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Messages - Denferok

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16
Put this into the animation end event and it should work
image_index = the last image number of your sprite's animation
image_speed = 0

17
User-Made Creations / I wanna explore the Mountains
« on: April 22, 2017, 07:35:46 AM »
Vine needle game with a relaxing atmosphere

https://www.mediafire.com/file/iy3vdxkypz8zxby

Mini preview video


18
Game Design / Things I like to see in fangames that aren't hard to make
« on: February 25, 2017, 06:36:36 AM »
Here's a couple of things that I personally think adds a lot to your game and to me shows that you put a lot of effort and care into your product. A lot of these additions are things that most players probably won't really think of consciously but nonetheless adds a lot to your game. None of these things will take very long to add and I really wish more makers would pay attention to these.

  • Background tiles
This is the biggest point of this list for me. Adding background tiles is such an easy way to make your game look significantly better. It's an easy thing to overlook and not even think about when you are in the graphics stage of gamemaking. Even though the player probably won't think about the tiles consciously, if you do a comparison of before and after adding the background tiles, you'll definitely notice how much of a difference it makes.

Here's a side by side comparison of the first screen in the game I'm working on, with and without background tiles.

(click to show/hide)


  • Story
When I say have a story, I don't mean you should have a full fledged story with developed characters, a plot twist or anything like that. Even the most basic story for goes a long way imo. Give the player a sense of an objective, rather than just standard platforming with some gimmicks and areas. I wanna run the Marathon is a great example of this, the story is nothing big and it's just a silly little side thing. But for me, it added quite a lot to it.

There are many ways you can execute a story, it doesn't have to be told to the player with a textbox such as "x person is bad, you are the hero go save the world". It can be told through the environment instead. A good example of this is Alexbrogan69's game, I wanna see my Friend. In this game, you go on a basic adventure to see your friend. Suddenly you fall in a big hole and once you're at the bottom, you'll climb back up doing all the screens you saw on the way down. At its core, it's just a basic needle game, but the added "oh I have to get out of this big hole" adds a lot to it and gives the player a sense of objective.


  • Less is more
This point is mostly just for gimmick style and adventure games and it basically comes down to not overusing a gimmick, stage, area etc for too long. I wanna find my Destiny is a great game and I'm sad that I can't enjoy it due to the ridiculously long stages. Unless you have a billion different ideas for each and every stage, the screens are going to blend together and it won't be very memorable.

This point also goes unnecessary jumps & spikes in needle. In a lot of needle games, often from new gamemakers, there will be an insane amount of jumps and obstacles that feel like they were only placed there to make things more difficult, not really respecting the fun value of said obstacle. Know when to stop, not every nook and cranny needs to be filled with spikes. It's ok to give the player a break and have a small area that feels a little empty. The easiest way to avoid the "not knowing when to stop" problem is to severely limit the amount of minispikes that you use.


  • Connecting areas
On the topic of find my destiny, another big gripe I had with that game was the complete disconnection between the stages. This one also ties into the story point, there is zero sense of objective when you are just teleported between stages without any reasoning or explanation of why you're suddenly in a completely different environment from the previous stage. For me this results in stages that feel arbitrary and a world that doesn't feel alive.

Once again this can be applied to needle games, although is nowhere near as important. I've always prefered when needle games make you leave the screen border to go to the next, rather than having a portal on every screen. This point is very minor though so you shouldn't worry about it too much.


  • Minibosses
Obviously bosses are quite hard to create and takes a lot of time, so why is it on the list? Well for this I don't necessarily mean the process of creating a miniboss, but rather the idea of it. Having a small break inbetween the bigger bosses definitely helps keep the flow of the game, especially in a game like find my destiny where the stages are extremely long. Having a bunch of fairly easy minibosses and fewer difficult big bosses will make the bigger bosses feel more impactful aswell. I really feel like games need more 30-60 second bosses that aren't too difficult and makes the player think "hey, that was neat!"
[/list]


Please bare in mind that these are just my personal gripes and pet peeves I have with fangames. None of these points are objectively better than their counterpart, they're just requests I have. If you don't agree with me at all, don't let me stop you from creating whatever you'd like to create.

Happy gamemaking!

19
Announcements / Re: Team overhaul
« on: February 09, 2017, 09:41:14 PM »
I really don't think setting up a relay would be that difficult. Players being on the same level in terms of skill doesn't matter that much. For instance having someone who averages a 40 in run the marathon against someone who averages a 45 is completely fine, it doesn't matter much. It's supposed to be about the fun and entertainment aspect, not about who ends up winning.

Also what I mean with events is scheduled streamed events, not a random race between 2 people. Yes, having more small races is good but I want to do more with medium / big events.

20
Announcements / Re: Team overhaul
« on: February 08, 2017, 07:56:23 PM »
I would like to do more events of races and such, the problem is that a lot of people have the mindset where they know they can't win, so what's even the point of joining. There doesn't seem to be a way around this because a lot of players don't focus on the fun aspect of a race. I also can't really think of common events that don't involve speedrunning or racing. Ideas are always welcome of course.

EDIT: A relay race is always something I've wanted to do, if we do another fangame marathon this year I'd love to organize it.

21
Announcements / Re: Team overhaul
« on: February 08, 2017, 03:44:54 AM »
You're forgetting that the team is mostly about getting new viewers to check out the other streamers. A small team size is important if you actually want people to look at the team page. Skill is not important, the only reason why I had a certain skill threshold before was so I would not get ultra spammed with applications, what matters is how entertaining the stream is. If I go offline and it ends up autohosting someone who is doing a micless boss grind, even if that person is extremely good, new viewers aren't going to be interested in that.

22
Announcements / Team overhaul
« on: February 07, 2017, 11:00:52 PM »
Alright so at this point, I'm basically doing nothing with the team. It's a gigantic mess right now, half the people are inactive, I'm getting tons of requests to join, the requirements of joining are basically 0, some people are almost offended if they aren't in the team etc. This isn't even close to what I want the team to be and I've had enough of this, which has led me to this situation.

From the very start, I always wanted the team to be a small group of high quality streams (not talking about bitrate) of people who care and put effort into their streaming. Since then, a lot of people have disagreed with me, often saying that anyone within the community should be allowed in. This is completely against my vision of the team and it's hard to even care about it, I'm under a lot of stress right now due to rl stuff and it's hard to stay motivated to even respond to applications.

Basically what I'm suggesting is completely starting over, changing the team to be about a small group of high quality streamers. The team would no longer just be about fangames, but rather the community as a whole. This would reduce the size to about 10-15 people. If we don't do this, then I'd be willing to hand over the role of leader or just completely scrapping the idea of a team in the first place. Sorry for getting to the point where I'm basically saying "my way or no way" but it's very hard for me to concentrate on something I don't even have fun with when I'm under a lot of stress.

23
Gameplay & Discussion / Re: Roulette Streaks
« on: January 02, 2017, 07:58:24 AM »
Hello everyone, I've come up with a new skip system to make it a bit more challenging and make beating harder games more rewarding

24
Announcements / Re: The Wannabes auto hosting discussion
« on: November 12, 2016, 05:52:25 PM »
There's a big purge of inactive team members coming, so the autohost spam shouldn't be as ridiculous

25
Gameplay & Discussion / Re: Can anyone get good at avoidances?
« on: November 07, 2016, 06:31:40 PM »
Yeah, pretty much anyone can do fine. I have a below average reaction time (~350ms) yet I can play avoidances without too much issue. My only tip for when you start regressing is taking breaks

26
Announcements / Re: The Wannabes auto hosting discussion
« on: October 27, 2016, 11:33:11 AM »
Hello again, I have not forgotten about this topic, don't worry.

For this to work I'm gonna need a small group (3-4 people) of team managers to deal with applications, inactive members and other similar things.

If you are interested in volunteering for this, let me know!

27
Meet and Greet! / Re: Hey everybody!
« on: October 08, 2016, 07:50:32 AM »
Some players have extensive lists of fangames they personally recommend, you can find them here https://cwpat.me/fangame-intro/

28
Gameplay & Discussion / Re: Post the fangame you just beat!
« on: October 08, 2016, 04:58:18 AM »
2 years after the original crimson needle, crimson needle 2 is finally done •ᴗ•


29
Announcements / Re: The Wannabes auto hosting discussion
« on: September 28, 2016, 10:01:02 PM »
Alright I guess I should've edited the OP earlier instead of expecting people to read through all the posts before posting, my bad!

Anyways, I updated the OP, let me know what you think of the new suggestions

30
Announcements / Re: The Wannabes auto hosting discussion
« on: September 28, 2016, 05:41:39 PM »
Fair enough TJ, I guess discouraging the follower alerts is enough to make those who use it rethink. I personally just have a deep hatred for them and I don't like hosting channels with them. And zebbe, those requirements you listed was basically what I was going for, and there are definitely people who don't live up to those as of right now. Because I basically handle applications on my own, I don't even know if you guys notice when new members are added.

About inactive members, I mostly just mean those who are "dead". If you wanna take a month off streaming, that's fine and you shouldn't feel stressed out about streaming. I don't want anyone to feel forced to stream just because they don't want to be removed. Basically as long as you still "exist" in the community then a removal wouldn't be necessary.

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