Okay I'm giving it up. Not giving up making games but giving up on RPG Maker.
It' a fantastic application that you can make some really brilliant games but I'm just not feeling it. My passion isn't making clones of Final Fantasy 6. I really want to spread my wings creatively and create something I really want to play.
I have had some good experiences with RPG Maker. I have learnt how to make a game which was quite an achievement for me. I love my game Sorrow Moor which was my first proper game.
However the length of time it takes to make a really good game is quite long and it isn't what I quite wanted so felt like I could have spent my time better else where.
So one copy of Gamemaker later I'll be banging out clones of Flappy Bird like there is no tomorrow.
I have a few ideas that I want to toss around so will hopefully make some good content.
Happy gaming!
Game Prattle
Monday, 10 February 2014
Monday, 20 January 2014
XBoned
So I rush home on launch day. Brand new X-Box One clutched in my grubby little paws. I tear it open like a kid on Christmas Day and get it connected following the meagre instructions. I go to turn it on.
Nothing.
I double check everything.
Still nothing.
An hour of fiddling and going onto the Microsoft Support forums it turns out my X-Bone was one of the many units that didn't work.
So I spent all weekend trying to get through to the customer support to no avail. It got to Monday and I had to take it back and go hunting into town to get another. Luckily I managed to get another Day One edition but I had still lost a weekend that I had booked off to play my £420 new console.
Even with a working system things aren't perfect. Features are nowhere to be seen, the UI is terrible and counter intuitive and previous features such as the X-Box guide have been taken out.
Games aren't working (Battlefield 3 I'm looking at you) and updates cripple games so they are unplayable.
I didn't play this amount to not be able to play my console.
Microsoft has really let me down. I wish I had just got a Wii U and a load of quality games instead of a broken X-Box One.
Okay I know in two years time the system will be great and all the features will but this bodged launch has really burnt me on day one console releases.
Well until the next one!
Nothing.
I double check everything.
Still nothing.
An hour of fiddling and going onto the Microsoft Support forums it turns out my X-Bone was one of the many units that didn't work.
So I spent all weekend trying to get through to the customer support to no avail. It got to Monday and I had to take it back and go hunting into town to get another. Luckily I managed to get another Day One edition but I had still lost a weekend that I had booked off to play my £420 new console.
Even with a working system things aren't perfect. Features are nowhere to be seen, the UI is terrible and counter intuitive and previous features such as the X-Box guide have been taken out.
Games aren't working (Battlefield 3 I'm looking at you) and updates cripple games so they are unplayable.
I didn't play this amount to not be able to play my console.
Microsoft has really let me down. I wish I had just got a Wii U and a load of quality games instead of a broken X-Box One.
Okay I know in two years time the system will be great and all the features will but this bodged launch has really burnt me on day one console releases.
Well until the next one!
Monday, 16 September 2013
Brief Affair
My brand new project has been started. I feel good about it. It's good looking. It's different. It's fun. It takes ages to make.....
I've got into it but my initial enthusiasm has waned and progress has slowed. Not halt but not going at a rate of knots. I got the seven year itch. I was a little bored so I looked elsewhere for thrills.
I looked into my ideas pad and saw a wild concept for a quick game I could make in RPG Maker VX Ace so I thought I'd knock it out in a month. I don't want to abandon my current project because I really like the whole thing so I had some brief rules:
1. No custom graphics.
2. Stick to original number of scenes.
3. Keep it mega simple.
4. Development must be done in a month.
If I stick to these rules I'll have another game in the portfolio and I will hopefully go back to my original project refreshed and full of enthusiasm..
Here's hoping!
I've got into it but my initial enthusiasm has waned and progress has slowed. Not halt but not going at a rate of knots. I got the seven year itch. I was a little bored so I looked elsewhere for thrills.
I looked into my ideas pad and saw a wild concept for a quick game I could make in RPG Maker VX Ace so I thought I'd knock it out in a month. I don't want to abandon my current project because I really like the whole thing so I had some brief rules:
1. No custom graphics.
2. Stick to original number of scenes.
3. Keep it mega simple.
4. Development must be done in a month.
If I stick to these rules I'll have another game in the portfolio and I will hopefully go back to my original project refreshed and full of enthusiasm..
Here's hoping!
Sunday, 28 July 2013
Ohhh... So that's why we backup.
Cherished family pictures and videos vanished into thin air. Programs deleted and music gone. Months and months of work wasted. Most sickeningly three months of development on my latest game all dead.
All because of a piece of malware.
Cheers virus creators, you have cost me dear. One stinking virus was all it took and I had to reset my PC to factory settings. I was an idiot and hadn't backed up for months. So goodbye hard work.
I hadn't just lost all my work on my current game but all the other assets from other games, half created games which I was going to come back to and loads of original art and music. Not just tangible assets but things like saved bookmarks and articles.
"That's it" I thought "To hell with it. No more development for me."
A few weeks later and I still had ideas floating around in my head. Really good ideas.
I dug out my old email and got a copy of RPG Maker VX Ace and got right back into it.
GIMP is still as difficult and amazing to use as it was and I was soon banging through new art.
So I'm back on the development pony making a game which is loosely an RPG version of Zone Of The Enders (very loosely). I'm mixing stock art with original graphics to make the development a little easier and have finally nailed how to do good cut scenes.
So after a big set back I'm developing again.
And this time I will definitely definitely backup.....
All because of a piece of malware.
Cheers virus creators, you have cost me dear. One stinking virus was all it took and I had to reset my PC to factory settings. I was an idiot and hadn't backed up for months. So goodbye hard work.
I hadn't just lost all my work on my current game but all the other assets from other games, half created games which I was going to come back to and loads of original art and music. Not just tangible assets but things like saved bookmarks and articles.
"That's it" I thought "To hell with it. No more development for me."
A few weeks later and I still had ideas floating around in my head. Really good ideas.
I dug out my old email and got a copy of RPG Maker VX Ace and got right back into it.
GIMP is still as difficult and amazing to use as it was and I was soon banging through new art.
So I'm back on the development pony making a game which is loosely an RPG version of Zone Of The Enders (very loosely). I'm mixing stock art with original graphics to make the development a little easier and have finally nailed how to do good cut scenes.
So after a big set back I'm developing again.
And this time I will definitely definitely backup.....
Saturday, 11 May 2013
Beautification!
I posted up my third game profile called Crayon Country on rpgmaker.net today. I've gone for a different art style as I wanted to make sure all my games are different to other games created in RPG Maker VX Ace.
I was inspired by all the doodles we used to do at school, drawing assault courses for each other when we should have really been doing work. I wanted the game to look like it was scribbled on a notepad. It's very simple looking but hopefully not too monotonous.
On the game profile I posted some screen-shots of the Crayon Country levels which I have already created. I had some feedback from a user called Deckiller (who is the manager of rpgmaker.net). He said that the game lacked a few details and needed some more random items and such.
So I went on a beautifying spree. I went back through my old tile-sets and re-jigged some graphics. I put in random details and some much better graphics to what I had created before. It took a few hours but it looks much, much better now.
So to summarise:
1. Feedback is good.
2. Details are easy.
I wanted to make a longer game than my previous two games and be a little bit more in depth game-play wise. I want to have three main quest dungeons around a city hub.I really like the concept of this game and I'm really excited about this.
Oh and the name Crayon Country is a throwback to one of my favourite games Donkey Kong Country!
I was inspired by all the doodles we used to do at school, drawing assault courses for each other when we should have really been doing work. I wanted the game to look like it was scribbled on a notepad. It's very simple looking but hopefully not too monotonous.
On the game profile I posted some screen-shots of the Crayon Country levels which I have already created. I had some feedback from a user called Deckiller (who is the manager of rpgmaker.net). He said that the game lacked a few details and needed some more random items and such.
So I went on a beautifying spree. I went back through my old tile-sets and re-jigged some graphics. I put in random details and some much better graphics to what I had created before. It took a few hours but it looks much, much better now.
So to summarise:
1. Feedback is good.
2. Details are easy.
I wanted to make a longer game than my previous two games and be a little bit more in depth game-play wise. I want to have three main quest dungeons around a city hub.I really like the concept of this game and I'm really excited about this.
Oh and the name Crayon Country is a throwback to one of my favourite games Donkey Kong Country!
Friday, 5 April 2013
Enthusiasm!
Yay! New project!
Yay! A million and one ideas!
Yay! Great new artistic direction!
Two weeks later:
BOO!
I've started a new project based on 8-bit graphics and sounds and wanted to do something a little different to most of the things that are on http://rpgmaker.net. Now most of the stuff is awesome and there are some really talented guys and girls on there, but I really want my games to be something that people don't think was made in a SDK.
So I cracked on. I didn't want to be too ambitious and go for an epic length but try and keep it modest and simple. The graphics were fun to do and looked quite good. I even learnt a bit of scripting.
Then the wheels fell off.
I wasn't engaged with the project and I was very much in the mood of "get it done" rather than making it brilliant. With other games I have worked on the final furlong was easier because I wanted to get on to a fresh project with brilliant new ideas. However now I just want to put things to bed. However I am nearly there and all I have to do is I have a bit of tweaking and some final sounds to make (I wanted to create the music myself).
Maybe things were a little unambitious and I leaped into the project without having a fully realised world in my head before I started.
Oh well lessons learnt. More planning is needed! I'll get the paper and pens out.
Cue a blog post in the future about how my next project was far too big and ambitious!
On a more positive note I did all the music in the Pluseboy music tool.
Find it at http://www.pulseboy.com/.
It's great!
Yay! A million and one ideas!
Yay! Great new artistic direction!
Two weeks later:
BOO!
I've started a new project based on 8-bit graphics and sounds and wanted to do something a little different to most of the things that are on http://rpgmaker.net. Now most of the stuff is awesome and there are some really talented guys and girls on there, but I really want my games to be something that people don't think was made in a SDK.
So I cracked on. I didn't want to be too ambitious and go for an epic length but try and keep it modest and simple. The graphics were fun to do and looked quite good. I even learnt a bit of scripting.
Then the wheels fell off.
I wasn't engaged with the project and I was very much in the mood of "get it done" rather than making it brilliant. With other games I have worked on the final furlong was easier because I wanted to get on to a fresh project with brilliant new ideas. However now I just want to put things to bed. However I am nearly there and all I have to do is I have a bit of tweaking and some final sounds to make (I wanted to create the music myself).
Maybe things were a little unambitious and I leaped into the project without having a fully realised world in my head before I started.
Oh well lessons learnt. More planning is needed! I'll get the paper and pens out.
Cue a blog post in the future about how my next project was far too big and ambitious!
On a more positive note I did all the music in the Pluseboy music tool.
Find it at http://www.pulseboy.com/.
It's great!
Friday, 22 March 2013
Time to light a cigar....
So I finally finished my first proper game. It is called Sorrow
Moor and is now online at http://rpgmaker.net/games/4855/
It is now completed with a few rough edges. I didn’t have
time to do my own music so the music is
standard RPG Maker VX Ace fare. I created some music and effects but felt that
they weren't up to scratch so decided to pick music that fitted in with the
tone of the game.
The graphics were all created by me. I went for completely custom graphics with a
distinct art style. I wanted the graphics to look like they were drawing in a
journal or story book, this is why I went for a monochromatic style. Some of
the graphics are completely new and others are altered versions of the standard
RPG Maker VX Ace assets. Altering
the graphics that came with RPG Maker VX ACE took a lot longer than I thought
it would.
I didn’t do any scripting as I am a little shaky with using
ruby. This kept things quite simple but learning how to use scripts is something
I really need to do. This also meant that I needed to be creative with some of
the technical aspects such as the credits.
I felt that the length was okay. It takes between thirty
minutes and an hour depending how well you know the game. The game is quite
linear which really helped from a design perspective as well as keeping the
events simple to deal with.
I’m quite proud of Sorrow Moor. I’ve learned a lot of valuable
lessons and can’t wait to get cracking on my next game!
Subscribe to:
Comments (Atom)