! I was heavily worried. Really. Because it was a déjà-vu.. In Fall 2009 Fairytale Fights for PS3 etc. was released and it killed all my plans, ideas and hopes to make a 3D Jump'n'Run version of my prototype Razor For My Valentine, for which I released a trailer in summer 2008. Now, the same.. My original a7tiude prototype was from summer 2008, I collected tons of ideas and visual concepts since then, now being in the position to produce it, and BHAM! being in the middle of the preproduction this happens.. again.

At least it will take a lot time for development and production, so... I guess when I am done, Expand will already rest in peace and people think it is a fresh and excellent take on the subject grin

Re: A7ITUDE: reflections [Re: HeelX] #457070
12/23/15 00:50
12/23/15 00:50

M
Malice
Unregistered
Malice
Unregistered
M



Sid's right if you think you are going to bring some unseen thing to gaming. Aside the fact that you abandoned "razor for my valentine" a great game design. And took from 2008 till now to get hard core about this game.

Hello, the path to success is many releases, small, or even failures.. Drop them good, bad but fast and often.

I can point out authors, comics, everyone. Bands! hit it, hit it again and keep on till you break through... then any crap you release will do...


Forget it, I'm a drunk fool. Path to hell paved and all that.
Mad
Mal

Last edited by Malice; 12/23/15 00:50.
A7ITUDE [Re: ] #458983
04/11/16 20:18
04/11/16 20:18
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
Senior Expert
HeelX  Offline OP
Senior Expert
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Joined: Jul 2001
Posts: 6,904
Hello guys,
after a break of 3 months I think I have now time again to work on this. I rearranged some of my life goals and I least hope I finish the game before I turn 40 (I turned 30 in the meanwhile), and if I don't, you can have a free margherita with me grin

However, I considered to work on my light & shadows pipeline. Although I am strongly disappointed with the current Gamestudio velocity I am still pleased with the robustness and flexibility I have, so, let's move on - I can't afford to jump into new technologies right now.

I want to finish my techdemo this year, let's cross fingers!

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