Good Semi-First Project
#1
Posted 22 May 2012 - 10:53 PM
#2
Posted 22 May 2012 - 11:09 PM
#3
Posted 22 May 2012 - 11:10 PM
From there,add your own ideas one at a time.
I have had GM for a year and always start with that.
so just start with that and keep on adding,changing and testing.
you will have a game before you know it.
good luck!
#4
Posted 22 May 2012 - 11:30 PM
Alright, thanks.I wouldnt start with an RPG, I would say Platform game to start with
#5
Posted 22 May 2012 - 11:31 PM
Hey, thanks!Start with a top down shooter or a space game with some simple sprites like a ball for the player and basic movement.
From there,add your own ideas one at a time.
I have had GM for a year and always start with that.![]()
so just start with that and keep on adding,changing and testing.
you will have a game before you know it.
good luck!
Now I have a question for you guys. Should I just do my own art for now (I'm not that good at all), or just find someone willing to do some for me?
#6
Posted 22 May 2012 - 11:39 PM
if you want someone else to do some,ask.
I can help on that too but i might not be good enough.
Edited by Lighteningmoon, 22 May 2012 - 11:40 PM.
#7
Posted 22 May 2012 - 11:52 PM
Also, as a first project, I'd recommend you trying to make a top down zombie shooter. Why? Because they're pretty easy to make and will challenge you as a first time coder without the need for any advanced knowledge, complex coding or superb graphics.
As a graphics artist myself, I'd also suggest going solo on your own graphics for your first few games, consider them "test" games, they don't need to be pretty or fancy, they just need to show your own coding genius.
#8
Posted 22 May 2012 - 11:53 PM
Now I have a question for you guys. Should I just do my own art for now (I'm not that good at all), or just find someone willing to do some for me?
I always just kept experimenting with crappy sprites first, because the engine is much more important than the art (at first). Once you get the engine down then you can always change the art.
@Lighteningmoon
I said start with platform because TD can get tricky without PRO
#9
Posted 23 May 2012 - 07:53 AM
As for graphics, do them yourself. It's really good to do that. Because if you just practice enough you'll get good at making graphics. Plus, if someone else does the graphics, you might reach bottleneck situations where you need the sprites, but the artist isn't done with them, and then you have to wait. If you make graphics yourself, you can make them as soon as you need them.
Myself...
2010 my graphics looked like this:
Fast forward to 2012:
I could show you the awful graphics I made in 2008-2009 if you want to, but I don't think you do.
By the way, the main reason it took five years for me to get this good at spriting is that
a) GM6's editor which I used until 2011 had a single undo
Once you learn how to use outlines, shading, dithering and other stuff, you'll get really good.
#10
Posted 23 May 2012 - 12:58 PM
I disagree. Yes, start with a simpler game instead of an RPG. But not a Platform game... Platform games involve all sorts of stuff like gravity and friction which are completely useless in the average RPG. I'd say start with a 2D Maze game. Or even better (although more advanced) -- a 2D Zelda-styled Action-Adventure game. There's enough that can be done without Pro.I wouldnt start with an RPG, I would say Platform game to start with
Graphics - I'd say do them yourself, especially if it is not your "good project". If it's just practice then it doesn't really matter how it turns out, and besides, it's the code that's important. Graphics can always be changed afterwards wthout changing the code too much in most cases... so if you end up really liking the game when it's done then you can always fix up the graphics later.
And like Yal said... there's the bottleneck issue. Which has happened to me before (except I was the graphics person who was holding the programmer up, lol)
Edited by dannyjenn, 23 May 2012 - 01:03 PM.
#11
Posted 23 May 2012 - 05:01 PM
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