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Which kind of game would you prefer ? NEED FEEDBACKS PLEASE;
pleasedelete posted a topic in Theory and Development
Greetings everyone ! I am currently facing a hard decision . I have too storyline I really appreaciate and I would like to make a game out of both of them however , I really cannot which one to start with . This way , I would like you to tell me which one would you prefer : The first one , it involves several characters (around 15) , this will be a visual novel , survival , sci-fi , mystery , point and click game . In this game , people will die and you will have to discover who is the murderer behind each crime in order to execute them to gain something and discover what has mysteriously happened to them . The storyline will have twists and be rather psychological . There will be a point and click interface , you will be able to interact which characters and get to know their backstory . The second , has fewer characters (around 4) , this will be a 2D cute , fantasist , mystery and magic game . In this game , you will have to discover a mystery involving around the main character when she finds out that her crush mysteriously disappears and that people around seem to freeze without even noticing it . There will be many mini games but it will be mainly about sinking for specific items to go through the storyline which will lead to several endings . There are two pictures : the two first pictures shows most of the characters ( I haven't drawn all of them yet) from the first (survival) game idea and the second picture shows an exemple of point and click interface . There two last pictures show two maps from the second (cute) game . -
Greetings creative green people ! Briefly , I have made those two drafts (right below) . And yes those are drafts , they really don't flatter my skills , but it is midnight and I rapidely made those within 3 minutes to have quick feedbacks . Also take in consideration that the drawing was not made diligently either . ( < trying to give myself excuses for this petty , lazy rendering.) Well ! I have made this original character and attempted to pull off the right color scheme for her . Now the issue is that I am really tempted between those two color schemes and cannot choose only one . On the left side , it looks majestic , expressive and somewhat mysterious . I really think dark purple and red looks fine together . On the right side , it looks softer than the other one . It gives a cuter tone and and the character seems a little more shy , pure and monotonous , but cuter ! Really . Both color schemes have their own assets , and while some might want to know this girl's personnality to base their opinion on , I do not want her design's colors to reveal anything about herself . So , which one do you prefer ? Also , I have left a .png picture of this draft if you ever want to show me your own color schemes . If you do , mostly try to included purple , blue or pink colors and shades . I'll be pleased to see your own tastes ! Thank you very much for your consideration ! (DRAFTS AND .PNG PICTURE) :
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So yeah, Maki here! I've been fooling around with my new RPG Maker MV for about 5 days now, and this entry would be my current opinions about it. Well, to say the least is... I actually enjoyed it, although there are still some sour-indescribable-mixed feelings inside me for some of the things. But let's not start from the negative nodes, shall we? First, what I like about MV is its new appearance. Although it felt a bit lonely at times... Well, I also got this feeling the first time I tried Ace after VX, so I think I'd get used to it sooner or later XD And then, there's the enhanced system; I haven't tried mapping as a whole, so I can't say much about the mapping right now (Too busy messing up with the character generator and database XP), but I do like the remade tiles and their new additions though. And the option to take map screenshot is nice... What pulls me into MV so much is the Character Generator, though. I like the new art direction, and how the new actors showcase what can be done with the generator. The face looks more lively than Ace's, which some had said to have "Uncanny Valley" feel. Although there are some things that disappointed me about the chara generator, which I'd say later. The database looks pretty good so far, with some new animations and BGM (Although the BGMs are incomplete... Or is it just me? o.O) I like the generic look of the new icons, it makes them more versatile and fitting for more "modern" RPGs. Also, borders! I actually really like the new art direction of the battlers. Despite it takes time to get adjusted to and some of them looks quite jarring now (Demon, Fanatic and Behemoth's new design comes to mind), I think many of them are still cool. I especially like the Spirits, Skeleton (Dancer), some of the Actors (Finally!) and the Puppet. Even though I still like Ace's edgier design a bit more... The options to use SBS is a neat touch, and makes me want to delve into Side-View more (I'm a Front View main in Ace cuz MegaTen). Oh, and the new bigger resolution makes the game looks better too, which is complemented with the native mouse system, making browsing through the game much easier. Now, for what I don't like... Ugh... First, the DLCyndrome. I know that it's practically been a tradition to release bonus packs for RMs (I still have the Samurai Pack, for example. Good pack, btw~), and I actually got the bonus DLC this time. While many of the resources inside seems fine (Such as the cover art charas), some of them just felt like they're better fitted into the main engine. I know it increases the file size and there are a good number of users getting dizzy of Ace's crowded defaults, but it still feels rather off... And then the speed. MV seems much slower than Ace, and the difference is really showing. There's also the resource loading every time a new project is starting, which of course can get annoying at times. And finally the one I have a rather mixed feelings with, the generator. While I like most part of it, there are some things I felt sad of. First, the lack of dress for females. The Ace generator had options for those, why not in MV? There's no "Glaring" eyes options anymore, which has a good portions of Uncanny Valley atmosphere in it. Back in Ace, I took advantage of the glaring eyes to create creepy characters. Also, no Japanese school uniform? I know that these problems can be get rid of by importing resources, I'm just pointing out some things that the Ace generator had but the MV generator lacks. Also, without green dress and glaring eyes, I cannot port Emily! Final Verdict: If you're thinking of jumping form VX Ace to MV for the "upgrades", then just do it. Those are actually worth it, especially if you are smart with resourcing. Although, it's actually pretty fine to just stay in Ace if you felt enough with Ace. Especially since Ace had some things that MV didn't. I, for one, would still use my Ace in a rather regular basis alongside MV, because the two have their own pluses and minuses. Well, I think that's my review after almost a week fiddling with MV, thanks for reading~
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This thread is to post your unpopular videogame opinions for everyone to see! For example: I don't like *insert critically acclaimed game here* Feel free to comment on each others opinions, as long as you aren't plain insulting them for something they prefer... and now that that's explained, here are some rules: no more than 10 entries per post no insulting each other for no reason because of their opinions..they are just opinions... so without further edo, lets begin!
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I searched the site but found nothing on this. I also searched the web and found nothing of what I was actually wanting. Steam also has mixed reviews, so I want to have a small discussion or hear peoples personal views on this. (If there is a topic, I apologies. My College has crappy search filters, so it may have been blocked out) What I want: Personal opinions is all. I was interested in buying the Luna Engine from Steam, but at £23 ($30) I want to get feedback before I go ahead and buy it (Im making a non-comercial game, and my funds are limited) I have found several images and videos on WHAT the engine can do, but nothing on HOW to do it. I can't find any images of what the engine even looks like, how it works, ect. Steam reviews are mixed. Some found it very easy, others say it's still hard for people without Ruby experience (I'm still learning) and that the provided scripts arent even fully compatible and need manual editing, so I honestly don't know what to think. Is it worth it? Can anyone maybe post a small statement on how the combinations work, maybe even a screenshot or two on how the actual "work area" looks so I know I'm not suddenly ending up with a notepad full of coding? I would love to invest in getting it and making my own HUD's and menus, but I would appreciate all honest feedback (I also found this the most relevant place for this question/discussion, so sorry if it's in the wrong area)
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music Formal Music composer seeking feedback! Also for hire for free!
VestigialNRG posted a topic in Music Room
Hello there everyone, i've posted a few times here and there, but i've never really saught to openly advertise myself or show my face that much, mainly because im somewhat shy. ^^ I want to try to introduce myself without sounding like im bragging...So i think in the only way to do that, so people don't think i'm lying just to make myself look good. So i'm going to screenshot what they say, a picture is worth a thousand words. I'd rather screenshot these, instead of openly saying people say my music is within the AAA Ranks, because then people would automatically assume im an arrogant person with no particular talent and i have an over headed ego... Because AAA is like when Final Fantasy's music was REALLY good, you thought of good video game music and you instantly brought up Final Fantasy. Those times. Here is my soundcloud, where i upload my own video game music. https://soundcloud.com/insydnis This is where i upload my electronica. https://soundcloud.com/djobscure Coming from my own point of view on myself, i don't think im THAT good. xD but hey, as long as the fans are happy with the music then that's all that should really matter right? I have a passion for making music and i love to inspire other musicians! And i'm very linient with the distributions. i will gladly let you use any of it, so long as you give me proper credit! I'll even work for you for FREE (You descide wheather to pay me or not.) I'm just looking for more opinions and possibly feedback and meet and greet new people with interests in music and to introduce myself and meet and talk to people, hopefully make some friends! Thanks for reading all of this -
I'm kinda flitting between several ideas here on how the party will learn new skills. I just wanted to know what you guys prefer, see if it can finally help me make up my mind! So characters can learn temp skills by equipping armor and weapons, however for permanent skills which is better? 1. Just learning them once you reach certain levels. 2. Finding skill books while exploring, that upon reading the character will gain a certain skill. (I'm kinda leaning towards this one more) 3. Buying them from shops. 4. Gain AP in battle and use that to learn new skills. 5. Or getting rid of the temp skills and just have all skills learned permanently via equipment.
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I've decided to create a steampunk themed game as a side project. But I'm stuck on whether to have a female protaganist or a male one. So that got me thinking 'why not both?.' You get to choose what gender to play as. And both characters will have different personalitys, just to make it that bit more different. So is this an idea that you would find interesting in a game?
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Something I was interested in opinions on: How - if at all - do you folks use the field map? Do you use it as it was seemingly intended, for the player to walk around and take paths into the different regions in your game? Did you simply omit it, in favor of starting the player in a more open world type of environment? Do you instead perhaps, use it as a means of "fast travel" for the player? I'm just curious how anyone actually utilizes those features within the engine. Thus far, in my initial experimenting with it, I have simply ignored it, and so far it feels fine - although i'm still very much in the learning/experimenting phase with the software.
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To preface this post, let me say i'm not 100% sure that this is the appropriate forum to post this question into, I was deliberating between here, and the resource thread since I would assume that would be the more common location for the artists to be. In any event, I posted it here, because the other thread seemed more focused on sharing resources specifically, rather than asking about art questions. If this is incorrect, I apologize, and feel free to move the post. I'm currently working in RPG Maker VX Ace. I have been slowly dipping my toes into the pool of creating custom art from the base art that comes with Ace, basic edits, and recolors, that type of thing. I have been using GIMP for all of these, and it has been going fairly well. While checking Steam for sales today, I noticed that there is a piece of software called Game Character Hub on sale, and from what I've read, it is primarily used to create assets for the RPG Maker engine. Has anyone used this before, and would you advise others to use it? There are only a handful of reviews, and I have had great success/feedback from this community, so I figured i'd ask here. What do you all use for drawing? Have you found good success with one of the free software options (GIMP, Paint.NET, etc), or do you swear by photoshop? Would any of the artists here consider software that is so specified for one game engine, or stick with something more universal?
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My game is based off a D&D campaign my Fiancè ran, and we're currently playing a continuation of it. So basically it'll make for a long game. I was thinking I can handle this in two ways. 1: I can basically cut content out, but I feel this may make the game feel quite rushed and leave out character development. 2:Release the game in episodes. (Think like Vacant sky to anyone who's played it) I don't have to worry about rushing, it'll probably cut file size since there won't be as many maps, and since I'm using overlays that soon adds size to the project. I'll decide what to do on what the majority prefer. Do you not mind downloading separate games, if it means for a more fulfilling story? At the moment I think I can get away with about two or three episodes. The first one will be the shortest, not sure how many hours playtime though till I work on it a bit more.
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So I'm working on a game. I would like some opinions.
Overlord posted a topic in Theory and Development
So I have a baseline for a game I've been kind of working on here lately. And I have the very very cliche story written out. And since I suck at a good story and suck at pretty much all creativity I was looking for some creative people here on the forums to help me out a bit with my game's story. All I need are some suggestions to make the story seem better for the players. This can change stuff can change at a moments notice, so just be wary of that. The Story Our story basically begins with a huge tournament that is held every 10 years. The tournament consists of 50 different floors the teams have to go through. Teams consist of 4 people each. In order to complete a level the team has to defeat the monsters that are sent to them in order to proceed to the next level. The tournament has a limit of 100 teams that can enter each tournament. (So spots are limited.) The teams are determined by having them compete against various monsters as an audition while being observed by 3 of the proctors that are there. If 2 out of 3 proctors pass them, they are entered into the tournament. Once 100 teams have been passed. Those teams are tested once more in a dungeon where only 10 teams are estimated to pass out of those 100. (So its a 10% survival rate on average.) Once the teams enter that dungeon they cannot leave. The only way they can leave is by completing it. They either pass, or they die during the dungeon. Once that has happened, the remaining teams are sent to stage 3 of testing where they are tested in various ways until there are only 5 teams remaining. Once the 5 teams have been chosen, they are sent through the 50 floors of the real challenge. At every 10th floor, a guardian exists. In order to proceed to the next tier that team must defeat the guardian. Once they have, they gain access to the next tier of challenges. After all 50 have been completed by a single team. They gain access to the secret 3 floors of the tournament. These 3 floors consist of the strongest monsters ever to have been seen so far. They have been specially bred for fighting and killing through years of research. on floor 53, the true challenge begins, the team must defeat a monster so strong, that even the gods have chosen to keep an eye on it because of its power. Even though it is guarded by some of the strongest humans that exist, there's always the chance it could break loose. The prize for defeating it in combat, is a magic lamp that will grant one wish to the winning team. After the magic lamp has been used, it returns to its true form the evil demon bred for combat, that awaits the team at the end of the tournament. Known as Tiamat, the Demon Lord (Still not sure of that name.). This Demon Lord was bound to the lamp by a powerful genie years ago while it was still young. It seems to be immortal however, due to the fact that once killed it turns into a wish granting lamp. UPDATE I: The characters are one of those teams and they must compete in the 53 floor dungeon. (The game starts after they have already passed the exam and the 100 teams have been weeded down to 5.) UPDATE II: Changed Destroyers name to Tiamat. UPDATE III: Each of the 10 floors of the dungeon, are held in different locations with different themes. Upon beating the guardian of the tower, he will give you the location to the next tower where the next 10 floors are held. My game also takes place on floating islands where the only way to travel between them is via the powered magic circles that teleports the user to the island across from the teleporter. The 3 secret floors are held in an underground area separate from the other 5 towers. Each tower also has unique puzzles, enemies, etc... Exclusive to that tower. UPDATE IV: Added some lore background to Tiamat. That's all I have for now. I would love some any suggestions/feedback for this. Thank you for your time!- 15 replies
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I am making a small 1 - 2 hour game with a single world map. As of now, I'm undecided on what kind of Battle system to use. What kind of Battle system do you think compliments a small game with a single 50 x 50 world map, Where almost all the events take place on the world map ? About the Game : The game will have lots of frequent encounters and is mostly a "Hack n Slash" kind of game, Which focuses more on battles and flashy Skills than an actual Story-line & Quests. There will be no monsters on the map, except elite Monsters & bosses. Monster encounters will happen randomly in particular areas of the map, depending on the terrain. The game will have 2 playable characters (Can select from a Group of 4). What I need help / suggestion with : Deciding on a Battle System, I am considering either Side Battle system or Frontal Battle system. Which Battle system would you prefer and why ? All suggestions, regarding the Battle System options are welcome ! Side Battle System [Galv's Animated Battlers] Frontal Battle System : [CP's Battle Engine]
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Minecraft is a sandbox game with lots of things to do. I was going to say unlimited but that isn't the fact as that is truly not possible. And don't say no because I have a list ready to prove you wrong. In the beginning, I never knew what this Minecraft was. In fact, I disliked all the videos popping up and my friend contently talking about it. One day, I made a decision to take a try at it... So I bought it. I know, what a weak soul I have... Or do I? Really, what you see in the game is what you get. You, well I, start off in a newly generated world and there you go. No goals, no story, just your imagination. Unfortunately my imagination was much at that time since I had no idea how to build a crafting table at that time. But I'm guessing that's what most/some people had trouble with is: where to start. Me, I died a couple of times and finally watched a video tutorial. After which I learned recipes from my friends and later leading to the wiki itself (minecraft.wikia.com). The design is not the greatest. I guess when you move far away it doesn't look half bad. But some do prefer the low detail work (not to mention the fact it has to generate every block out there... So I guess you win that round). I haven't played for years and years, the only pinpoint I can remember is the texture of the gravel being changed. So around there is where I started my experiences. Is it fun? Is drawing on paper fun? The answer to both is yes. Of course a game where you can let your imagination go free is fun. Building anything you can with the resources is suppose to be. Does it stay fun? But of course! When you get into the survival aspect, you need to dig underground to obtain material that is need. After that I guess you could try out some servers that offer different gamemodes built by mods. Once you're done that, I think you'll head on the path of trying out the mods you find on the Internet. After that.... Well, TNT everything and try to make yourself crash. That's always fun. But seriously, there are limitation which I disliked. Even though it was necessary, I for one, think it's stupid. The big one I'm talking about is Bedrock. A block that cannot be destroyed in survival and limits you from going further down. Basically the game tells you that you are going to far and nothing else is down there. What I would of wanted was a way to get to the nether. That would of been cool. And once you tried the mods, there really isn't much to do anymore. Unless you're with friends, all you can do is know how to get wood, know how to get resources fast, and know where to mine diamonds (a big part of the game... Not really). Afterwards you enchant with the levels you gained and.... That's about it. Though maybe I'm expecting much since technology cannot go as far as the imagination can. High expectation for a java based game? I think so. But this is on the lines of addiction really. I mean, there are so many people out there that play Minecraft for fun... AFTER MANY HOURS!? It's fun in the short run, but after you've tried everything... What else is there to try? I actually found this game boring in less then a year. I'll play it maybe when some friends are on, but I won't be able to capture that "first time" experience again. In the end, I think the company did well for developing a game I see on the front pages of youtube. How far can it go from there? I'm going to say far but it's going to take a long time since the current users only pay one-time and depends on how many people they'll gain from here on. Unless they add their own mods at a price. Quote me on that! 6/10