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Helios Machina

Member Since 21 Jan 2012
Offline Last Active Jun 12 2012 10:51 PM

Posts I've Made

In Topic: Favorite Game Genre

09 February 2012 - 04:37 PM

Other.
Which means sci-fi exploration and simulation games, like the X-universe series and Evochron Mercenary. They always make me relax. EVE is also really great, but it requires a lot more attention and effort than I can afford at the moment, so I'm having a break <3

In Topic: Voice Acting

06 February 2012 - 06:16 PM

Just to repeat everyone else in here, I believe that it depends entirely on the game. I especially like RTS-games where they say short sentences once in a while, when you give them commands, because it really adds some personality to all the individual and otherwise very emotionless units :) It would also be easier to make this without it taking up a ton of space, because it's merely just small, short clips that can be repeated. But who knows, maybe you could try to experiment with voice acting in a whole new way that is completely original and makes up for one of the game's qualities that it is known for :D It never hurts to experiment!

In Topic: RPG Story Ideas!

05 February 2012 - 08:58 PM

Do you want it to be set in a specific time? I'm pretty scientifically literate, I could stitch something a bit more modern together but I'm not sure if that would fit so well within a fantasy setting. Ooooor maybe it will to some people, you never know ;D

In Topic: RTS game sprite needed!

05 February 2012 - 04:13 PM

I'm assuming you want everything in the same isometric style as the buildings you have made, yes? :D Just a good idea to put that in there to avoid any misunderstandings <3

In Topic: a game for learn programming

03 February 2012 - 01:19 PM

A really good idea would be something similar to the examples that are already in GameMaker, which introduces the DnD elements before the actual code. This way it is easier for the students to understand when you translate those icons into code later on, because they essentially are in the same area of cognitive semantics :) Like when you teach someone addition, a classical example is the "+1 adds 1 apple to the pile" that makes them visualize the function of plus/addition, and therefore comprehend how it works by the practical example that they can relate to. So if you want to explain the DnD icons for them first, which is probably the best idea, try to illustrate it for them as much as possible, so they can see the direct effects of each function and comprehend what it does (just like the direct effect of +1 in the apple-example means one more apple), then after THAT you can teach them what the DnD icons translate to in the code. That will make it much easier for them to understand the commands. But as Paul23 said, try to start with something reaaally simple. Like a maze game where you can pick up coins, just to gradually introduce them to one function at a time. The best thing to start with, is probably binding keys to specific events-... And my guess is that they'll want to start with learning how to make their character move around on the screen :D So maybe start with just making a room and then teach them how they can make their character move up, down, left and right. You know, like top-down controls. Then you can teach them how they can make objects that he can bump into and how to make the character stop when he does. But always give them time to experiment with what they've learned, and then add one element at a time so their experiments can gradually expand :D