Well, of course, there's my first VXA game: Major Arcana (http://rmrk.net/index.php/topic,45745.0.html). I've been in an on-and-off relationship with this game. It started out as a Game In A Week contestant, but it's progressed beyond that. I'm really just trying to keep this one above sinking level, because I really do like the game. It was my first shared game on RMRK, too. The story is about a young man who's fate becomes tied with a magical set of cards. Pretty much, he has to collect each card and live through the event on the card in his own life, or else the events of his life will cease to move forward.
I did love Haunted GIAW btw.
I like making any game with a heavy character-based emphasis. o.o
Of course, another reoccurring problem that I've seen (especially for newer members) is getting ideas/games noticed. It's tough, unless you've got a drop-dead gorgeous game from the get-go, or draws attention in some other way. ;9
Well when you get done with that project might i suggest looking through RMVX Ace Lite, its an unlimited evaluation copy of the program, your restricted on most thing in the database, and your only limited to preset scripts, but overall it would still work the same
And if you'd like i may be able to help if you need any, but no guarantees my specialties are in VX-VXA mapping.
If your thinking on sequels then you should give your game an open Ending. if you close off the game completely a sequal would be out of place and hard to explain, a good example of an open ending is in WitchTooth (http://rmrk.net/index.php/topic,42723.0.html) Hiromu is working on the sequel and it really takes advantage of his open ending to WitchTooth.
But anyway, you have to plan for the possibility of a sequel at all times during game making, some people just go for the single hits, some go for series, and some are just so good they don't even plan for what to do after they finish and leave the ending open by accident. But planning it truly does help.
I look forward to seeing it, if it's not too much to ask would you mind posting your game in the WarCry forum too?
I look forward to seeing it, if it's not too much to ask would you mind posting your game in the WarCry forum too?
Lol, sure. :lol:
That's the forums you own?
Its really hard to keep working on something when you know there are projects out there that is 300% better than your own ;9
Of course, another reoccurring problem that I've seen (especially for newer members) is getting ideas/games noticed. It's tough, unless you've got a drop-dead gorgeous game from the get-go, or draws attention in some other way. ;9
The bigest issue I have though, is questioning myself about the quality of the game every time I make anything at all. Its really hard to keep working on something when you know there are projects out there that is 300% better than your own ;9
Don't be afraid to ask for help, guys! xD Either advice, or picking up a team. Teams can do much more than one person. :)
The bigest issue I have though, is questioning myself about the quality of the game every time I make anything at all. Its really hard to keep working on something when you know there are projects out there that is 300% better than your own ;9
Hell, I spent a long time on one of my completed games, and I didn't even publicly release it. It was nice enough just to have a few friends play it! (I mean, it's not very easy to publicly release a game hack, either way...*mumbles*)
Hell, I spent a long time on one of my completed games, and I didn't even publicly release it. It was nice enough just to have a few friends play it! (I mean, it's not very easy to publicly release a game hack, either way...*mumbles*)
Lol, if your friends enjoyed those games, you might as well release them to the public? You've got nothing to lose.:lol:
Hell, I spent a long time on one of my completed games, and I didn't even publicly release it. It was nice enough just to have a few friends play it! (I mean, it's not very easy to publicly release a game hack, either way...*mumbles*).I say you release it, I had fun with it; why wouldn't others?
I say you release it, I had fun with it; why wouldn't others?
Besides RMRK isn't the kind of place to shun you for a game hack, I doubt the Serenes peeps would give half a damn either.
You are aware that strike and I are two separate people right. :irock2:
I mean, I'm sure strike wouldn't mind playing too, but still.
Well, I'm working on a solution that will hopefully boost up the activity for newer member's games. :) I believe I told Diz about it. xD I'll see if the ball can get rolling sometime, because I'm seeing a lot of newer members wanting to make games, so it's a good time to try and spark some creative juices and interest. :ma:
Hell, I spent a long time on one of my completed games, and I didn't even publicly release it. It was nice enough just to have a few friends play it! (I mean, it's not very easy to publicly release a game hack, either way...*mumbles*)
You really shouldn't be discouraged about that. :) When you make games, you get better at making them. xD And, well, the feeling of accomplishing and finishing them is the real cupcake, not necessarily the fame. xD Hell, I spent a long time on one of my completed games, and I didn't even publicly release it. It was nice enough just to have a few friends play it! (I mean, it's not very easy to publicly release a game hack, either way...*mumbles*)
Also, Diz, once you get a demo up, I'm going to try out your game and give you some feedback. ;o It looks good!
Don't be afraid to ask for help, guys! xD Either advice, or picking up a team. Teams can do much more than one person. :)
It's not so much an issue for me, but I agree that when I look at other people's projects I see much greater stuff than I could ever do. Like, should I even bother posting my game when it's finished when there's so many better games to play out there? Of course I will, but I always doubt if people will like my game at all. Lol.
I do agree with burn-outs having to do with the amount of time that goes into a project. I spend ages to get even a single minute of polished gameplay, I guess it has to do with being inexperienced, but I constantly have to test, fix, test, fix, test, fix some more, which eats up tons of time and patience.
(I actually came up with an idea, almost the very first day I started to create my game, and I will ask for your permission in a PM later on ;D)
And I can see what you mean, just finishing a final product is the reason Im really working on the project.. Like I said early on when joining here, Its been kind of a small "dream" for me to fully finish a self-made game.
I've been working on my game since 2009, buddy. One day I will release it, even though I started the project for someone who is no longer a human being to me... but I'm in too far to back out.
This, besides me loving my own game (and my friends liking it as well so far), is what keeps me want to finish it. For someone who loves games, being able to say I have created my very own, complete and polished, game is sort of a dream, lol..:lol: