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GermanyXItaly1000

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Everything posted by GermanyXItaly1000

  1. I did manage to upgrade a few things, but it's certain I spent a lot longer in that game than I was supposed to. I was putting off other things that I usually don't :P So that's how you know you did a good job reeling me in. That sounds interesting, and I would be ecstatic to see the full version. There will be a lot more to say about that mode in the future, when it's at its best. Hopefully then I'll be able to pay for a copy of my own.
  2. Game Title: Mine Clicker Submitter/Developer: Polraudio Estimated time in game: 8-Unlimited Hours Engine used to create game: Unity NOTES: It should be noted that this game is only an ALPHA version and is not a complete game. When I first opened this up, I expected it a Minecraft-style "mining simulator". With the abundance of ridiculous games lately, commercial products like Grass Simulator (don't ask me why or how anyone could make a conscious decision to make something like that cost actual money) have lowered my expectations for Unity games. I should probably not feel this way. But when you try so many games and find constant disappointment, you begin to automatically expect it. When I launched Mine Clicker I was surprised. Simple 2D graphics sprawled across the title... simple, not anything grand. It pitched two future modes that you can play in, which I will cover in the post later... I selected a level and was unexpectedly greeted by grey screens and text--and my first impression was "This is not a game." No 3D graphics? No running around like a lunatic and scrounging around for items? Not even anything remotely similar to Minecraft. It was perplexing. (Later I realised that the description said clicker game, and I'm an idiot. I'm not familiar with these words.) "That's a lot of information" was what I thought as I stared at the enigma that is Mine Clicker. Like I said... Grey screen (with some interesting lightning bug effects in the background that makes it a little more alive, something I'd be glad for later) and white text. At first glance, I disliked it. But the text, though it seems a lot at first, is purely instructional. Easy to read, understand, and apply to the game... though I did still dislike the sudden change from story-based RPG to something that seemed not so much a game as a "click your mouse as fast and long as you can" simulator. For the last thirty minutes I've been preparing a rant about this game. How it preys on how the sheer satisfaction of clicking and seeing numbers rise. The way it takes advantage of just how much people like to click all the long, damn day. How story-less it is, and how mindless. I would compare it to games like Candy Crush or Cookie Clicker. In fact, it does have some similar functions to the latter, where you can get the game to do some of the clicking for you as well. But I realised in the end that clicker games offer very little in the ways of story and plot in the first place. And this type of game is designed to be addicting. The more it draws you in to its hours of clicking, the better. If it doesn't make you addicted, then it's not much of a clicker game. At the end, I clocked in with 55 minutes and 7 seconds of playing. And I had to actually force myself away from the computer. I spent about half an hour preparing in my head the angry rant about this game and how the damn clicking is all there is to it, but in the end the clicking is what matters. I'd say I absolutely hate this game, but this thread is supposed to advocate complete honesty. So the only thing I can say that I truly hate about this game is that I like it. Congrats, Pol. You've earnt my rage/mild-respect for eternity. But that's not all I have to say about this game. Within a few minutes of playing, I found myself more fascinated than skeptical of the idea of a game like Mine Clicker. It's not so much Candy Crush or Cookie Clicker, as it demands some attention to not only how much you've clicked, but also to spending. The game does like to prey on the fact of how much a cheapskate I am. You can earn money by selling what you mine, and you can hire people with the money you make. Simple, but something different and promising. Now, for the future of this game. As stated, this game is an ALPHA. There's still much to be developed, seen, and played, and I'll try to keep a short description here. The game pitches two modes: Classic and Management. Classic is your typical clicker game. But the one I'm really interested in is Management. If what the Alpha offered is a watered-down yet engaging simulation of "make money and pay by just clicking a lot", then Management is probably going to be "put yourself in the shoes of a real life mining company CEO (by also clicking a lot)". If what I'm correctly understanding what I'm reading, you have to actual handle workers. Not only do some of the work yourself, but watch over a group of others who will in turn do work for you. That's the part that's got me piqued. Although not added into the game yet, the idea is an interesting and different way to make a clicker game, and it offers a lot more of an experience than just sitting at your iPad and tapping on a pixelated cookie a billion times for hours on end. Now, here's for the part where I sit and tear the game apart piece by piece. Or at least attempt to, because this game type is not exactly my thing. But I'll do my best. It's not that much of an experience. I could sit through in one sitting and be done with it, although that sitting may be 4+ hours. But that's completely understood, as this is an alpha... and that's what a clicker is supposed to be anyway. But I feel like much more can be done to make it a better and more engaging experience. I'd like to see more done with it in the future, and I know Pol has a lot planned. It's mindless and uninteresting when you reach a certain point. Again, this is an alpha, and Pol has more planned. But I hope that there can be more realistic or complicated things mixed into the gameplay, especially in Management mode. I'm not sure what could be put in to enhance the experience, as I'm not familiar with this type of game. Things like taxes and budgeting crossed my mind, but I honestly have no idea how that would work in what you're making. It doesn't have to be exactly that, but something along those lines that would add a little kick into the game and maybe get the player's brain to work a little, but allow them to have fun. I may just be nitpicking, but those sound effects get on my nerves. Not often, but as Kitsuki says, I can get slightly salty sometimes. Clicking for 55 minutes straight with the same repeated sound effects is a little much for a person like me. That being said, I'm a music-nut who likes things like classical pieces too much for his own good. But a little background music, perhaps simpler to fit the mood of the game, would be nice to throw in. Something soothing and unobtrusive, maybe just once in a while, that doesn't grind someone's nerves if they have to hear it for hours. That being said, this game is an alpha. Furthermore I'm not experienced with these types of games and cannot give a lot of input like others might be able to. So this is basically just the review and opinion a player and the audience of the game... which is useful as well, I guess. I think I have a lot more to say, but that's most of what I can think of off the top of my head. I would definitely recommend giving Mine Clicker a go if clicker games are your thing, or if you're looking for something new to do and wouldn't be opposed to giving Pol's game a go. I would buy this game in the future and probably will. Not now because I don't exactly have the means, but I would definitely pay to have a copy of what this game could be. That wraps up Mine Clicker. The clicker experience that left my interest piqued, but also left me furious because I actually enjoyed it for all of those 55 minutes. And most of me still doesn't know why. ~Naoto
  3. I did mention I would look at any games, but I put "story progression" in the things I would mention, I should remove that. :P Looking at this, it actually seems interesting. I haven't played many Unity games lately (I tend to avoid those with the number of strange simulator games coming out lately). I know there are some good ones. So I'd like to give it a try. Pardon if I'm not good at critiquing it, as I'm not used to critiquing games that don't centralise around story and plot.
  4. Although I see Omar has already does something like this, I thought it would be fun to do one as well. Since returning to GDU, I want to do something to contribute to the community again, so I'd like to play other peoples' games and give feedback. Like Omar's I will do either demos or full games. My goal is to help the developer, so I don't mind whether it's unfinished or not. I will test out any games made from any engine, though I usually expect to see RPG Maker games. Anyone who is a member of GDU can submit their game to completely honest critique. But I'm not a nice and awesome guy like Omar. Whatever I say will be honest blunt. Whatever is wrong with the game, I will point out right away. I'm not looking to hate on or flame games, only to honestly tell them what can be done better. Everything I say is constructive criticism and not with bad intention. The information needed is below for you to submit your game in a reply. Game Title: Estimated time in game: Engine used to create game: The link to the game (I prefer to have the game on a GDU page): Keep in mind that when you enter your game for review I will take as long as necessary. It can be a couple days to a full month. Since I'm busy I might not get to it for even longer. But for now since I have nothing to do I can play more games. The things I will tell you about your game: What's wrong and what you need to fix Whether your game is enjoyable in terms of character/story progression (if your game has it), graphics, presentation What you need to improve (whether in mapping, dialogue, story, etc). The things I will not tell you about the game is only a rating, I don't trust myself to rate games. Hoping to play some of GDU's games, it's been a while. ~Naoto
  5. I don't really play games, but I saw the Ib one. God damn, I love Ib.
  6. For now I'm free of school, thank God, I hated those last few weeks. Hope to be on GDU some more, it's a nice place.

    1. Show previous comments  2 more
    2. GermanyXItaly1000

      GermanyXItaly1000

      Trollmar and Kitsuki. I don't think that's in my favour :P

    3. ShinkuAura

      ShinkuAura

      Don't worry Germany, i'll get you. I always get someone even your good friend Kitsuki, hehehe.

       

    4. Kitsuki

      Kitsuki

      oh woe is me... the times I have been trolled by Omar-senpai ;u;

      you cannot escape

  7. I voted RPG Maker. If you have a big idea and want to carry it out quickly and efficiently as you can, I'd definitely go for that. But if you want to take it slow and just learn Unity best you can, go ahead with Unity. I think it would be nice to make a small side project with Unity, though, if you were to make your horror in RPG Maker.
  8. I downloaded the demo a while ago. Just need time to play it before I leave some sort of comment.
  9. I've always thought it was a nice name until Kitsuki started bothering me about The Great Gatsby because of it. I think the "uwu" was supposed to be some sort of happy face... that is definitely not her last name.
  10. Mine is James. I think I was named after a biblical character, but not exactly sure.
  11. Looks like a decent idea to start out with (I'm a little iffy on the nekos--seems a strange thing to plop in there with elves and dwarfs--however, I won't question). But I'm curious how you're juggling all these game projects. :P Technical bugs I found. Mapping, for one, seems a bit bland. Not to mention you're missing walls where there should be. There are also times when a guard will say "You can't go down there", but the player can just go behind him and go down or do whatsoever. Unless you want to let them do that (I see absolutely no purpose, as there was nothing there in the first place), then event it different. Use conditional branches, so that unless a certain switch is on or something, the player cannot tresspass. Another thing. Your man that offered to give me money for finding 4 scorpian tails simply gave me the money after I clicked on him again a second time, without having a single tail on me. The story itself and flow needs work. There needs to be something more interesting to that cat girl--she simply introduced herself, then offered to come along. There was absolutely no character development, and I lost interest in her soon enough. Imo she's just some addition to my party to make my battles easier (thank God for that, but I don't really care about her either, so it's... eh). So character development and story might be something you want to work on. Speaking of battles. The random battles are too easy, and they don't help you grind much. I was given no skills, and the phoenix down doesn't work when I try to revive my party. And the boss battle against the lady with the fire crystal can't be won. Every move I make is "null". Unless I was supposed to grind or get more powerful weapons, I can't get past it. Also, you can compres your game data. You uploaded the demo with the game file you were working on. EDIT: I finished the demo by going into the game file and seeing if there was something wrong. Aember's HP was 40000... way too much. My hits only got 14 in, and while I know you have to grind, it's an impossibly difficult battle considering that you don't give enough money to buy HP and similar things. (And again, your revival item doesn't seem to work, or maybe that's just me?) That was a short demo. Things were... surprisingly straightforward. As in--there is no puzzle element, or anything that requires knowledge of information of the world you're in. It's impossibly simple. "Go to the mountains to ask the dwarves for material". "Go to the village." "Go to this place, that place". There is no puzzle solving or gameplay. It's simply "go here go there". Just going from one place to another and travelling. To me, that doesn't seem enough--or maybe I'm too big on the puzzle aspect. But I would suggest working on the story, the immersion, and then technical bugs. It's good that your grammar and spelling get proper checks--a lot of games I've seen before don't even bother.
  12. Back and spilling tears at our game projects because mapping. God I hate mapping.

    1. Kitsuki

      Kitsuki

      why do i get a feeling you're directly addressing me D:

    2. Polraudio

      Polraudio

      Mapping land is easy. All you got to remember is nature is random so be random when making things.

    3. Kitsuki

      Kitsuki

      He's pretty good at mapping imo, he just hates it with an unnatural intensity TTuTT

  13. I just wanted to address this. Know what you want to make. Use existing games as an example and think about how you would go about doing it and if you want to make something like that. Looking through all the paths and finding out what you want to do through trial and error dooms you to an eternity of searching. Learning RPG Maker, Unity, different languages, that's all great. But what are you going to do with it? If you're not going to accomplish anything with those languages or engines, whether now or in the future, then you've learnt all that for nothing. Find a game that suits your fancy and then find a way to make one like it. Don't just putter around in every single engine without at least knowing what you want to make.
  14. If you want her version of the faceset, you'd better tell Kitsuki if you'd like it finished or not. She rarely does anything without a solid answer or request.
  15. Ah, I thought Tsuki was talking about the script that Mage posted.
  16. Oh right. Photoshop is good--I think I have CS6, and that's been pretty good for fixing transparency and working with sprites without the limitations of MS Paint. The information about spriting might seem inconsequential to you now, but if you're planning to make big projects with XP in the future, you're going to need some of those editing skills yourself. Weren't there some bloody hospital tiles rearranged for XP? Like Zahraa said, a quick Google Images search will bring up some of that. About Zanyzora, I had heard that some people in the past have complained about their style clashing with other tiles? I'm not certain how it is now, but just mentioning.
  17. I don't have any resources from other sites I can give, but Kitsuki and I have gotten along fine making our game with mostly RTP. I can at least give a couple tips. Adding screen tint helps a lot to make the atmosphere darker. We've edited some blood in (for one of our past projects--not sure if I still have the bloodied tiles now). We made most of the edited tiles using MS Paint, although I wouldn't recommend that especially because of its occasional problems with transparency. Not to mention we used a lot of references to create our own sprites. Takes a long time, but it's worth it. I know Corpse Party had some school things, but I'm not sure if they've been posted or if they're compatible with RMXP. We've used a lot of screenshots as references to make our own things.
  18. Welcome to GDU. Enjoy your stay. I enjoy writing as well. Some fanfiction and original work, mainly. You? Good luck with making your game. We'll do our best to help when we can.
  19. Wow, that script was made by Lizzie? We're using it right now and it's fantastic, but I had no idea that Lizzie and Leon_Westbrooke were the same person. Much respect to them. And Tsuki, you select them first and then select another actor to switch their spots, if I remember correctly.
  20. Design doesn't look too difficult. We'll try to get to it sometime during the next week.
  21. We do need details, however. What faces you want and how you want it to look--I've seen plenty of Tiny Box Tim interpretations out there. Different styles, simpler designs and more complicated ones. References are always welcome. And yeah, we're not artists at all.
  22. I felt that I wanted to discuss this with someone other than Kitsuki. Not that she didn't present good enough discussion for it--just that I wanted others' opinions. We have, for a while, been considering using videos in our RMXP game. We've had some talk over it, and we've agreed that there are a great number of cons. I'm sure they outnumber the pros. For one, the game will not function on everyone's system. This is something I'm sure will be a problem if some people don't have a certain codec (I think that's what it's called) installed--and if they have to go through the trouble of installing that codec, depending on how much they actually want to play the game... if they're lazy like Kitsuki then they might just decide not to play the game at all. The addition of videos to our game would actually add some substance to it. The only problem is implementing them. We've been looking at Zeus's Video Player, but we're not sure if we actually want to use it. I don't have the words on hand to describe what I think of using it right now, but all I can say is I know it'd be a real hassle. Therefore I've decided I'm against using them, but I figured if anyone wanted to spark discussion, it wouldn't hurt. I know videos have been covered at length by RMXP users. I've found a large number of threads online and a few scripts as well. This is probably beating a dead horse, but then again RMVX Ace has a video player (at least I think it does). ... If I just learnt to program and made something more versatile like Corpse Party that would support itself, this would be much easier.
  23. Hola, Raniero. Espero que se gusta GDU. Y si quieres ayuda con su juego, estamos aqui. Necesita solo preguntar. Creo que un habilidad bueno para trabajando en un juego es "scripting". Si aprende RGSS, sera mas fácil. Self-learnt Spanish speaker for one year. My grammar is atrocious. :< But nevertheless, have fun on the forums, and much luck on your game. Can't wait to see what you come up with.
  24. Further addressing this, I find motivation can be easier for a smaller project. There's much less to deal with, and you're infinitely closer to the finish line than you'd be in a huge game. Not to mention that for a game like you're currently making, there will be a lot of time and energy needed. Kitsuki and I have a large project as well, and I spend up to an hour working on a single map *cough* *that one church* + more than two hours working on our systems/eventing nowadays. That takes a lot out of you. Zahraa brings up some good points. I would say that a spriter could be necessary depending on what you have, but you definitely don't need someone to come up with names for armour and weapons. You'll have a bad time developing +90 characters. Some detailed advice--start out with a small game, limit yourself to a certain number of people and maps. Ten or less for maps and four or less for the party was what I did when I started out. Put everything you've got into your maps--the ability to make a decent map is a must-have. Your maps look all right as they are now, if not a little stiff and symmetrical in places. Focus on fleshing out all the characters. A nice story would be a good plus as well. As time goes on, you can increase those numbers and practice with larger games. When I first started with RPG Maker, I spent a couple of months throwing myself into mapping and one more just for eventing. A lot has come out of it. It's helped me to plan and make better games as well. Without those few months of experimenting, Kitsuki's and my game would be a mess right now. If you take time to go through that learning process, you'll find a lot of neat tricks and methods that will save you time and trouble. So much luck. Practice with small things and then start a big project--that's the way to go.
  25. You should have seen it at the beginning, rgangsta. It was terrifying. The stuff of nightmares. By the way, Kitsuki--play Cyberdrive. One of the featured games, made by rgangsta. The demo alone was great. They're redoing a lot of it, but trust me. It's still going to be amazing.
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