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Messages - ICLHStudios

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Chit-Chat / Help naming a fantasy race
« on: March 13, 2013, 03:32:13 am »
I've got this fantasy world building project I've been working on for the past couple years, and am almost done with my first story set in it (it's a comic, not a game, although there will be games set in this world).

I've got a small dilemma though, throughout the first couple eras there are three sapient species in the world, in the common tongue they are the Vaalnier (lit. Children of the Light) who in English I call "Lightlings", the Saknier (Children of the Tree) I call "Treeborn", and the Crynier (Children of the Grass) for whom I don't have an English name.

I'm looking for suggestions as to what I can call them as the "Children of x" is a bit cumbersome, I don't want to have them be the only species with an untranslated name (although if I can't find a suitable translated name that's what I'll do), I don't want to reuse suffixes (I also have reserved "kind" as a suffix for a race that shows up in later ages), and I want their English name to have something to do with their untranslated one (the grass thing has to do with both their origins and their main habitat).

How new does it have to be? Could I use a game that's been in development for a while but isn't finished yet? Even if demos or such have already been published?

Game Ideas / Re: What type of jobs would there be in a town?
« on: February 26, 2013, 11:11:03 am »
If you're making a medievil RPG, here's a pretty comprehensive list:

Chit-Chat / Re: Pokemon
« on: February 23, 2013, 04:23:48 pm »
I'd love to join, I can help with art and design.

Game Ideas / Re: New game code by me. AKA Game test.
« on: February 21, 2013, 10:28:36 pm »
To make the jumping feel less floaty, just make it so that how long you hold the jump button affects how high you jump.

Increasing the walking speed should be no problem at all, but the super speed when going uphill and the slow falling when pressed against a wall might be a little more difficult to fix. Try playing around with anything that seems to affect it; it might help you figure out exactly what's going wrong.

Game Ideas / Re: How is this platformer test so far?
« on: February 14, 2013, 11:47:18 pm »
You really need to speed it up, all the movement is way too slow.

Game Ideas / Re: Exampleman
« on: February 13, 2013, 02:54:21 pm »
I've done a little work on stuff for the game (although most of the it will have to wait until I've finished Blop) so here's an early version of a walk cycle:

And these are the 3 basic enemy types:

The round type is regular, the square is armored and immune to jumps, and the triangle is sharp and hurts to jump on.

And here is a cloud, eventually it'll have this cool animation where it's all orbiting and stuff:

Chit-Chat / Re: Where. Are you from ?
« on: February 12, 2013, 09:12:54 pm »
Who says it's political? Texas is just too hot, better to go somewhere with nice weather like North Dakota.

Chit-Chat / Re: Where. Are you from ?
« on: February 12, 2013, 03:20:07 am »
Illinois, USA.

I'm going to pretend that by "home language" you mean homemade language, so:
Drnay tihp uhmaak sahkta, chayl vlorn tihp sehn.

Game Ideas / Re: Exampleman
« on: February 08, 2013, 10:48:58 pm »
Oh, and don't get rid of the run button. Been holding it down so long it might feel weird if we take it off now. :P

Yeah, well there's no harm in keeping it most of the time, but once you have another button in play (like an attack button for instance) it starts to clutter things up and can detract from the rest of the game.

On the other hand one good use for it is that by giving the player control over their speed, you trick them into feeling faster than they would if they automatically ran the whole time.

By the way, since you got me thinking... a switch between running and walking could actually be facilitated well if you went with "realistic" jumping (like what you showed at the bottom of that one pic). Where precision landing is necessary, you would have to jump with the right speed to land on a small platform perhaps. Making that into a fluid game mechanice, of course, could be another issue altogether though. Eh, it makes you think though, doesn't it?

I once saw a trailer for a game (I wish I could remember what it was called, it was some indie platformer that reminded me a bit of La-Mulana) that used 2 jump buttons, a high jump and a long jump, to give more depth to it's realistic style jumping, combining all that with the run/walk thing could give you a lot of interesting gameplay options.

Game Ideas / Re: Exampleman
« on: February 08, 2013, 09:11:26 pm »
So I'm not sure: Are you looking to make a bonafide gamer experience or something more of an elaboration and display of what games can, should, or will do? ... And I am not sure it could effectively accomplish both if that's what you were going for.

I actually had the idea floating around for a while but was stuck over that very thing; and I think I've found a balance that works well. Right now I'm shooting for something where the design observations are a sort of framing mechanism for gameplay segments that explore them.

To use the ‘run button’ example I mentioned earlier, I found that most games that use one (Mario, Super Meat Boy, Donkey Kong Country, etc) are really best played by never letting go of the run button, it tends to be harder to switch between running and walking than to just get used to running all the time. In all the games using this mechanic I've played I could probably count on one hand the times it was significantly easier to switch from running back to walking, and most of them are individual obstacles from Super Meat Boy.

So I’d introduce the mechanic of holding a button to run, then give the player a platforming segment that would utilize the run button, followed by one that doesn’t need it at all. I’d try to do it in a way that showed the player that except for a few very specific instances, it doesn’t really matter whether or not they run (and in many cases, running is easier), so why not just save the player having to hold a button the whole time and just make the running speed the default?

I don’t know if that helps, but until I can get some sort of demo, it’s probably the best explanation I can give.

As for

but then you said something about catching the eye of other gamers as if it could become a great gamer experience.

I’m really just hoping that it’s going to be a unique experience that you can’t really get anywhere else, that will help people greater appreciate good game design wherever they find it, and since that’s the kind of thing that indie gaming fans often rally around, I might have a real chance at it.

Game Ideas / Exampleman
« on: February 08, 2013, 02:34:56 pm »
A while ago I created this character named Exampleman; in pictures and diagrams he would demonstrate concepts that I talked about (mostly in my almost-never-updated blog). So I decided that it’s high time he get himself a game.

Here is an example of him demonstrating standard platformer jump mechanics:

And then showing how these "unrealistic" jumping mechanics can actually be MORE realistic than the "realistic" ones (no changing direction or jump height mid-air):

Exampleman will, through constantly changing gameplay, demonstrate various game design elements and concepts such as the above. For example, when I talk about the classic “Run” button for instance (its uselessness as a gameplay mechanic and usefulness as a player placating mechanic), he will suddenly have one; and that section will be designed to show the possible design moments that arise or are shot down by that particular mechanic.

Each level discusses different ideas about a design topic. The second world, for example, is all about platformers. One level will be about jumping mechanics, showing how slight changes to the jump mechanics change the feel of the game, how the kinds of challenges are expanded or limited based on how jumping works, different potential ways to do jump mechanics, etc. While another level in the same world will be about the versatility of the 2D platformer as a base system of gameplay, how it fits with and affects different genres of gameplay, the limitations of what can be done in it, how to use it as a cohesive connector for vastly different gameplay elements, etc.

At various points the game will delve into subjects like RPGs and RPG elements, grinding and leveling, bosses, sudden shifts in gameplay style, enemy design, level design, what makes a game fun, storytelling, choice, game balance, health systems, and more.

My ultimate goal for Exampleman is to try to get it greenlit on Steam, I think the concept is the kind that might have a real chance to catch the eye of the indie gaming community, and Exampleman's simple look could potentially become pretty iconic. I can probably handle making the game myself, but in the interest of quality and time I would be very, very interested in a good programmer to work with.

Probably not. You simply cannot match the precision of real buttons on a touchscreen, you can't tell by feel if you're touching the button correctly, and it's much harder to tell exactly when the button 'clicks' which is absolutely imperative in a game like SMB.

If you made the game much, much, more forgiving in terms of precision you might get away with making a game in the same gameplay style, but you'd have to have pretty much the best touchscreen directional buttons ever made, and even then it wouldn't be on the same level as most SMB style indie platformers.

Precise "Button" style controls are not a strength of iOS, so I'd recommend not trying to create games for it that are built on them. You can make brutally hardcore games, that do for gamers what SMB does, you just can't make them using "traditional" controls on a touchscreen based system.

Windows / Mac / Flash / HTML5 / Re: Blop Demo
« on: January 28, 2013, 09:55:45 am »
I reached the area where there is a save spot, an enemy, and a long pit below with the 4+ breakable walls. My HP was low and basically I was stuck there. Spawn, get hit, bleed out and repsawn. All in a couple of seconds.

I've updated it to fix the checkpoint system. You can now revert to the last checkpoint by pressing 'R' or to any of the previous 3 plus the beginning by holding 'R' and using the arrow keys.

I also added a couple more tutorial blurbs.

Windows / Mac / Flash / HTML5 / Re: Blop Demo
« on: January 28, 2013, 04:43:38 am »
I got rid of that print command and added a couple more health gems/pools (though I'm still having problems with the gems not respawning correctly after reloading).

That jump over the red blocks requires a bit of a 'running' start and while there's not much room for one, there is enough.

Thanks for the feedback though, I'm still figuring out how this health system should affect level design and how level design affects the health.

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