A belated merry Christmas everyone. And have a happy a new year.

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Show posts MenuQuote from: Babar on Mon 18/12/2023 11:04:18Nothing to add here. This is a perfect starting place.
- See a topic or theme or contest that interests me (man, I wish I could go back to my longer term personal projects at some point!), or often doesn't REALLY interest me, but I want to challenge myself and make a game, so I try anyway, often twisting the theme
Quote from: Babar on Mon 18/12/2023 11:04:18For a MAGS game, this part needs to be done as quickly as possible. You need to brainstorm with yourself, throwing every idea you can at the wall, try to elaborate on what you like, see if it has legs, if it doesn't look at another. For a MAGS game I'd say that this should take you no more than 24 hours. If you can't settle on an idea in that length of time, either give up or choose one. Remember, you don't need to make something that's perfect, just good enough. It's more important to finish something than to start something. And if you're stuck this early in the development process, it'd be a better use of your time to work on something else. After all, if it's not working, why force it.
- Coming up with a game idea that fits the theme- this is usually my first point of failure, or the thing that unreasonably takes up 50% of the time of the competition
Quote from: Babar on Mon 18/12/2023 11:04:18Mapping out the puzzles and plot progression isn't too difficult. Just write down a series of bullet points for your idea, then iterate in your elaboration. Fill in the spaces between, how do you get from one bullet point to the other. The puzzles dictate the plot and vice versa, so they're more or less made simultaneously if you're doing it right. For a MAGS game, I'd recommend getting this done within a week. If you're struggling to figure out how to make something into a puzzle, then talk to someone. Ask them "How would you pump up a tyre without a pump?" or whatever your puzzle involves.
- Trying to map out the puzzles/plot progression for the game- this is usually my 2nd point of failure, and probably the most common one, even happening if I progress to steps beyond this one. I guess there could be multiple reasons for this, mostly involving me not wanting to do a simple use tomato on cook->get sandwich->use sandwich on guard->get key->use key on gate->... type of puzzles for due to them being boring, and then as a consequence, often trying to innovate TOO much ("Maybe I can make a match-3 minigame!") or even getting caught up in side-issues ("maybe my interface can be a super accessible only spacebar and nothing else!" "maybe I can implement a state machine!" "maybe I can try an iMUSE type system!")
Quote from: Babar on Mon 18/12/2023 11:04:18There's nothing wrong with playing by ear and just improvising as you go along. Adventure games seem to be quite a good genre for doing that.
- While theoretically I'd like to have completed an entire progression of the story/puzzles before this step, that almost never happens, so I figure I'll come up with the basics of the previous step and try to move to this next step- actual implementation: usually involves setting up the game system (how the UI works, the intro and start menu and icons) or doing a couple of the BGs or main character (although I usually start with a placeholder character), while still working on the previous step. I haven't recently progressed far beyond this step.
Quote from: Babar on Mon 18/12/2023 11:04:18Help? Please? Step by step, how do you fine people who do it, do it? Do you often feel like you're intentionally implementing or planning something substandard just to "get it done" (or just get deadlocked and not complete because you couldn't do the substandard thing, nor come up with the awesome thing)? How do you limit yourself and prevent your idea from ballooning out of control? Conversely, how do pyt in that one or two "cool", "different" things so that your game is not just another boring checkmark on the list?Substandard? Never. The first step to finishing anything is to accept that it's not going to be perfect. Never aim for perfection. Aim for "good enough" and you'll be fine. In my book, "good enough" isn't substandard, if anything it is the standard.
Quote from: milkanannan on Fri 15/12/2023 01:35:12Finally on Christmas holiday and revisiting this thread for some ideas while I have the time off.Life changing? Not really.(Sorry for necroposting.) Anyone play anything life changing in 2023?
Quote from: Gilbert on Sun 10/12/2023 15:15:44EcstaticaCorrect. (And yes, you spelt it correctly.)
(Don't know whether I spelled it correctly.)
Quote from: Volcan on Sun 10/12/2023 23:09:53Yeah. You can't go further without reading the manual of Elder Scrolls Arena.Surprisingly it wasn't the copy protection that prevented me from making progress. It was the sheer difficulty.
Quote from: Volcan on Thu 07/12/2023 21:46:01That's right.I can't believe I got that right. That was almost a complete shot in the dark. I suppose those ten minutes of me trying out the game and being unable to escape the dungeon, left a bigger impression on me than I thought.
You turn.
Quote from: AndreasBlack on Sun 03/12/2023 16:25:15This is a very personal answer (obviously).A very good answer that I agree wholeheartedly with.
Quote from: AndreasBlack on Sun 03/12/2023 16:25:15Dialogs are what's hard.I have a question. What is it about dialogs that you find difficult?
Quote from: Volcan on Sun 03/12/2023 16:09:45Jazz Rabbit 2Close enough. It's actually Jazz Jackrabbit 2.
Quote from: TheFrighter on Fri 01/12/2023 09:00:37Because Danvzare get so near I declare him the winner!
The title is Gekibo: Gekisha Boy also kown as The Cameraman or Polaroid Pete!
Technically is a shooter game but you don't have to kill anyobody!
Your turn, Danvzare!![]()
_
Quote from: Zinbiel on Fri 01/12/2023 04:10:07Hello. I'm a new user. Absolute newbie. I just have a general question regarding the overall difficulty in creating a Sierra style pixelized game.Make a game is easy. Making a good game is hard.
I've never attempted at creating a game before; in fact I have no experience.
What can I expect as far as difficulty in learning the ropes of creating an old style Sierra game?
My question is very broad. I just want some insight from more experienced developers on what I can expect to run into on my learning quest of AGS game development.
Quote from: Khris on Thu 09/11/2023 19:34:49https://twitter.com/abbythelibb_/status/1708214738750972097That's not funny.
Quote from: Cassiebsg on Mon 06/11/2023 21:35:08"Nomination and voting"
I think I mentioned this before, but opening a dropdown menu with 100+ games, find and pick a game to nominate, then do it again *9, until you filled the first category up
Quote from: heltenjon on Tue 07/11/2023 07:53:39If the goal is to get more nominations, one solution would be to grant some people the power to nominate a game on their own, without getting the 5 (?) votes necessary behind it. This could be the moderators, the organizers, some anonymous committee appointed by the organizers, or a combination.
Quote from: Cassiebsg on Wed 01/11/2023 20:05:52Wecome back jwalt!
Looking forward to see what you've been cooking up.
Quote from: CaptainD on Thu 02/11/2023 08:52:40Hey! Welcome back stranger![]()
Quote from: Snarky on Thu 02/11/2023 10:49:54I agree that this would be a bad way to stop you from solving the problem in that way. But I think it's almost worse if the game repeats the exact same problem and expects you to use the exact same solutionAnd that's why you don't use the exact same solution.
Quote from: eri0o on Mon 30/10/2023 11:53:09I haven't ever used anim8or, looks... Different.Same here, so I downloaded it and tried it out.
Quote from: Crimson Wizard on Mon 30/10/2023 16:05:55I guess it would be possible to improve the workflow in the editor itself, but frankly, text parsers are not very much popular nowadays, so this feature has not been updated in AGS for many years.Is it possible that text parsers aren't popular in AGS, because it's difficult to use?
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