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A Maybe helpful guide to finishing games


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#1 mAnIk800

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Posted 25 April 2012 - 11:54 AM

Hey there

Would just like to say, the other day i was practicing using some other 2D engines, i tired a whole bunch (From construct, To tourqe ect) and i came across Nintendo Ds game maker (I know some people will say this is a ripoff and crappy version of game maker). Anyway im not here to advertise these problems, ive decided to share a way that personally helped me get more into game developing and sticking with it and giving you a nice booster of motivation. Now with this DSGM The free version gives you only 5 Rooms to work with and 10 Object. I Tired using it and after awile i was like screw this and went happily back to my game maker. But this time i decided "hey il use the DSGm Rules and try whip up a game with 5 room and 10 Obj for a Demo". This actually kept me hugely on track, i did my sprites, i Programmed my 10 objects (Actually i cheated and used like 13) and kept a good base. Now the game itself only has 3 levels so far but i have the basic engine, a bunch of pretty sprite, a graphic style to work with and now just the foundation to lay it all out.

This personally helped me keep to my work as there was so little to work with, but enough to build your basic engine up and work with what graphic style you like

I Hope this helps somebody out there

That is all
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#2 Fihrilkamal

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Posted 25 April 2012 - 12:22 PM

I agree with your point mAnIk800, sometimes Game Maker offers too much freedom! With that freedom then I getting overly ambitious and finally stop developing the game because I'm not yet capable of fulfilling my own ambitions.
I remember back then, when I wasn't even know that random person can make video games. I accidentally found a good 'ol game-making program called Klik 'n Play for school, that's was very limited, it can only use 255 colors, and no views can be used at all, and we even can't make global variables! and can't even make an executables!! But, with it's limitation I've successfully made few playable games, that I find much faster than using game-maker.
Then.. just as you did, I'm trying to "limiting" game-maker now, although it's nothing like using objects less than 10 or room less than 5 or color palette of 255.

It's a helpful post +1 for you :turned:
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#3 GMkizzle

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Posted 25 April 2012 - 12:45 PM

Hmm..
I honestly don't believe that Game Maker offering "too much freedom" is a bad thing at all. If anything, it allows developers to easily create anything they want easily and effective.
The true moral of mAnIk800's post, to me, is don't be too ambitious and set short term goals, rather than "an epic rpg with millions of items and quests and spells etc".

A post worth reading none the less. :)

~GMkizzle
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#4 mAnIk800

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Posted 25 April 2012 - 12:53 PM

Well yea, i don't want to limit anything because that's not using it's full potential
I just wanted to share away that helped me become a bit more ambitious and actually keep to a limit to start with so you feel like youve accomplished something and you can add on, not continue doing the same thing trying to get all your features working and quitting before you get to where you want to be. But yea you guys got the point :)
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#5 Fihrilkamal

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Posted 25 April 2012 - 01:13 PM

Hmm..
I honestly don't believe that Game Maker offering "too much freedom" is a bad thing at all. If anything, it allows developers to easily create anything they want easily and effective.
The true moral of mAnIk800's post, to me, is don't be too ambitious and set short term goals, rather than "an epic rpg with millions of items and quests and spells etc".

A post worth reading none the less. :)

~GMkizzle


I think you're right, and yes, it's not bad at all, it just depends on the situation. I'm used to be a noob that tried to make "an epic rpg with millions of items and quests and spells etc" as my first game lol
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#6 mAnIk800

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Posted 25 April 2012 - 01:20 PM

To be honest i think everyone does, there like oh yay a game making program now i can make a epic pokemon mmo lol.
But there is a reason why there are so many names in credits haha its not that easy
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#7 Fihrilkamal

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Posted 25 April 2012 - 01:38 PM

To be honest i think everyone does, there like oh yay a game making program now i can make a epic pokemon mmo lol.
But there is a reason why there are so many names in credits haha its not that easy

Yes, no one can make every aspect of video games perfectly, I mean being a master programmer, artist, musician, and writer at once (it's must be god or at least a genius if there's one).
However, there's some one that close to it.

Game Maker offers almost unlimited amount of possibilities, IMO, It's impossible to use GM "maximally" on my first, or second, or third, or ... games. But of course if we mastered GML there's no point on limiting GameMaker. That's just my opinion.
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#8 mAnIk800

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Posted 25 April 2012 - 01:48 PM

Wow that guys must buckle down :o

And yea of course, i wouldn't anyway because you can always learn new things and that's all part of it, trying something new and learning new things. So its limits are your limits in a way until you become that awsome that gm just cant contain you anymore lol. But like i said just a limit when you start to get your foundation up.

Basically say youre building a house (This will sound really unlogical and stupid in this context), But most peopple build the whole frame and then add the rest on after the frame (I dont actually know if there is any other way, i dont build houses lol?), But then im kinda refering to build a room,the frame then wallpaper it then put power in and then wow you have a awsome room, now time to build the rest of the house around that, room by room (Like i said really not the way to do it :P) but something along those lines
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#9 Fihrilkamal

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Posted 25 April 2012 - 01:57 PM

Wow that guys must buckle down :o

And yea of course, i wouldn't anyway because you can always learn new things and that's all part of it, trying something new and learning new things. So its limits are your limits in a way until you become that awsome that gm just cant contain you anymore lol. But like i said just a limit when you start to get your foundation up.

Basically say youre building a house (This will sound really unlogical and stupid in this context), But most peopple build the whole frame and then add the rest on after the frame (I dont actually know if there is any other way, i dont build houses lol?), But then im kinda refering to build a room,the frame then wallpaper it then put power in and then wow you have a awsome room, now time to build the rest of the house around that, room by room (Like i said really not the way to do it :P) but something along those lines


I totally understand your point, that's really a good point :thumbsup:
Although I prefer to build a miniature house, then build a doghouse, then build a treehouse, and then a house, and finally five star hotel ::lmao::
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#10 mAnIk800

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Posted 25 April 2012 - 10:56 PM

Haha yea that,s a better idea :)
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#11 Yal

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Posted 26 April 2012 - 09:23 AM

It's fully possible to make the game take place in a single room and make a controller object control everything (my Tactics RPG engine does that, more or less), so I'd say DSGM's logic is flawed... the main reason you can do multiple objects is mainly because it's less tedious that way. :P


Anyway, homebrewing games to a DS falls in a legal grayzone, and it's against the rules to discuss illegal stuff here. Let's switch targets to "Does forced limitations make you become more creative" or else I'll lock this, OK?
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#12 ND4SPD

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Posted 26 April 2012 - 10:45 AM

I think it's better to start with a clear direction of what you want to include (such as a game design document to guide you), so that you know what you need to do, what needs doing next, and what you shouldn't do.
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#13 mAnIk800

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Posted 26 April 2012 - 03:23 PM

Yea sorry about that yal, i didnt really look into the legal side of these things.
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