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Zevti

Member Since 15 Jun 2005
Offline Last Active Aug 25 2011 02:05 AM

Posts I've Made

In Topic: Project WarCrime:The Game

21 August 2011 - 09:47 PM

Is this meant to be a real topic? Or your commentary on the overused conventions seen in the top down shooters discussed here on a regular basis? Because nothing you've mentioned seems noteworthy.

In Topic: Pressure Plate Help

20 August 2011 - 11:05 PM

http://gmc.yoyogames...php?showforum=2

In Topic: zelda 3 esque elemental RPG

20 August 2011 - 10:03 PM

If you can't articulate your thoughts properly then that is a problem. I don't need every last detail, but if I have no idea what you mean, what makes you thinks others would and then play your game?

Secret Set?
Seem like it was developed to be impossible to get used to things when the game is over?
Diversity?


I have no clue how to explain half of these things....
But my original problem was that i needed to expand the plot...


Well I'm sure someone else here will help you, because if can't explain yourself I doubt this will be a good game even if I help with the story.

In Topic: HUD/UI Preference

20 August 2011 - 06:37 AM

You could really say that that its all subjective, and to say anything is perfect is an impossibility. You said yourself it varies from game to game, and every day game designers are coming up with new and interesting ways of presenting auxiliary information to players.

Now this is beyond gamemaker, but one of my favorite visual displays was the No More Heroes Series. Particularly the 2nd Game.


Your Health is a heart represented in pieces. I personally liked how they did it the first game but this version still gets the point across. You know its your health instantly because of the shape, and you can quantify your health better because its represented as highlighted squares

Your battery has a more standard meter, but you also have you dancing penis battery as an extra indication of your beam katana's power.

The mini map in the bottom is small and unassuming, but gets the job done.

And the tiger in the lower right hand corner is the status of your special abilities.

All of these are dictated to the four corners and do their best to not clutter up what the player is looking at. But what about enemy health?

I love this. Look Closely. When a player is damaged, a tiny health bar floats over their head, but its when you lock onto them that the healthbar becomes a circular display, thus performing 2 roles at the same time, while remaining aesthetically pleasing to the eye. We aren't obstructed by a ridged hovering bar but a more natural circle keeping our focus on what we're killing.

In Topic: Can anyone comment my game?

20 August 2011 - 06:15 AM

Spoiler


Sorry, I couldn't resist

But really? REALLY? You expect us to believe that you've been trying for years? I'll be strait with you. What you have bad, There is nothing positive to say about it, and I never will have anything positive to say about it. It sucks.

BUT Its what you do now however that counts. And if you wanted to you could take this picture to the graphics section of these forums and try to get advice there.

But from my own take of this, is that for your background all you did was make it black, and use a white brush tool and clicked in a bunch of spots. I could do the very same thing in under 30 seconds in MSpaint. I'd recommend looking into other free art programs. One that I used early on was paint.NET which is has many interesting plugins and various tutorials. And speaking of which, if there's anything you want to learn more about you should look up a tutorial online and try to teach yourself.

http://www.thespriterszone.com/spritingtutorials.htm