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Messages - Kyir

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46
User-Made Creations / Re: I Wanna Be The Micromedley
« on: March 26, 2016, 01:53:46 AM »
I enjoyed what I could play (which was not a lot, given my various skill deficiencies,) and the effort you put in is clear, but I felt like I spent a huge amount of time watching various transition screens (the level title card when I restart, the spinning globe, etc.) It really compounded my annoyance at dying to have to watch all that over and over, so being able to skip those bits too would be really nice.

The only bug I found was that when you load a save, you have to watch the door in the middle open and closer before you can start, even though you load on the far left of the hub.

47
Game Design / Re: Required reading for new developers
« on: March 23, 2016, 03:17:19 PM »
I've already written an excessive amount for new developers, so I'll just say all these points are solid and leave it at that.

48
Game Design / Re: I Wanna Be The Dreamer [Devolopment]
« on: March 22, 2016, 05:25:14 PM »
Not to sound overly harsh or anything, but unless you have specific questions there's not a whole lot people can do for you.

49
User-Made Creations / Re: I Wanna be the Journey
« on: March 22, 2016, 02:27:01 PM »
I would try to figure out one or two key things you really enjoy about fangs we, and make a shorter project focusing heavily on those ideas. You clearly got worn out on making a big thing before.

50
Glad to see someone else has seen the Terraria light.

51
You could make the object itself persistent I guess? Just be sure to check if one exists before making more so you don't overload everything.

52
I will never abandon jump refreshers. They are the love of my life, and a journey without end.

53


I'll be changing the spike sprites, just haven't made them yet.

54
User-Made Creations / Re: I wanna come up with a name
« on: March 12, 2016, 01:58:53 PM »
You can probably just move your save over unless the specific place you saved got stuff with it changed.

55
Tools & Software / Re: Fangame Manager
« on: March 07, 2016, 08:10:31 PM »
This is pretty neat! I don't have anything specific to say really, but I'm sure this will be a useful tool for people with ten million fangames stuffed into one folder. If it doesn't do it already, I might suggest making the Games: column sort alphabetically though. Otherwise it might end up being just as much of a nightmare to find something in there.

56
Meet and Greet! / Re: Sup Scrubs
« on: March 07, 2016, 08:06:39 PM »
I thought it was cool to be unrelentingly negative when I was a teenager too, but you'll be embarrassed about it later.

57
User-Made Creations / Re: I Wanna be the Journey
« on: March 05, 2016, 07:18:25 PM »
That's what happens when you release a game a bit at a time. Speaking from experience, you're probably not going to be satisfied as a game maker if you're just hunting for downloads. Make something you enjoy making and that you can be proud of. Knowing other people enjoy it too is just a bonus.

And really, don't release games incrementally. There's no good reason to.

58
Gameplay & Discussion / Re: Introducing Delicious-Fruit.com!
« on: March 02, 2016, 12:18:33 PM »
I just want to clarify that it was not a serious suggestion with the intent to make a case for change, just idle speculation on a theoretical solution to the phenomenon of people submitting a ten or twenty essentially meaningless reviews at a time. That is to say, I'm almost entirely certain that any change intended to try and wring better reviews out of people would fail in practice, but could be interesting in theory. After reading your post, I would agree that having multiple sliders would end up being an equally pointless endeavor, as they would either be too vague to be useful, or too specific to have only a few of them. One possible upside would be ease of use for any possible venture into a multilingual site (since it's easier to translate the names of sliders than entire reviews,) but I doubt that outweighs the negatives right now.

In general, I would also prefer it if people just used the text box for its intended purpose, but it seems pretty clear that some people have no interest in doing so.

59
Gameplay & Discussion / Re: Introducing Delicious-Fruit.com!
« on: February 29, 2016, 01:37:09 PM »
This is more of a musing than a serious suggestion for practical changes, but I wonder if the site would be better off in terms of quality input if there weren't the simply rating/difficulty sliders there are now. Either in terms of having more specific but still numeric ratings (one for graphics, one for platforming, etc etc,) or just not having any quantifiable results at all. There are still downsides to both obviously, but it's just always a little weird to open up the website and see that someone made 30 reviews in about 2 seconds each because they consider those two sliders the only important things.

I guess this is really just still in the same vein as everything else that irks me, which is particular people clearly don't put a whole lot of thought into their reviews.

60
Game Design / Some Thoughts on Visual Design
« on: February 21, 2016, 07:37:21 PM »
As sort of a followup to my thread Some Thoughts on Game Design (iwannacommunity.com/forum/index.php?topic=2178.0,) I want to touch on some elements of visual design that might be of use to people who know how to make games, but are not entirely set on what they want to make first or next. As with my previous thread, this is entirely based on my experience in making fangames, some education in visual arts, and way, way too much time spent watching streams and reading chat.

This is about much more specific things than my last piece, so it is quite a bit shorter. I will be speaking generally about some concepts, and then transitioning into specific examples and recommendations.

Styles of Visuals:
For the purpose of this discussion, I am going to classify the visual style of every visual element of fangames as being realistic or abstract. This is not strictly accurate, since even the most realistic fangame is extremely removed from an accurate depiction, but it's about as simple as I can make the dichotomy here.

  • Realistic visuals make at least an attempt to align with something in the real world. Bricks that interlock, water that flows, or even just clouds in the sky all fall under this broad definition. Even the generic gray metal tiles that come in most engines might be included here.
  • Abstract visuals are extremely removed from what is real or even coherent in a setting. The scrolling grid background is a good example of this, as is the generic solid-color tiles that you see pretty regularly in these games.

It's important to realize that essentially every fangame has a mix of these two styles. The save sprite that comes packaged with every engine is relatively abstract, while the player sprite is relatively realistic in comparison. Thinking of one style or another is flawed. What is important is considering how you as a creator can make your game better by thinking critically about how the visuals are constructed.

Consistency:
As with gameplay design, consistency is important in choosing the proper visuals for your project. This is by no means to say that there should be no variation in the choices for tilesets and sprites. Indeed, variation is necessary to keep the experience interesting for everyone but the most gameplay-focused players. When I say consistency I am refering to maintaining the blend between abstract and realistic resources.

Imagine a screen that makes great effort mirroring the interior of a castle. There are stone bricks, some immitation of depth, windows to the outside, etc. Even a custom save has been designed to fit more closely with the visual style. If a player transitions from several screens of that style to one that is a kaleidoscope of bright but undirected colors and abstract objects (for instance, jump refreshers,) they would have good reason to question what exactly happened. This is not the end of the world of course, but it jars the player from any immersion you have created in the first place, and breaks any suspension of disbelief you have obtained when the player remembers that they are indeed playing a game.

Because you are almost always going to have some abstract visuals along with the realistic ones, a general goal should  be not creating a sudden shift like this without reason. If you have 75% realistic resources and 25% abstract ones, strive to not reverse that balance in between screens. Transition rooms can go a long way if you need to switch from one to the other, blending the opposing styles for at least one screen and offering the player a chance to see what they are about to enter as opposed to springing it on them.

Colors:
Personal taste is going to matter a lot when it comes to color selection and I'm not exactly qualified to talk about color theory as it exists in the art world, so I'll just make a few notes to consider here.

  • Blends of colors and more subdued tones are generally going to be what you use in more realistic settings. Using two shades of the same color can add a lot to whatever you're making (as opposed to one flat color.)
  • When choosing a background (even if it's not a solid color,) be sure to consider how it interacts with your other visual choices. Black makes it hard to see the outline of the player and spikes for example. Readability is very important in any game that has challenging platforming.
  • Darker colors usually go with a more subdued atmosphere, whereas lighter ones are generally more upbeat.
  • Remember that people will be staring at your game a lot, especially if it's a longer one. Extremely vibrant colors (certain shades of blue in particular) can be hard on the eyes.
  • If you're using flux or a monitor with adjustable blue light settings, remember to check how your game looks on monitors without them.

With that out of the way, let's talk about some specific examples of how visual choices can  work for or against you in terms of making a coherent game experience.

Styles of Visuals:
As I said repeatedly in my last thread, the most important thing when you're designing a game is to have a specific goal in mind for what you want your players to experience. This is just as true when designing a visual style for your game. Plenty of things that are frivolous in terms of practical gameplay can be used to promote whatever atmosphere you are aiming for.

Because it was my biggest experience designing original graphics, I'm going to talk about I Wanna REDACTED the REDACTED for a bit. From the start, I wanted to make a game that had a solemn, vaguely scientific atmosphere. In retrospect there was a lot more I could have done, but here are some of the things I think ended up promoting that feeling.



I choose a white background for the laboratory sections of the game because the color has a lot of connotations with cleanliness and sterility. It's also an easy color to create contrast with, since using darker colors for blocks doesn't make platforming any harder (as opposed to using it as the background.) The lines exist to create texture, and provide a certain sense of realism to an otherwise abstract setting. Something to note is that they are a fairly neutral color, breaking up what is otherwise an uncomfortable imagine to look at. While a slightly uncomfortable setting was what I was aiming for, that is different from making it outright unpleasant to be looking at. The lines also allowed the possibility for some visual accents such as these:





They break up the consistency of the black and white screens with some splashes of vibrancy, and add to a bit of mystery regarding the setting itself.

Unfortunately, the way I designed this left me with an annoying visual problem, which is a large number of visual tangents. Looking closely at the screenshot, you can see that some things don't quite line up in terms of the background grid, foreground tiles, and foreground spikes. If I had to make recommendations to other people considering the same sort of thing, it would be to use tiled backgrounds that do not fit as perfectly on the 32x32 (or 16x16) grid so as to differentiate more between the background and foreground.

Throughout the rest of the game I used an array of visual miscellanea to create the sense that the player was traveling through a setting with at least some basis in reality. Desks, computers, and filing cabinets all are stables of offices (even if my renderings of them were not particularly detailed.) The shocking number of disembodied heads and flickering screens full of weird stuff were intended to be ominous. Enormous containment tubes full of mysterious liquids (and for some reason jump refreshers) as well as an abundance of glowing portals lent themselves to the “weird science” atmosphere I was trying to create. Almost none of these things had any real effect on game play, but without them the setting feels empty, and does not even begin to convey the emotions I wanted.

All of those props are about as realistic as can be found in a fangame. That is to say, you could reasonably find things with distinct similarities in reality without it being too strange. If you're looking to make a game with extremely abstract visuals but is more than the generic “single color block, single color background” that we've all come to expect, I would suggest examining the games by the GENKI creator. There are some excellent example in their games of abstracted but consistent visuals that are used to create, well, weirdness.

Consistency:
Since I warned against inconsistency in terms of the blend of realistic and abstract visuals when I introduced this concept, I thought this might be a good place to introduce an example of how willingly violating that general rule can be used to great positive effect. In I Wanna Stop the MELTDOWN, a game I would argue to be fairly realistic in its visual style, there is a transition into almost total abstraction induced by hallucinogenic mushrooms. I have never seen anything but extremely positive reactions to this, which I would explain by the presence of three factors (aside from simply being well made of course.)

First, an actual explanation to the visual transition is provided. While logical things have never been particularly central to fangames, it's nice to be able to thing “oh, that's why this thing is happening.” Secondly, there is an actual transition into the new visual style, negating some of the jarring sensation that might otherwise be experiences. Third, the abstract area has a sense of internal logic to its appearance: a combination of the heart motif, light colors, and cheerful music. This creates a sense of consistency, and at least partially staves off the question of if the player is even playing the same game anymore.

Just because you have started with one distribution of realistic and abstract visuals does not mean you are bound to it for the entirety of the game, but give some thought to how your shifts in them will be perceived and how they can work in your favor. A game in which the player is slowly losing their grip on sanity, which is reflected by increasingly abstract graphics, stranger music, and more complicated gimmicks, is much more compelling as a whole than something more haphazardly thrown together, even if it has all those elements at one place or another. If your game is consistent in moving from one distribution to another, the individual changes in screens or areas do not matter as much as long as they follow the pattern.

Colors:
I don't really have much to say about them in terms of examples aside from what I noted earlier. As with everything else, just try to consider if your decisions regarding them work toward your overall goal in the creation of a game.

TL;DR:
When choosing or creating the visual elements of the game, be sure to consider how exactly your choices affect other elements of the game. Does anything stand out because it doesn't mesh with the style you've developed? Is a specific section that requires staring at the screen full of colors that hurt the eyes? There are plenty of things that deserve more consideration than they get in this day and age of design.

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