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Messages - NickyNyce

#141
I have never seen a rubber duck and a lava lamp in the same room before....lmao
#142
First....8. Fits the theme perfectly
Second...9. I'm a sucker for lightning
Third...13. Great use of the shape!
#143
These videos are really helpful when you get started.

https://youtu.be/_lghOGrET2A
#144
I do agree and I appreciate your thoughts on the matter. I find it very hard to do something different especially when it comes to pixel art. The more games you make the more you notice them kind of blend together. It's one thing to make sequals, but when a new adventure begins, it does seem very hard to stray from our own previous styles.
#145
I don't want to change topic here, but this has been something on my mind for a while now. You have done so many BG's, art, characters and I've noticed that when I see your work, I know it instantly. Have you ever thought about this when making different games, how your style kind of follows you around and is hard to get away from? How important do you think it is to make something totally different from what you're used to making, just to mix things up a bit?

I love the stuff you make, and I noticed that all the stuff I make tends to kind of blur together. Have you ever taken a look back and noticed this before with your own work? Your work is getting better and better, but do you ever feel the need to at some point make something different?

Again, I love your style of work, but when going from game to game, can and should you change your style to blur the lines between games?

This is really a question for all artists, so I don't mean to put you on the spot. I would love to hear your thoughts on it considering how much work you've done.
#146
This looks great. I love the art and the characters and walk cycles are well done.

The problem you have is that you're having fun...lol. Once you're sick of making your game and your brain starts to hurt, that's when your game will be finished. I fell into this same trap of thinking I could make a small game, but fun ensued and I woke up 3 years later.

Music and sounds really bring a game to life. You'll reach a new fun level once you start doing that too. Good luck with a speedy production.
#147
Just two off the top of my head..

I believe 'The Shining' was about insanity, and is an old classic movie.

I also remember watching a movie called 'Bug'. I wouldn't say it was great or even a good movie, but there is certainly lots of insanity about it. I believe it had to do with two people in a house that thought they were infected with some type of bug.

Check them out on youtube, watch the trailers and see if they are what you're looking for.
#148
The Rumpus Room / Re: Happy Birthday Thread!
Sat 20/08/2016 03:26:38
I always forget to check this thread. Happy Birthday to all that I missed and all that are coming up that I will miss!
#149
The Rumpus Room / Re: [delete]
Fri 19/08/2016 22:17:33
It's going to take a long time to type all those posts back into the forum. Glad to see we are all one happy family again.
#150
Hints & Tips / Re: The Visitor 2
Fri 19/08/2016 20:03:45

@PeterW... Use the computer screen at the bottom left hand corner of the screen in the ammo room to open the shutters.
#151
The Rumpus Room / Re: [delete]
Fri 19/08/2016 16:50:39
I'm really confused what's going on here. Did someone erase their AGS history and posted in the rumpus room to tell everyone about it?
#152
The Rumpus Room / Re: [delete]
Fri 19/08/2016 00:51:08
This looks like the work of the US Government. She knew too much!
#153
Very interested to see how this turns out. I've always been a dinosaur lover. Looking good!

I really like that Flintstones feel too.
#154
We are all game makers here, at least a good portion of us. So when we see something like this, we know there should be more. The video basically shows a still photo. Why be in such a rush to ask for money when there isn't anything to really show. Why not be patient, put some work in, show some mechanics of the game, show some art, show some backgrounds, walk cycle, and then ask for money. I bet you would have a much better response.

Not to be judgemental, but this seems like an amateur mistake. It seems like someone that's in such a rush, they didn't explain the game or show anything in the video. That for me has red flags written on it, and that the final game just might turn out exactly the same.

I think what everone here is telling you is very valuable information. Instead of defending it, you should embrace their opinion. You might end up making a wonderful game even with the not much to show start, and I hope you do, so I don't mean to be too harsh. I still do wish you luck with your project because I love horror games.
#155
Been waiting for this. I'm getting the itch.
#156
General Discussion / Re: Alternative Knowledge
Fri 12/08/2016 18:30:12
Here is what I don't understand about 911. Why would the government have fake planes, 1 in Pennsylvania with a crater and so called no debri?

Now the government has another team at the Pentagon with no plane, explosion, fake actors, fake families, fake planes departing from the airports, fake phone calls, fake collapse, fake plane sounds, holograms, kill tons of people, police officers, fire fighters, fake news crews, destroy two buildings down to a few stories tall that would make everyone wonder why and how it happened?

Why do all of this when a simple bomb somewhere would be enough to go to war? WHY have 8 million chain of events that have to happen perfectly right in front of the world with cameras everywhere and tens of thousands of witnesses to see with their own eyes?

Why not have a bomb go off in the towers? Why not destroy a floor or two? Why would they destroy two of the towers and turn them to dust like you said, when they don't have to? That's why none of it makes sense. Why is george bush sitting clueless like an idiot in a kindergarten class, with a horrible response in front of cameras that make him look bad if this is a conspiracy? It doesn't make sense to me, none of it.

There is no need for the 8 million chain of events that happened that day that would be needed to go to war. Why not just the pentagon?

If explosives were used on the towers, why destroy every single floor of both towers? Why destroy building 7 too? Why have 8 million things for the world to question when you don't have to?

So the government is so dumb they never thought of this? It would take tons and tons of people to keep a secret which doesn't happen. You can't keep one person quiet in this world. An email gets sent and people find out. This is the million dollar question that makes no sense. If a bomb went off in the pentagon, all of America would have said go to war.

Oh yeah, let's also have fake conspiracy theory videos on youtube thrown in too in order to really confuse them and trick everyone. Let's use super microwave rays and turn the towers to dust and have there be a smaller pile of debri than everyone expects, that will surely make them believe this is real...?

I find all of this so insane. What does make more sense to me is this. Terrorists attacked america, and are attacking all over the world, and the towers collapsed from the points of impacts from the planes, and they failed. Yep, very simple explanation.

Just my opinion. I respect everyone else's opinions here even though the topic gets heated at times. This will be my last post here even though I've said this before. I wish luck on bringing down the government if what you say or anyone else here says is true.


#157
This does look great, and fun!

It reminds me of a game I played last year...White night on the PS4. Keep up the good work.
#158
I'm not saying this is right, but I'm sure we all have noticed this. In many adventure games the developers are thinking about this, because in so many cases when you pick up an item that seems to be useless the character says...I have no idea why I'm picking this up, but what the hell.

So yes, there does seem to be a problem here, and the developers know it. Now it's a matter of keeping the game fun or user friendly for the player. It seems very easy to just not have these items available until certain places, but in Ali and AnasAbdin games where the character can go in any direction they want, this becomes an issue. Maybe it's important to tell the player in the beginning of the game that they can pick up anything they want. By doing this, the player is deciding which items to pick up and not the character, if that makes any sense?

Maybe in this case it's important to add items that will be useless? Never to be used in the game? Let the player know that they indeed may be carrying useless items around. Maybe limited inventory space is a reasonable idea, so deciding which items to pick up seem very important and this adds another layer of thinking to the game? It will be very important for the player to be able to get around the game world quickly though, to keep it user friendly when the player says...Now I do want that light bulb I saw in the shop before.

In AnasAbdin case, maybe his character can store all these items he finds in his space ship, but his character can only carry so many items with him? Now his character can go back to his supply crate in order to decide which items to take with him. I actually really like this idea, because it adds another level of puzzle solving to the game. This will make it harder on developers to code the game, but I think this sounds pretty cool.

There has to be a better way than just picking everything up even if it is useless at the time.
#159
Now I want to make a game where the character can only hold so many items at a time. Some items might take up 2 or 3 spaces while others only take up 1 space in your inventory. A puzzle game that has you wondering which items to carry together...hmmm.

Adventure games have become predictable in the way people play them. Scan every new screen for every item you can pick up, and some games let you hit space bar so you can see every single item you can pick up. I think it's important to break away from that mold and to try new things. Depending on what the goal is for the character to accomplish, I don't think this should be a clear cut answer.
#160
If the player character feels as though anything he can get his hands on might help him (escape or progress further from an area),it's very easy to justify picking everything up. The idea of this inventory item appearing only after the puzzle has presented itself like cat has mentioned might be the way to go. Hopefully you can figure out how to do that.
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