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King Tetiro

Member Since 07 Jul 2008
Offline Last Active Yesterday, 06:34 PM

Topics I've Started

[Full] Programmer, Tester And Designer

11 June 2013 - 12:44 PM

Howdy folks,

 

I've been on these forums for a while now and I've decided to build a portfolio for my game development career as right now I've only got Leon and Legena. Whilst having that and university work is handy. I want to build on it with variety.

 

That's why I'm offering my servies to the community. The only condition I have is that the projects you want me for are creative and interesting! Even if you just need someone to test your game's latest demo. The more experience the better! It helps me tone my skills

 

So what services am I hoping to provide?

  • Menu and Interface Design
  • Level Design
  • Character Design (concepts only. I'm not an artist :/)
  • Story Design and Writing
  • Programming in GML
  • Testing
  • Control Design

I specialize in RPGs. Love them to bit. But I dabble in Puzzles, Platformers and Arcade styled games too!

 

Games Involved In

Leon (Main guy behind it)

Legena : The New Dawn (Main guy behind it) (Awaiting finalisation)

Beta Tester for Penguin Party

 

Examples

I'm happy to provide examples of my work. Some of it is public whilst a good amount is private. If you want to see the private work, you can request it!

Now these examples aren't perfect. In fact I can see faults as clear as glass in them. But they all taught me a lesson. And that's why I want to build a portfolio. To show my growth!

 

Legena : The New Dawn

http://gmc.yoyogames...c=530004&page=1

Demonstrating : Design, Art and Programming

Mistakes Made :

Developed before GMS was released and as a result, there were tons of mistakes. For instance, the Tiles needed to be dealt with in a way that allowed Seamless Tiles to be possible. So by the time GMS was released, we had got so far into the game that retiling the game would mean building the game from scratch all over again. Because of this and other technical issues, Legena failed to make it to Android.

Lesson Learnt :

Never assume anything. In fact in Legena's sequel, we're waiting for the tile system to be updated (as Mike said it would) before any tiling.

 

Leon

http://gmc.yoyogames...howtopic=563764

Demonstrating : Design, Art and Programming

Mistakes Made :

After GMS was released, work was done to make Leon port to Android (still in progress). There weren't any major mistakes, however the control layout could overlay the player and objects and it wasn't well designed. Not bad. But

Lessons Learnt :

Never build controls so that they overlap the game area.

 

Texture Page Calculator

http://gmc.yoyogames...howtopic=533794

Demonstrating : Design

Reason for Calculator : With there being a texture page limit (of a sort) for Android and iOS, I built a calculator so that people could keep track of their texture space

Is it finished? : Only if there is no more feedback

 

Analog Sticks for GMS

http://gmc.yoyogames...howtopic=534311

Demonstrating : Programming

Reason for Engine : There were alot of users needing help building Circle Pads

Is it finished? : No. I plan to expand it vastly!

 

 

For my Design work, please PM me as I have a vast junkyard of design work which I plan to make available for viewing over time.

 

If you're interested in my help, please PM me! I really need to expand the portfolio :D

 

I hope to see messages for new projects soon!

 

 

EDIT: WOW! I never thought I'd be so popular! I've taken on so many interests in less than a week that I've got to stop offering my services for the time being! Seriously...wow!


[Android] File Directory For Game Saves?

11 May 2013 - 12:00 PM

Hey guys,

 

I've been working on the menu systems for the next Legena and I've finally come round to game saving. 

However I've noticed that the Android systems may have different directory.

 

So I thought I'd ask. Where do Android games store their game saves?

 

I'd really appreciate the help!


Rpg Tutorial Book : Who'D Be Interested?

24 April 2013 - 03:06 PM

I wasn't sure of where to post this topic, so I thought perhaps Community.

 

I'm pretty sure if anyone has played my Legena game will know. I love RPGs. I can't get enough of them.

 

Though I have noticed there aren't that many RPGs that haven't got the word "Action" before them. (With the except of Banov and Yal, I must say bravo on your RPGs you two.)

So I have wondered perhaps it's because there isn't a tutorial book on developing RPGs like Final Fantasy, Persona 3-4, etc.

 

As a result I sat down and had a thought "Perhaps I should write a book on it?". I mean it makes sense. I've been able to make RPGs with GameMaker for a long time now. About 5 years or so? (Doesn't look that great seeing as I haven't finished an RPG yet. Still that's what happens when you have ADHD lmao)

 

Though what I want to know is this. Would people want a book on how to develop RPGs with GameMaker? I thought I'd ask before I started going further into this idea. So give me your thoughts on the prospect of a RPG-making guide. If anything, it will at least let me know where Turn Based RPGs stand with GameMaker

 

Happy Gaming all!


Uk Residents : Income Tax?

16 April 2013 - 11:27 AM

Hey folks, if you're in the UK, you get a nice slap round the face by having to pay income tax. No way to avoid it. Especially if you're earning over £9,000.

 

This problem has prevent me selling games for a long time. But now I'm working, I can casually sell the games if I chose to meaning that I just need to focus on the Income Tax. I earn way more than the allowance (£9,000) so any profit from the games is taxed. This makes things a little easier.

 

However I can't find out the tax rates and such on the HMRC website. So I thought I'd ask the GMC. As no doubt there must be a UK resident who has sold their game. Does anyone know the tax rates for selling gamesi n the UK?

 

Also, if I'm casually selling the games (not making a business out of it at all), do I still need to become a business owner?

 

Thanks in advance. It'll be nice to know this stuff for the future


Screen Resolution According To Aspect_Ratio

14 April 2013 - 01:40 PM

Howdy folks. In the Android section, I've been having a problem with sprite blur. As a result, I have found out it was my code that wasn't efficient enough. You see here's how it works.

 

dw = display_get_width();
dh = display_get_height();
ratio = dw / dh;

vh = 240;
vw = 240 * ratio;

 

 

HOWEVER. When I use the Nexus 7, it has a screen resolution of 1280 x 736. So 1280 / 736 gives 1.73913 (I've shortened the decimal point for convenience . Multiply that and you get 417.3913. As you can see, having a decimal as the view_width would cause the graphics to blur. No wonder my graphical art was looking ugly! :(

 

But there is hope. 276 * 417.3913 will give 480 pixels. This is a nice happy number! And so the sprites won't be blurred.

 

So what I need to work out is how to adjust the code so it finds a resolution where both the width and the height are INTEGERs. Instead of decimal points.

 

What do you guys think? I ask because this sort of problem will definitely occur to other PIXEL ART users. 

 

Thanks to anyone who helps. This is quite a brain scratcher