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Everything posted by SkywardRiver
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Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Fix those cliffs lol -
As for the art, you can indeed make an "isometric" 2D game when the source is released, but it is infinitely harder than what is currently available. It's not "true" isometrics either. It's more you "warping" the tile rendering. But yes eventually you can make something look like Diablo 2. Not function the same though.
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Up here in Canada we run with the Reindeer. (Don't mind me hair, here. Cut it a while ago now lol)
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Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Annnnd another TWO unnamed tracks for Project Mythril near complete although these are shorter and for situational use. -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Another rough track for project Mythril: @gallighanmaker I sure do now! lol Jokes. Ummmm, yeah I suppose I could, but it's been a while since I've done video game music so if you were to commission something it would be something of similar quality to the 2 shown above. -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Today I made a rough draft of a track for an unnamed project. -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Today I've been trying to help out with the Intersect Documentation and been going over plans of my new project with its team. I've also adapted/been adapting my Lego board game into something I can actually market and sell. Once I attach the baseplate to it, it will be able to lock into my Hex tiles shown earlier. The sails are removable and will probably be removed as the ship takes damage from other ships. The bottom is actually made of a heavy woodfill based PLA. (Bascially, it's wood. Just has plastic in it as well). Overall, a good day thus far. -
My content has been deemed too negative for this venue, so I shall be removing it. Bye...
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I would say it looks good, but: Maybe you didn't know when designing it, but it's "suspiciously" similar to the point where you would probably get players from Diablo smack-talking your game if you used it. I don't know, just my thoughts. (lol jokes. Looks good man)
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I would say it looks good but: Maybe you didn't know when designing it, but it's "suspiciously" similar to the point where you would probably get players from Darkstory smack-talking your game if you used it. I don't know, just my thoughts.
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I think it's supposed to reduce damage taken if wearing a shield and timed correctly. Not sure if it works or not.
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That's great and all, but where's the button that, when clicked, plays various voice lines, all in praise of SkywardRiver. I've been requesting this feature for some time. Kind of disappointing it's not in yet...
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One of the many reasons this is simply not possible at the moment is the fact that you have no means to fix any server related bugs at the moment. A troll player finds a way to crash the server? Your game is done until source is released and you can fix it. Again, this is just ONE of many reasons it is terribly difficult/impossible to create a success with a tool that is still in Alpha at the moment. Intersect is great, but it still needs work and the freedom to customize it via programming. Again, this isn't entirely true. It would be comparable to making an RPG with RPG Maker with no plugins... while it's in Alpha. There's a reason RPG Maker and its games have a bad rep. If you create an ORPG that is aimed to be comedic, you will have 0 players after a single week after launch. Feel free to prove me wrong here, but I see absolutely no market for this. You can, and SHOULD, aim to create good, full, and complete games. Start small, of course, but still aim big. You have that luxury with an ORPG. You can start with a small Alpha launch of 10 to 15 levels and build your way up over time, growing your community all the while. If you create the best game ever, you're going to be a whopping big success. Yes, there's a little more to it then "Build it and they will come", but with the market size we're talking here, yes, it is. 99% of this community will not even have production costs. If you create a good game, a TRULY good game, and commercialize it, you're going to pay for your production costs, even with minimal marketing, For example (and I hate doing this because it makes me seem preachy or arrogant) but with Life Forge we had a post on AGD, a post on Eclipse of all places, a small Kickstarter, and a Greenlight page. Very, VERY minimal marketing. I would not even say Life Forge is a TRULY good game. It's no Bloodborne or Monster Hunter. It has lots of strengths and lots of weaknesses and it still payed for it's production costs and has yet to cost us money to develop. Now take into account the entree fee for Intersect. Oh, it's free. Let's go over the production costs for let's sayyyyy 90% of the population that will be using Intersect to develop games. Free Engine - $0 Free Graphics found Online (Breeze, etc) - $0 Free Music via Eric Matias or others like him - $0 Free Sound Effects via Eric Matias or others like him - $0 Servers. Only about an estimated 10% of games started here will reach a playable phase (if we're going by previous generous statistics via Eclipse). Intersect also has an auto portforwarding feature, so let's take that number and cut it in half. 5% will want hosted servers. Jcsnider currently offers super affordable hosting services. Not even $10 most of the time. So let's say $8.50. 5% of games will need $8.50 for servers. Now I understand there will be a few commercial ventures that will actually have production costs, but if you're spending money actively on developing a game, you're more than likely going to have something of somewhat decent quality after you're done, if you know a bit about what you're doing. My base argument here is this: You CAN create games with Intersect as it stands right now. You SHOULDN'T create a game and release it, expecting it to be a success with intersect at this time. Wait for open source to fully commit and expend your resources. You can still use Intersect right now. Hell, I'm dinging out a few maps a day for my upcoming project, but I'm not going to release said project until I have at least a FEW of my planned features that will set my game apart from all the others programmed in.
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I'm going to have to disagree here. If you launch a game before it's ready (or say, before it's engine is tried, tested, and patched up), you're going to be fighting an uphill battle that rivals hacksaw ridge. 90% of players that have a bad experience and leave are not going to come back after you've fixed it. By all means, release a game (in Alpha state of course) but please do not expect it to be a success for quite some time. (Please note when I say success, I merely mean it can successfully pay for your locale's minimum wage for the hours you put into it for a month. Not exactly "successful", but I believe it's more than what most of us can look forward to working within this market ((ORPGs))) I also think the comparison to flappy bird is false. Flappy Bird was, quite literally, 1 in 10 million. It was also not a good game when compared to other stuff on the market. It should also be noted that you shouldn't be basing your games off of a bad game that went viral. Your first and foremost focus should be making a good game. I do fully expect Nightmare to grow into a rather large success for the ORPG scene. This is because it's a good game and will (hopefully) get continued support and updates. I strongly disagree with the statement that you could make the next COD or Monster Hunter and never earn $1000. If you make a solid game that has a market, you're going to earn. The problem with this philosophy in an ORPG scene is that the 2D ORPG market is small. Very small when compared to other game markets. Our market also already has juggernauts like Tibia and, to a lesser extent, ROTMG. There's a reason you see lots of the same names in our game's communities. It's because the market is small unless you create it. I predict Nightmare and a few others have this ability, it will just take more time than the next few months.
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In my honest opinion there's not going to be a successful game with Intersect for some time still to come. That's nothing against the engine or the developers, that's just my realistic take on it at the moment. Games like Nightmare and Arcwyre are very promising indeed, but they'll need a helluva lot of time to polish up and be completely successful.
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What do people think about a crowdfunding plugin?
SkywardRiver replied to Beefy Kasplant's topic in General Discussion
Was thinking of doing a Patreon for Intersect Features when source is released. Might happen, might not. We'll see. -
It's one word you goof
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Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Made some more paperdolls and hairs today. -
I THINK he means when you move a bit and the animation appears to end to "quickly", showing your character "sliding" into the next tile in a static forward frame.Though I could be wrong.
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Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Better or worse? @Zetasis Made more paperdolls and templates for future stuffs today as well. -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
But but but, this one IS a square house D: lol. Thanks though man, I'll be editing it shortly xD -
Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
Not that great at interiors, but I DO believe I'm getting better: -
How much?
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Story Today I did this on my project...
SkywardRiver replied to SkywardRiver's topic in Design & Creativity
