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Messages - Kyir

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166
Game Design / Re: On Originality In Fangames
« on: August 04, 2015, 01:05:33 AM »
I would personally call "Just because you're too scared to stop using the crutch of jump refreshers doesn't mean other people aren't capable enough to go out there and create something new and interesting." a personal attack, but it's a matter of opinion obviously. I don't appreciate my integrity being questioned when I'm trying to have a nice and honest discussion.

167
Game Design / Re: On Originality In Fangames
« on: August 03, 2015, 10:50:33 PM »
You've repeatedly suggested that I was attempting to change their mind (who knows what that is anyway, I have no idea what their intention is regarding game creation going forward,) so while you may have never used to word demand, you've certainly been suggesting that I am actively attempting to change the creator of that game's course, and in fact you suggested that this is a general attitude of the entire community. Both of these are misleading, and closer to being false honestly.

I apologize for including both of you in the same category, and mainly meant it to refer to the personal attacks that both of you were making in the course of discussion.

I really have no interest in continuing this conversation unless you plan on providing specific examples to support your point though. Discussions regarding art, consumption, etc. are inherently going to have some element of opinion, but there's no point in going any further unless you plan on addressing the points I've been trying to make. We'll see tomorrow I suppose.

I hope they make a more traditional game because they clearly know what they're doing when it comes to code and I enjoy seeing people play these games.
Im 100% sure you wouldn't have said so if you actually saw my code.

My coding is pretty much 4th grade level, so I'm sure you're a few tiers of sophistication over me at least.

168
Game Design / Re: On Originality In Fangames
« on: August 03, 2015, 10:22:13 PM »
The fact that Kyir blatantly told you to make something more """"""""traditional""""""""" is invalidating just about every argument he made.

I don't think you guys understand what "hope" means.

I hope they make a more traditional game because they clearly know what they're doing when it comes to code and I enjoy seeing people play these games. That's all? If I wanted to demand that someone make a game exactly according to my specifications I would do that.

Might I add that you've been pretty much starting fires (or well, attempting to) on the other community just for shits and giggles. Just for people to keep in mind when you try to regain your ethos.

Feel free to try and point out some instance of that happening, but these personal attacks are really counterproductive to what you guys are clearly trying to say. I'd suggest drawing on some examples to support your point instead of just saying Kyir's making tyrannical demands and doesn't understand art (which yes, is an exaggeration.)

169
Game Design / Re: On Originality In Fangames
« on: August 03, 2015, 08:36:13 PM »
You're making this out to be like a witchhunt on our part to stop literally everything new and it's really... not. Most people around here are both proponents and creators of new ideas, to the point where I constantly ask for help with stuff I don't really understand from them. I understand if you have a problem with some conflation of popularity and quality on my part (which I did sort of suggest, though I think it's a very murky topic when it comes to games that are intended for consumption,) but you should really leave pretty much everyone else out of it.

I think it's really interesting that you don't think I have access to the "inside" of the fangame community too.

170
User-Made Creations / Re: I wanna be the only level
« on: August 03, 2015, 05:19:36 PM »
Wow, you got personal really fast there. I'm glad you understand me well enough to have decided that I'm unable to separate what I want from what I see as a general trend, especially after calling me out on strawmanning. I don't use jump refreshers because I think they're perfect, I use them because I enjoy using them. As you might note, I simply said I hope that Yoberg goes in a direction that is more traditional (in terms of fangames) than copying a flash game in the future, whereas you seem to have read me as demanding that he do so. He should do whatever he enjoys. I was simply stating my reaction to it.

As to your argument: if you examine a few of the most popular fangames (let's just say Boshy and KTG,) I think you'll see that a lot of games following them have trended towards using the same sorts of mechanics such as jump refreshers, laser gating, gravity flips, etc. Since we can safely assume that they aren't just because the code is easily available (because as far as I've seen, it isn't,) the more reasonable conclusion to draw would be that the creators of the next generations of games enjoyed playing them in previous games and tried to improve on them. For example: I would argue that I Wanna Find My Destiny's laser gating draws heavily on KTGs (although this is completely based on personal observation.) Destiny also uses a wide variety of other gimmicks that I would not personally call original per-say, but is one of the most well-recieved fangames (9.4 on Delicious Fruit out of 9 reviews, which is a fairly big sample size when it comes to data around here.) NANG is another game that uses a wide variety of time-tested gimmicks (gravity manipulation, conveyors, etc.,) and twists them into less standard forms (triple jump as an evolution of jump refreshing, for example.) It currently has a 9.4 after 14 reviews on Delicious Fruit. The originality within both of these games, and there is a lot, is more concentrated on polish and graphical flourishes, as well as the combination of a wide variety of mechanics into small sections (again, based on my observation.)

I would conclude from this that the community tends to enjoy the recombination of familiar gimmicks over brand new ones, though I would be more than willing to hear an argument from you that is less emotional and based on personal attacks.

171
User-Made Creations / Re: I wanna be the only level
« on: August 03, 2015, 04:00:24 PM »
More originality == the better the game is. You don't really have to make a repetitive shtick in order for people to more or less like your game. After all its what it takes of your creativity to make a good game, as you can clearly see. Keep at it.

I don't think that's really the case. People are generally comforted by familiarity, and the huge portion of what makes fangames what they are is repetition of key elements. Moving with FGHT and jumping with the Print Screen key would be original, but it's cumbersome and pointless originality. That's not to say that there should be no innovation at all, but I would posit that what people really want in fangames is largely visual polish and solid platforming/bosses over ten million new gimmicks.

(sorry for derailing the thread, see my first comment for thoughts on the game)

172
User-Made Creations / Re: I wanna be the only level
« on: August 03, 2015, 02:12:51 AM »
I don't know if you can really say (but better) when they're basically the exact same game. You did some neat stuff though, so I hope to see you make a more traditional fangame in the future!

173


For some reason this all feels strangely familiar...

174
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: August 02, 2015, 07:31:34 PM »
The only downside seems like the fact that you wouldn't get to hear good background music while looking at something else.

But the plus side to that is that you wouldn't have to listen to guy rock while looking at something else.

175
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: August 02, 2015, 03:00:11 PM »
So I'm just going to put this here since I'm not sure how much of this is a bug/fixable, but it turns out that controls still work for the game even if you open up another window and are doing stuff in that. I'm not sure how much of a problem this is really, but it seems like it might be an annoyance for people who do stuff a bit at a time.

176
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: July 27, 2015, 05:06:37 PM »
You could try being a bit more polite. That might help.

177
Engines / Re: I Wanna Be the Engine KS Edition (For GMStudio)
« on: July 27, 2015, 12:58:01 AM »
You need to just put that sample object in already Klazen. Hurry hurry, or you're going to get a million requests for help when everyone switches over.

178
Programming Questions / Re: Invincibility Frames
« on: July 27, 2015, 12:50:48 AM »
You would create a timer (a variable in the creation code, a variable -= 1 in the step) and then set image_alpha = 0 until the timer runs out. If you already have the code for invincibility just stick the image_alpha 0 into that one. You can also make it image_alpha = .5 for half-visible, and so on.

To be more specific, I would make invincibility frames with the following

In the Create section:
IFrame = 0;
BossHP = 100 (or whatever value you want)

In the Collide with Bullet section:
if IFrame = 0 {
BossHP -= 1;
IFrame = 20}

In the Step section:
if IFrame > 0 {
IFrame -= 1;}

I'm pretty sure that should do what you want after you change the variables to your liking, but someone else might know better than me.

179
Maker Profiles / Re: Sephalos' Unfinished Games Clearance Sale
« on: July 26, 2015, 02:01:30 PM »
Do I get a discount or something at least given the unfinishedness? I refuse to pay full price.

180
That's pretty clever. I think a lot of people who play these games don't realize how much effort it can take to make a few seconds of content sometimes.

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