I personally still have problems setting up things like an inventory screen but if it helps heres mine from my current project. I know yours isnt an RPG so you may want a different style.
My advice. Plan out as much as you can on paper first even it its just the framework. You should choose an engine and language to build in next. there are a lot of easy to use engines like GameMaker, Unity, or Godot. If youre new to programming, pick Easy to understand languages like JavaScript and C# or GameMaker I beleive has a C++ based language thats very easy to understand and use.
OGA is a great place to get game free game art but its also a great place to learn how to make game art as well. Something you can do is sift through some of the assets here and download ones similar to the style you want and use them as a template to build your own. Soon enough youll be able to make custom assets without the help.
The last thing is to make sure your project isnt too ambitious for yourself. During the planning stage once you have it down on paper, try and estimate how much time and effort it might take for you to finish your project or reach a milestone. If you think youll lose interest or it seems too long or difficult for you, try cutting out some things or simplifying mechanics so it works out for you.
Your project should always be ambitious so you can push yourself to learn new things and create unique content, just dont over do it.
I like GameMaker. Ive watched that community since like the mid 2000s. I at first thought you made your own OpenGL or DirectX engine since it seemed similar to one ive made but a lot of people tend to not want to do that because of how complex and confusing it can get. I personally think Gamemaker is one of the best contributions to the game dev community ever made, lots of devs I know got their start in GM.
I totally get having the folder of forgotten prototypes. IDK how many games ive started and left for dead.
As far as this. I like the art style in level 1. I like pixel art and am making a pixel art JRPG at the moment. but i also like the direction your style is going.
Most actually enjoy a window option for small games like this. I enjoy it because I have 3 monitors and like to push things over to different screens. Your project though so do what you feel is right. I've played your update and love the graphics! Even with the stop character button, the game in no more or less difficult. Absolutely enjoy it! Can't wait to see another update! good luck on your development!
What engine and programming language are you using to make this?
Entertaining. If this was a snes game back in the day I would definitely have had it in my library even if its just a small simple game.
I dont know if your new version has these but you should consider a difficulty mode, full screen toggle option, and exit button all in a menu you can reach by tapping ESC or something like that.
I think with all of that, the game would be perfect. An interesting adaptation, if you made it into a mobile game and had tilt be used to control the character it would make a good addicting phone game as well.
I use Autodesk Maya. Unity imports texture mapping even from FBX files exported from maya. Or so it has for me when I move models to Unity. Naturally all objects exported even in the complex MayaBinary format need to have the texture image with the object file. Ill texture it and try and make importing it to Unity as easy as possible.
From what is shown it looks nice. Sometimes making things over complex can be too much and more simplicity is nice to have.
Look at games like Super Mario World and FEZ they have similar elements to what youve provided and may help you get an idea of color combinations and composing backgrounds.
if you have any more assets you want to show off that would be cool to see and may help me understand your issue a bit better.
it looks nice though some detailed backgrounds and or paralax backgrounds would be cool to see. your theme and style seem nice and easy to understand as well. If you want your game to be more engaging you should consider a large goal or set of goals and maybe boss fights/ boss puzzles.
if you have an executable that would help evaluation but if you dont want to provide such a thing yet that is understandable.
I personally still have problems setting up things like an inventory screen but if it helps heres mine from my current project.
I know yours isnt an RPG so you may want a different style.
My advice. Plan out as much as you can on paper first even it its just the framework.
You should choose an engine and language to build in next.
there are a lot of easy to use engines like GameMaker, Unity, or Godot.
If youre new to programming, pick Easy to understand languages like JavaScript and C# or GameMaker I beleive has a C++ based language thats very easy to understand and use.
OGA is a great place to get game free game art but its also a great place to learn how to make game art as well. Something you can do is sift through some of the assets here and download ones similar to the style you want and use them as a template to build your own. Soon enough youll be able to make custom assets without the help.
The last thing is to make sure your project isnt too ambitious for yourself. During the planning stage once you have it down on paper, try and estimate how much time and effort it might take for you to finish your project or reach a milestone. If you think youll lose interest or it seems too long or difficult for you, try cutting out some things or simplifying mechanics so it works out for you.
Your project should always be ambitious so you can push yourself to learn new things and create unique content, just dont over do it.
Also do you have any images of other things in your game so i can get an idea of the style for textures.
I like GameMaker. Ive watched that community since like the mid 2000s.
I at first thought you made your own OpenGL or DirectX engine since it seemed similar to one ive made but a lot of people tend to not want to do that because of how complex and confusing it can get.
I personally think Gamemaker is one of the best contributions to the game dev community ever made, lots of devs I know got their start in GM.
I totally get having the folder of forgotten prototypes. IDK how many games ive started and left for dead.
As far as this. I like the art style in level 1. I like pixel art and am making a pixel art JRPG at the moment. but i also like the direction your style is going.
Once again, Good luck! Hope you finish this!
Most actually enjoy a window option for small games like this. I enjoy it because I have 3 monitors and like to push things over to different screens.
Your project though so do what you feel is right. I've played your update and love the graphics! Even with the stop character button, the game in no more or less difficult.
Absolutely enjoy it!
Can't wait to see another update! good luck on your development!
What engine and programming language are you using to make this?
Entertaining. If this was a snes game back in the day I would definitely have had it in my library even if its just a small simple game.
I dont know if your new version has these but you should consider a difficulty mode, full screen toggle option, and exit button all in a menu you can reach by tapping ESC or something like that.
I think with all of that, the game would be perfect. An interesting adaptation, if you made it into a mobile game and had tilt be used to control the character it would make a good addicting phone game as well.
I use Autodesk Maya. Unity imports texture mapping even from FBX files exported from maya. Or so it has for me when I move models to Unity. Naturally all objects exported even in the complex MayaBinary format need to have the texture image with the object file. Ill texture it and try and make importing it to Unity as easy as possible.
From what is shown it looks nice. Sometimes making things over complex can be too much and more simplicity is nice to have.
Look at games like Super Mario World
and FEZ
they have similar elements to what youve provided and may help you get an idea of color combinations and composing backgrounds.
if you have any more assets you want to show off that would be cool to see and may help me understand your issue a bit better.
Thanks Man! Anything 2D, 3D, script in C, C++, JavaScript, or C#, I can do it. Some things for free depending on level of complexity.
Just note all free things I make will be submitted to OGA as well.
it looks nice though some detailed backgrounds and or paralax backgrounds would be cool to see. your theme and style seem nice and easy to understand as well. If you want your game to be more engaging you should consider a large goal or set of goals and maybe boss fights/ boss puzzles.
if you have an executable that would help evaluation but if you dont want to provide such a thing yet that is understandable.
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