But yea all that looks quite messy and hard to maintain. If you are considering using a different language, then I would recommend Javascript. The language itself is relatively easy to learn and gives you a lot more features than you will currently have available to you with what you are using. You can manipulate graphics with a HTML canvas or with a framework like Pixi.js.
You seem to have atleast a basic understanding of programming concepts, so I think you could do it without much trouble.
You will learn a lot from it and you will gain a better understanding of how the guts of games work. It also makes your game much more accessible to potential players, which is what I assume you want?
I'm still not sure how the 3D fits in to your game. Are the character heads actual 3D models in the game or 2D renderings of 3D models?
Is the game 2D or 3D (or both)? From the screenshots on the main thread, everything looks like 2D graphics.
Those other complicated languages may seem offputting, but it is well worth learning how they work. Object orientation is so valuable, it will make your work a lot easier. I don't know what your code looks like, but I imagine you have a lot of duplicate code used in each screen area.
Can you think of an example of a game that is similar to what you are doing?
Got to say, choosing a username like yours will likely put off some people from wanting to work with you when they see it. It might just be a username on some internet forum, but it is your representation on the internet and how others will percieve you.
I've looked at the project on JGO and it seems promising. The 'No one would want to walk that far' comments being made I can understand, but I wouldn't think too much of them. The thing is I can't think of any other completed game that does this, so if you manage to get the game to a 'Release' state, you will have a good USP to use for attracting players (and artists) to the world itself.
But to get a better idea of what those people are saying, I challenge you to play Realm of the Mad God, and do a whole lap around any of the maps. Even with the randomly generated events/quests and such that you will run into, you will get an idea of how quickly doing the same thing gets boring.
A note about some of the planned features. There must be design considerations for every piece of gameplay you add. If you just throw stuff in there 'Coz it sounds cool', you will end up with a Frankenstein's monster of a game. If creating these kinds of games is what you really want to do, and to more of a professional standard, I would strongly recommend reading Designing Virtual Worlds by Richard Bartle (the guy who essentially created the genre we now know as MMO), it is essential reading on this subject.
I don't see a GDD for the project anywhere, which is a requirement for any project I work on, whether it is my own or another's. "By failing to prepare, you are preparing to fail." ~Benjamin Franklin
A lot of artists who are willing to do anything for free will want to be sure their hard work won't end up in the bin due to a mothballed project. Provide more proof and assurance the project will reach fruition and you will attract queues of artists wanting to help out.
Captures the retro/arcade feel very well. Sounds generic enough to fit into a lot of different types of arcade style games. I would like to see what you would do for more specific genres.
Wow I didn't mean post a wall of code lol
But yea all that looks quite messy and hard to maintain. If you are considering using a different language, then I would recommend Javascript. The language itself is relatively easy to learn and gives you a lot more features than you will currently have available to you with what you are using. You can manipulate graphics with a HTML canvas or with a framework like Pixi.js.
You seem to have atleast a basic understanding of programming concepts, so I think you could do it without much trouble.
You will learn a lot from it and you will gain a better understanding of how the guts of games work. It also makes your game much more accessible to potential players, which is what I assume you want?
I'm still not sure how the 3D fits in to your game. Are the character heads actual 3D models in the game or 2D renderings of 3D models?
Is the game 2D or 3D (or both)? From the screenshots on the main thread, everything looks like 2D graphics.
Those other complicated languages may seem offputting, but it is well worth learning how they work. Object orientation is so valuable, it will make your work a lot easier. I don't know what your code looks like, but I imagine you have a lot of duplicate code used in each screen area.
Can you think of an example of a game that is similar to what you are doing?
Why are you doing this whole thing with batch? There are other things you could use that would allow you to be much more productive.
Are you aware of the excessive empty space after your posts?
I don't see any music by you. A link to play the game would help you get feedback.
Got to say, choosing a username like yours will likely put off some people from wanting to work with you when they see it. It might just be a username on some internet forum, but it is your representation on the internet and how others will percieve you.
I've looked at the project on JGO and it seems promising. The 'No one would want to walk that far' comments being made I can understand, but I wouldn't think too much of them. The thing is I can't think of any other completed game that does this, so if you manage to get the game to a 'Release' state, you will have a good USP to use for attracting players (and artists) to the world itself.
But to get a better idea of what those people are saying, I challenge you to play Realm of the Mad God, and do a whole lap around any of the maps. Even with the randomly generated events/quests and such that you will run into, you will get an idea of how quickly doing the same thing gets boring.
A note about some of the planned features. There must be design considerations for every piece of gameplay you add. If you just throw stuff in there 'Coz it sounds cool', you will end up with a Frankenstein's monster of a game. If creating these kinds of games is what you really want to do, and to more of a professional standard, I would strongly recommend reading Designing Virtual Worlds by Richard Bartle (the guy who essentially created the genre we now know as MMO), it is essential reading on this subject.
I don't see a GDD for the project anywhere, which is a requirement for any project I work on, whether it is my own or another's. "By failing to prepare, you are preparing to fail." ~Benjamin Franklin
A lot of artists who are willing to do anything for free will want to be sure their hard work won't end up in the bin due to a mothballed project. Provide more proof and assurance the project will reach fruition and you will attract queues of artists wanting to help out.
Captures the retro/arcade feel very well. Sounds generic enough to fit into a lot of different types of arcade style games. I would like to see what you would do for more specific genres.
What did you use for it?
I like these. What did you use to make these? Any particular techniques?
You lost me at 'MMO'.
Why didn't the game get finished? =o
Are there any other resources to go with this?
I'm using your tileset a lot in a game I'm making. I've used your stone HUD too.
http://thecompanions.net/Fatebound/index.html
There are a few different tiles that I have added to the set, that use some parts from http://opengameart.org/content/liberated-pixel-cup-lpc-base-assets-sprit....
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