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Messages - Starz0r

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1
Game Design / I Wanna Get Rekt 2 - Announcement
« on: July 31, 2018, 05:33:03 PM »
I Wanna Get Rekt 2

Devkit: httpss://mega.nz/#!aJZXCaAJ!H5ksKYzand-9o4fD2w7L8eUXiQPrQivIdPg6Krj7YUc
Starts: August 1st
Deadline: October 1st

Introduction
That's right, I Wanna Get Rekt is back! And brought to you by the community!
Instead of being a medley from other games, it's a medley of community made boss fights! TJ & Klazen have graciously allowed me to use the Get Rekt title as the game name.
This contest aims to showcase the best of the best design of bosses, from the relatively flashy, to the greatest of challenges.
Similar to Cuphead in design, and inspired by classics such as Gunstar Heroes, Alien Soldier, and Contra: Hard Corps, this contest will attempt to bring the biggest beatdown yet!


Description

Design a boss battle with the provided kit. Since the length of bosses can depend on the skill of a player since the core design revolves around attacking, but don't make anything that deliberately takes hours to finish.
We've also provided a lot of different playstyles in the kit, such examples include Gradius, Ikaruga, Avoidance, and more! Difficult settings are built in, which means bosses should be marginally harder the higher the difficulty.
We also include health for the player that is reactive per difficulty, while this provide a huge advantage, you'll be rewarded for completing a boss without taking any damage, so it should be kept in mind that a boss
is completable without taking a hit regardless.


Aspects to focus on

The judges will score based on:
  • Theming
  • Polish / Production
  • Attacks
  • Fun
  • Balancing / Difficulty
  • Pacing

Ruleset
1. If you know you are going to make a boss, you must register it in a DM with the bot first to ensure no two entries overlap. If bot approves the entry, then you have the greenlight to make it!

2. Bosses have to be made with the Devkit framework, which also have to be in GameMaker: Studio 1.x

3. The boss must have all 2 included difficulty settings. (Normal and Hard)

4. The boss has to be defeatable on all difficulty levels without taking damage.

5. No default cherry bosses please.

6. No jokes or memes, if they are tasteful we might allow it, but don't do anything that might tread the line too much as we will not accept it.

7. Bosses must have custom SFX and GFX, both of these can be from existing games or other forms of media.

8. No modifying objects or scripts that come with the Devkit.

9. Don't copy bosses from other fangames. For example if you want to use the boss like Boshy from Kill The Guy, don't copy the same attacks that the boss in that game uses, try to make your own original attacks.

10. All newly created dedicated resources should be prefixed with your username.

11. When submitting, try to keep in mind a Cuphead-like level name, that means including the name of the boss. If the boss does not have a canonical name you'll probably need to come up with one, along with possibly sending a spritesheet of the boss in question.

12. The boss should have a custom BGM.

Q&A
Q: Can I submit more than one boss?
A: As long as they fit the rules, we will accept it, although, only the best of your personal submissions will actually be judged. Bosses that aren't judged will still be entered in the game.

Q: What happens after all the submissions are in?
A: They will be judged and put in a compilation fangame, like usual.

Q: Can we submit as a team?
A: Yes.

Q: Can I submit a boss that's entirely avoidance?
A: Yes.

Q: Do bosses need to be beginner friendly?
A: Not entirely, that's what difficulty settings are for.

Q: Can we submit a boss with a save point inbetween phases?
A: Yes, but we recommend that they are disabled on the higher difficulty.

2
Gameplay & Discussion / Re: Serious fangame making questions
« on: November 25, 2016, 02:11:07 PM »
Opinions are obviously different for everyone. Not everyone is going to have the same standards for fangames than everyone else.

What we are reaching is the same point that killed the original IWBTG forum. We have this mind set that games have to be such a high quality, without many people be able to meet that standard. I believe because of this, we have a higher frequency of needle games than adventure games these days. Adventure games take a lot of time and effort to make great and make them stand out, and doing one thing wrong can stop people from wanting to play that game or even recommending it to others.

Streamers and Players probably should have more tolerance, but this is kinda hard to gauge. Most of the time, bad design choices deserve being talked down, but we don't really have a guide to avoid pitfalls of 'bad design', leaving it open for other future producers to fall in the same hole. Causing them to leave the community after they've yelled at.

For using other people's content, this is a minefield, and not everyone has the same opinion. Honestly, I think medley's can be fun, and creative, but this would be a hypocritical statement since using other people's rooms and design isn't exactly original. Games like the Kamilia Series, Cultured 2, hell even Happil 2, have a high level of polish and great design choices. Though, a bad medley's defined by the community, are ones that too heavily follow the Kamilia formula. What we need are medleys that do something different, even if it is radically different, or at least try to do something new with using other people's rooms. Hiddow and Sandsky0 had a good concept for a medley that did something different while still following the general medley formula.

Stealing Assets is a really, really, bad thing to do... if the game was being sold. We are making freeware games, not ones that are being sold. So stealing assets should at least have credit given to the original creator, and things should be fine honestly.

Just my thoughts on the subject.

3
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: June 21, 2016, 03:41:45 PM »
Hopefully Starz0r won't be 'hostile' anymore by trying to answer your questions.

Wasn't hostile in the first place. I was simply stating that you really have no reason to use FMOD in a Studio game unless you are doing something interesting with the music and how it interacts with the game. And Quite honestly, he never stated what he was doing with the music in the first place, leaving me to assume he isn't using the core features of a Audio Engine.

:ZreknarF:

4
Engines / Re: I Wanna Be The Studio Engine YoYoYo Edition
« on: June 20, 2016, 06:47:37 PM »
To set what music you want a room to play, change the "scrGetMusic" script. You can also place an objPlayMusic object in the room and set the variable "BGM" in its creation code. If you want something to stop music, use "scrStopMusic()".

I assume I could also use a sound engine like FMod instead, correct? (I'm sorry, I'm still new to this ^-^)

There is nothing wrong with the built-in audio engine that comes with GameMaker: Studio. In the past with GameMaker 8.1, people had to use FMOD to decrease loading times, and get more functionally like Pausing and Playing music, now it's all built-in to the default engine.

You can still choose to use FMOD but at this point you'd have to be doing something really interesting with the music to make use of it at this point.

5
Hey everyone.

I had this idea on the Discord that gauged opinions on how this would go and if anyone would participate in it. Everyone said it sounds like a good idea so I'd like to expand on it more here.

There will be 2 types of people working on this game, the Level Design producers, and the Enemy & Boss Design producers. I'll provide the pre-programmed gimmicks, abilities, map screen, inventory screen, and weapons, I'll even provide the tileset for every area. I have a close to final version of how I'd like the map to look like in the end. Basically I have to add locations of items, new abilities, exit and entrances, the starting point, boss locations, and more but this is the rough idea of it. This would allow multiple users to work on the game since it will have pre-determined Exits and Entrances.

I don't have dates determined yet on when this event will happen, but you can probably expect it soon-ish?

What does everything think about this idea?

6
Tournaments / Re: Fangame Marathon 2016 Dates/Scheduling
« on: April 03, 2016, 04:25:25 PM »
One thing to note, can we please change the name of the account hosting the broadcast? The word 'fangame' can also be related to Mario fangames, Sonic fangames, which both have rather large communities.

7
Unfinished / Incomplete / Re: I Wanna Be The Doetielast v.0.1.9
« on: March 20, 2016, 02:38:39 PM »
- Unhackable savefiles (Atleast using XVI32...)

What could you be doing that makes it unhackable? By the way, there is no such thing as 'unhackable' you can only make it harder to hack to deter people from doing so.

8
Programming Questions / Re: help sheepy flocked up
« on: March 07, 2016, 01:00:29 AM »
If it is the same tileset template (4 tiles), can't you just copy paste over the original asset? The changes would take place immediately, you don't really give us a lot of info to help you with.

9
Gameplay & Discussion / Re: Introducing Delicious-Fruit.com!
« on: February 10, 2016, 06:17:44 PM »
Another thing I was a little curious about; is it at all possible for a spambot to sign up and post a review?

Been trying to get Klazen to use re:Captcha 2.0 :^)

Honestly though, the possibility of it happening it really slim, there would have to be a coordinated attack, with bots programmed manually to navigate the site. So I would say No, it isn't possible.

10
Computer Café / Re: Livestream Broadcaster
« on: January 17, 2016, 07:49:05 PM »
Installing Windows X seems like a good idea. Vista isn't a very good OS, keeping it around will only cause more problems as time goes on.

11
Gameplay & Discussion / Re: Windows 10 problems running fangames
« on: January 03, 2016, 04:21:03 PM »
Make sure all your drivers are reinstalled. I would also recommend reinstall .NET & DirectX redistributables as those may have been lost in the transition process to Windows 10.

12
Tools & Software / Re: Fangame Skins...?
« on: December 01, 2015, 05:01:56 PM »
I'm sure it's possible since GameMaker 8.1 leaves all it's assets unencrypted, though it might be a fairly hard process to inject sprites into memory unless you know the exact location, and if it is the same location everytime upon starting the game. It may even be different for every game.

GameMaker: Studio for some reason does the same thing with it's assets, everything is left unencrypted except code, which I guess is a good thing. Modding sure is a lot easier in Studio, since everything should almost always use the exact same locations in memory to store sprites.

You can ask Patrick or Klazen for more infomation on this, they seem to know their way around the GMK/GMX File Structure more than I do.

13
Meet and Greet! / Re: Cantavanda is here
« on: November 20, 2015, 09:00:44 AM »
Hello.

The auto-message states that if you reply to it, your account will be unmarked for deletion, I did this to allow curtain people to lurk without me having to worry about bots.

14
The Lounge / Re: Blind RMJ Maps - Round 10
« on: November 09, 2015, 09:02:34 AM »
First post updated.  I think this competition is dying. :BibleThump:

Try putting more time in between the contest and in choosing the winner. I kinda got fatigued after the first two contests, I'm guessing it's the same thing with everyone else.

15
Use https://preview.iwannacommunity.com/broadcasts.php, it's way more accurate at grabbing relevant streams.

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