I Wanna Be The Forums!

General Category => Game Design! => Topic started by: Insanity Pie on October 25, 2010, 06:12:29 pm

Title: The Rules of Making a Good Fangame
Post by: Insanity Pie on October 25, 2010, 06:12:29 pm
Anyone can add to these if they wish, but here is what I think makes a good fangame point by point.

Before I get to any points I pose a simple question: Why are you making a fangame?

Bosses: Should be creative not stand still or bounce around the room shooting one attack. ou should have multiple attacks and or gimmicks to mix it up. Animation is nice too.

Use Original Sprites that aren't the IWBTG sprites:  Find sprites online or rip them from a game yourself.

Invisible Blocks: many people use these way too much, and here is what I think...these are a crutch a huge crutch they should be used sparingly and creatively rather than all over and chaotically. When you run into literally 50 of these in one room there is something very wrong.

Spike Triggers: The pointless: you trigger it before you even get to it why? Overuse: Trigger after Trigger after Trigger.
Use Spike triggers creatively, effectively, and sparingly. 3-5 triggers or combinations of triggers in one room is good or more just don't go overboard and place trigger after trigger.

Creative Traps: You don't have to use just spikes all over you know or pitfalls. The fun of an IWBT fangame is you never know what you'll get next. Like a laughing clown that slowly pops out of nowhere would be random spontaneous and weird. You want to give the player a sense of hell and enjoyment at the same time not for every room, but every now and then.

Gimmicks: Almost nobody uses these if you don't know how to make something like gravity, water, ice physics, speed increase, room flipping, room spinning, etc. Ask someone for help. Gimmicks break up the monotony of jumping and add more enjoyment and a better experience for the player especially in conjunction with traps.

Tediousness: This is a big one to me. This also delves into save placement. Example: You go through a whole bunch of traps only to come up to an insanely hard trap after with no saves. You're forced to go through all of that again and again and again. This will turn the player off from playing if it just keeps continuing over and over. These games are meant to be hard not tedious. If you want to break up the tediousness place a save after a very repetitive part.

Delicious Fruit: So you're playing a fangame and for absolutely no reason you run into a whole bunch of lines of delicious fruit. You can put something else besides delicious fruit in your game it's just stupid to have a ton of delicious fruit for absolutely no reason.

Funny Factor: Remember in IWBTG when you would go to the next screen and die or fight something absolutely ridiculous and laughed a little or a lot? I see none of this in current fangames it's what makes an IWBT game really good is the abstract and weird. As an LPer it also gives you that WTF moment and is simply amazing. Now I'm not saying to put funny trap after funny trap, because then it will become very expected. Make it so the player never even knows it's coming.

Boundary Killers: We don't need these we have player killers for that. Make walls or something if it's a pit then it's ok if I run into a side or top boundary where NO player killers are why do I die.
Fixxes for Boundary Killers include: A dummy screen you know you jump and enter another screen where a ceiling is or w/e, Walls for the sides, Some creative trap that stops you from going outside the boundaries.

Intricate Jumps: We don't need these in the beginning non-stop. These turn a player off from playing the game when alls you have are intricate jump after intricate jump. The Final Area or later in the areas should include these also be fair about the type of intricate jump you use and put saves before insanely difficult ones. ESPECIALLY if the player had to go through a bunch of other intricate jumps just to reach this insanely difficult intricate jump, because then we run into tediousness.

Glitches: Some are fun and some aren't...When you have a platform that sends the player up and they get stuck in the ceiling or in the blocks or w/e that is terrible. Either put a player killer there or within the block itself to kill the player if need be. Cool glitches would include: Easy Boss Kills, Shooting something off screen, Saving from a different screen etc.

Save Placement: Saves should be used according to what you think deserves it. If a player just went through a difficult room(s) they should get a save. Don't make it to the point where the player has to go through 5 rooms with intricate jumps and ridiculous jumps on hard or medium just to get one save point. Also don't place a save where the player can save into a trap. Think fairly.

Testing: All fangames should be tested by someone other than the creator to check for fairness, glitches, and overall creativity and fun factor. The truth of it is the creators don't know what is fair and what isn't. We know where everything is how to get past it etc. My advice is to get an average player and an advanced player to test your game. The average player will show you how truely hard your game really is. The advanced player will show you the glitches and how easily your game can be broken. Always remember different people try different things.

Annoyance: You don't want to annoy the player by having a sound or song repeating that when looped will drive someone to insanity. Make sure the sound isn't played 10 times in a second or less. Use songs that will actually keep a player going rather than be turned off by.

Music Choice: MIDIS this is my personal opinion if they don't sound as good as the MP3 don't use them. Use audacity to cut down the length of an MP3 and put it to a good looping point. Use songs that are unique and fit an area or don't for all the right reasons.

Ripping off: Don't rip off straight from IWBTG or other fangames unless you get permission. Recently I've come across exact ideas that were exactly like IWBTG's I won't mention fangame names you know who you are. You have your own creativity use it.

Room Transition: Indicate how to get to the next room it's unfair to the player if you have spikes in the next room over and there's no indication of where to go next.

Level Design: make the rooms look nice and clean not scattered and crazy with blocks in weird places, spikes, cherries, and everything in weird places.

Don't make objects that constantly blink, because these hurt people's eyes and people who are prone to seizures will be unable to play your game.

Also DON'T STACK TRAPS Over and Over and Over Spikes on Spikes on Spikes = Poor Design!





Title: Re: The Rules of Making a Good Fangame
Post by: Valkema on October 25, 2010, 06:26:27 pm
I agree with everything but ripping from iwbtg, its ok if you do it, just do a good job of it.
Title: Re: The Rules of Making a Good Fangame
Post by: YoSniper on October 25, 2010, 06:43:14 pm
Additional rules to PROVE THAT YOU ACTUALLY PUT THOUGHT INTO YOUR FANGAME:

1) Avoid using the standard IWBTG starting area or Megaman music tracks. We've heard enough of these.

2) Keep your rooms a reasonable size. If your room is ten screens long, YOU WILL GET LAG. An easy fix is to create a one-way border, like still platforms or a dropoff from which the player cannot return, and use that as the border between rooms.

3) Invisible paths and appearing/disappearing spikes are simply DICK MOVES. Nobody except the creator is going to figure this out on their own within a reasonable time period, so just DON'T DO IT. Possible exceptions include those where the tiles are slightly discolored, such as to catch the player's interest.

4) As IWBTG references a multitude of games, so should your game. Add references to Nintendo, Sega, Atari, and any other games that you want, but just give us enough variety so that we look forward to the next area.

5) A pause feature is always nice, and it can be as simple as a show_message command.
Title: Re: The Rules of Making a Good Fangame
Post by: Ellipsis on October 25, 2010, 06:53:53 pm
You wont get lag unless you're using Gamemaker.
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on October 25, 2010, 07:32:10 pm
I love the lot of those rules! I'm thinking about making a fangames but each screen has something wrong with it and a caption that tells you what is wrong and not to add it in your fangames. sort of like an interactive tutorial of sorts <3
Title: Re: The Rules of Making a Good Fangame
Post by: Insanity Pie on October 25, 2010, 07:35:23 pm
I love the lot of those rules! I'm thinking about making a fangames but each screen has something wrong with it and a caption that tells you what is wrong and not to add it in your fangames. sort of like an interactive tutorial of sorts <3

^ I Like this
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on October 25, 2010, 07:37:35 pm
Well jon if your interested we can make it together <3
Title: Re: The Rules of Making a Good Fangame
Post by: dcx666 on October 25, 2010, 11:07:38 pm
- Don't be hung up on 32x32 grid
- Never use cyan colour background...or even a plain background
- Theres more to life then spikes and apples...add a dinosaur for God-sake (Because God created Dinosaurs...not Humans)
- Take Risks...You get nothing for being a wuss
- Be patience, In terms of game maker ... One month real time = Fuck all in game maker time
- Ask for help...jeez you can't expect to make a whole game by yourself
Title: Re: The Rules of Making a Good Fangame
Post by: Storyyeller on October 26, 2010, 12:27:50 am
You wont get lag unless you're using Gamemaker.

Or you do something stupid, or you push the game to its limits. Early versions of Pickory lagged the first time you fight Tor because I was loading images on the fly from a heavily compressed archive.
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on October 26, 2010, 07:12:03 am
Just a little note to say i'm currently making "I wanna be the tutorial". If anyone want's to design room's or help let me know.
Title: Re: The Rules of Making a Good Fangame
Post by: Reepicheep on October 26, 2010, 07:34:13 pm
Bump diddy bump for a thread of much relevance X)
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on October 26, 2010, 07:34:58 pm
I'll see your bump and raise you a further bump.
Title: Re: The Rules of Making a Good Fangame
Post by: Jksnxia on October 26, 2010, 09:52:23 pm
...Use Original Sprites...rip them from a game yourself.
wow, altho i know what you mean but those kinda sound contradicting

and also you definitely can get lag from GM if you're using an old computer, or as Storyyeller said, doing something stupid such as overstacking sprites or music as I once did before
Title: Re: The Rules of Making a Good Fangame
Post by: Insanity Pie on October 27, 2010, 01:15:48 am
...Use Original Sprites...rip them from a game yourself.
wow, altho i know what you mean but those kinda sound contradicting

and also you definitely can get lag from GM if you're using an old computer, or as Storyyeller said, doing something stupid such as overstacking sprites or music as I once did before

Fixxed to make more sense.
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on October 27, 2010, 04:57:40 pm
I think people shouldn't expect a fangame to be done in a week i think they need to accept that to make a decent fangame a year might even be too early.
Title: Re: The Rules of Making a Good Fangame
Post by: YoSniper on October 27, 2010, 05:09:10 pm
I think people shouldn't expect a fangame to be done in a week i think they need to accept that to make a decent fangame a year might even be too early.

Six months if you dedicate at least 40 hours a week to it.

Maybe.....
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on October 27, 2010, 05:10:40 pm
I suppose your right yoSniper. But i mean at a more casual pace. I dedicate that much but mostly on art , i'm making all the art for my game you see >.> It's killing me.
Title: Re: The Rules of Making a Good Fangame
Post by: YoSniper on October 27, 2010, 07:35:00 pm
I suppose your right yoSniper. But i mean at a more casual pace. I dedicate that much but mostly on art , i'm making all the art for my game you see >.> It's killing me.

Yeah, the graphics seem to be the most time-consuming. I'm lucky that I have sprite artists willing to contribute to my games while I stay busy with the concept. Hooray for teamwork!
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on October 27, 2010, 07:36:44 pm
Muahah! Yes I do sprite work for games and it ends up taking forever to get too my own games xD


Also any mods/admins willing to sticky this topic?
Title: Re: The Rules of Making a Good Fangame
Post by: Ae Zi on October 27, 2010, 09:57:31 pm
I'll make sure to break every one of these rules when I make the "The Apple That Cannot Be Dodge" game that was suggested to me before. It could be created to serve as an example of a bad fangame >.>

...

Though, I still need to figure out how.
Title: Re: The Rules of Making a Good Fangame
Post by: Storyyeller on October 27, 2010, 11:06:10 pm
What's really frustrating is that the art still takes forever for me, even though I'm ripping it from other games.

Some games aren't too bad, but Ecco The Dolphin is driving me crazy! I think I've spent weeks ripping stuff and I'm still not finished.
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on October 28, 2010, 03:19:02 am
I'll make sure to break every one of these rules when I make the "The Apple That Cannot Be Dodge" game that was suggested to me before. It could be created to serve as an example of a bad fangame >.>

...

Though, I still need to figure out how.
if you read a little bit back you'll find I'm knee deep in making my own shit fangame that also explains why each room is shit to serve as am example.
Title: Re: The Rules of Making a Good Fangame
Post by: Miracle on November 14, 2010, 07:01:58 am
Great graphics don't make a great game, But bad graphics make a bad game, So rip your spites/tiles with detail and quality. 
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on November 14, 2010, 07:05:22 am
Great graphics don't make a great game, But bad graphics make a bad game, So rip your spites/tiles with detail and quality. 
Good point. I see so many games that have good potential but are let down by crappy sprites.
Title: Re: The Rules of Making a Good Fangame
Post by: Valkema on November 14, 2010, 02:58:43 pm
Great graphics don't make a great game, But bad graphics make a bad game, So rip your spites/tiles with detail and quality. 
Good point. I see so many games that have good potential but are let down by crappy sprites.
Bad graphics do not maek a bad game, if you care for graphics then stop playing games. Graphics can only help a game.
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on November 14, 2010, 03:00:31 pm
What i mean is graphics can really affect a game. I've played a game that you could barely see the sprites and they well all cut up so it was almost impossible to play.
Title: Re: The Rules of Making a Good Fangame
Post by: Miracle on November 18, 2010, 01:39:43 pm
Great graphics don't make a great game, But bad graphics make a bad game, So rip your spites/tiles with detail and quality. 
Good point. I see so many games that have good potential but are let down by crappy sprites.
Bad graphics do not maek a bad game, if you care for graphics then stop playing games. Graphics can only help a game.

You sir have obviously no potential of making a good fangame; what you say is for the 'shitty' fangames,
Which won't be very hard to find either. I agree also that what most people say that around 95% of fangames are 'shitty' and that rate is slowly decreasing and increasing.
God help us all when the day comes when that number becomes 99%. So many fangames now-a-days, Its hard to understand which are stupidly boring and extremely entertaining... Damn do I miss those days when we would rarely get one single bad fangame a month, days when ultimatum, tribute and GB first hit the boards. *sigh* >_>
Title: Re: The Rules of Making a Good Fangame
Post by: Valkema on November 18, 2010, 06:47:17 pm
Miracle, If a game has bad graphics does that mean the game sucks. Graphics are a miner part of the game, if the graphics don't affect the game play then why would they affect the game. If you see a game with graphics that look like they were hand drawn and you turn down the game for that then your stupid. Its whether the game is fun or not that matters to me not silly graphics. Now I never said I was going to make a fangame with bad graphics.
Title: Re: The Rules of Making a Good Fangame
Post by: YoSniper on November 19, 2010, 12:34:04 am
Example video of what NOT to do: http://www.youtube.com/watch?v=MCI8JtdCFbE
Title: Re: The Rules of Making a Good Fangame
Post by: Miracle on November 19, 2010, 02:59:51 am
Miracle, If a game has bad graphics does that mean the game sucks. Graphics are a miner part of the game, if the graphics don't affect the game play then why would they affect the game. If you see a game with graphics that look like they were hand drawn and you turn down the game for that then your stupid. Its whether the game is fun or not that matters to me not silly graphics. Now I never said I was going to make a fangame with bad graphics.

Just watch Yosniper's video.
You'll see what I mean.
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on November 19, 2010, 01:26:50 pm
Example video of what NOT to do: http://www.youtube.com/watch?v=MCI8JtdCFbE
I love this.
Title: Re: The Rules of Making a Good Fangame
Post by: Valkema on November 19, 2010, 06:11:54 pm
um that video doesn't support what you say at all miracle, The video is more of a complaint about bad design not bad graphics. All the graphics in the game were good graphics but very poorly implemented.
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on November 19, 2010, 06:13:01 pm
We'll sprites being poorly ripped counts as bad graphics.
Title: Re: The Rules of Making a Good Fangame
Post by: Valkema on November 19, 2010, 06:18:24 pm
We'll sprites being poorly ripped counts as bad graphics.
if the screen was the right size it would be good graphics, therefore its good graphics but poorly implemented besides the graphics aren't making the game bad its just overall design
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on November 19, 2010, 06:23:25 pm
Bad graphics can seriously detract from the games decency. I've played games where you could barely see where you were going the sprites were awful and chunky and it was glitchy because of the large sprites. The art of the sprites persay doesn't matter it's the shape , size and way they are used.
Title: Re: The Rules of Making a Good Fangame
Post by: Valkema on November 19, 2010, 06:41:40 pm
if the graphics don't affect the game play then why would they affect the game.
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on November 19, 2010, 06:44:53 pm
They certianly detract form the aesthetics and general feel of a game. And those are tow important factors for me. Definately if a game had bad graphics but was ultimately enjoyable i see no problem with it , but it could be better with graphics.
Title: Re: The Rules of Making a Good Fangame
Post by: Jksnxia on November 19, 2010, 11:51:59 pm
Reply to above,
Play this game (http://s000.tinyupload.com/index.php?file_id=43742629382257311535), not only it follows the bad fangame rules, but also look at the graphics, especially from room 2 (not screen 2) and on.
Title: Re: The Rules of Making a Good Fangame
Post by: Storyyeller on November 20, 2010, 01:01:40 am
I'm tempted to make a game with really horrible graphics, just to prove Anonymous wrong.
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on November 20, 2010, 05:21:43 am
I'm tempted to make a game with really horrible graphics, just to prove Anonymous wrong.
Lmao go for it.
Title: Re: The Rules of Making a Good Fangame
Post by: Insanity Pie on November 20, 2010, 06:04:05 am
Reply to above,
Play this game (http://s000.tinyupload.com/index.php?file_id=43742629382257311535), not only it follows the bad fangame rules, but also look at the graphics, especially from room 2 (not screen 2) and on.
Completely beat this game and poor design, poor trap placement, nonsensical traps, bad boss..., the last room or 2nd last room really got me angry it was everything you should never do in a fangame all in one.
Title: Re: The Rules of Making a Good Fangame
Post by: Valkema on November 20, 2010, 09:26:06 am
I'm tempted to make a game with really horrible graphics, just to prove Anonymous wrong.

If the graphics aren't distracting from the game play I will play it.
Title: Re: The Rules of Making a Good Fangame
Post by: Miracle on November 20, 2010, 01:25:32 pm
I'm tempted to make a game with really horrible graphics, just to prove Anonymous wrong.
Lmao go for it.

lol, Go for it, Hon'. =)
Title: Re: The Rules of Making a Good Fangame
Post by: Storyyeller on November 20, 2010, 06:12:20 pm
Well I'm too busy to actually make a new game, but what do you think of Pickory Solid Color Edition?

http://www.mediafire.com/?xzvit2dm9wecf46
Title: Re: The Rules of Making a Good Fangame
Post by: Valkema on November 20, 2010, 08:30:20 pm
you forgot to add the DLL files
Title: Re: The Rules of Making a Good Fangame
Post by: Storyyeller on November 20, 2010, 09:56:08 pm
No, just put it in the same folder as regular Pickory. I included only the exe since that's the only thing that's different.
Title: Re: The Rules of Making a Good Fangame
Post by: Valkema on November 20, 2010, 10:38:53 pm
well the graphics do affect the gameplay because you can't see the platforms but other than that the game is still fun.
Title: Re: The Rules of Making a Good Fangame
Post by: Indigo Blue on November 21, 2010, 01:32:39 pm
i dunno if this is already on the rules, but:

Themed levels:
The wrong way to do it : just the music of the level has anything to do with the theme, backgrounds are not well cuted.

The good way to do it : Tilesets and backgrounds has to be from the game, needs references of the game (if its mario, have coin blocks or something that make people remember mario) , music has to be from the game (a remix works too)
Title: Re: The Rules of Making a Good Fangame
Post by: Valkema on November 21, 2010, 03:19:23 pm
i dunno if this is already on the rules, but:

Themed levels:
The wrong way to do it : just the music of the level has anything to do with the theme, backgrounds are not well cuted.

The good way to do it : Tilesets and backgrounds has to be from the game, needs references of the game (if its mario, have coin blocks or something that make people remember mario) , music has to be from the game (a remix works too)
This isn't nessecary as iwbtg has the kirby megaman 2 and the final tower of the guy which music i forgot, and much more the tiles are in no way directly ripped from the game. Therefore no.
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on November 21, 2010, 03:22:34 pm
i dunno if this is already on the rules, but:

Themed levels:
The wrong way to do it : just the music of the level has anything to do with the theme, backgrounds are not well cuted.

The good way to do it : Tilesets and backgrounds has to be from the game, needs references of the game (if its mario, have coin blocks or something that make people remember mario) , music has to be from the game (a remix works too)
This isn't nessecary as iwbtg has the kirby megaman 2 and the final tower of the guy which music i forgot, and much more the tiles are in no way directly ripped from the game. Therefore no.
Yes but those levels wer eoriginal and had original themes the tower of the guy is a theme and so is the path to kradgief. Indigo means if you set out to make a path let's say a Yoshis Island path you should have yoshis island tileset , music and enemies and sprites. Since neither of the two sections oyu mention were actually supposed to be what the music is then he is right.
Title: Re: The Rules of Making a Good Fangame
Post by: Valkema on November 21, 2010, 03:24:04 pm
I see what you mean
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on November 21, 2010, 03:25:10 pm
Good :)


   And also it's EVO the music's from!
Title: Re: The Rules of Making a Good Fangame
Post by: core on December 06, 2010, 06:24:55 pm
Looks like I have to make major changes in that shit of mine, once I continue it. (that'll be never, maybe not even then)
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on December 06, 2010, 06:28:21 pm
Well when you do if you stick to these guidelines it'll be great ^^
Title: Re: The Rules of Making a Good Fangame
Post by: YoSniper on December 08, 2010, 11:53:55 pm
Guidelines for good fangames: http://www.youtube.com/watch?v=43hFVU3Ip1U
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on December 09, 2010, 12:20:14 pm
I followed most of that off the bat anyway. Good video yosniper :)
Title: Re: The Rules of Making a Good Fangame
Post by: YoSniper on December 15, 2010, 05:33:03 pm
One thing I forgot to mention:

Not getting border-killed is another good sign.
Title: Re: The Rules of Making a Good Fangame
Post by: Fred-eye-inc on December 15, 2010, 05:34:04 pm
Sublime had a nice way to counter out of boundary kills , with the death note room. Hell even adding blocks would make it work better.
Title: Re: The Rules of Making a Good Fangame
Post by: YoSniper on December 15, 2010, 07:50:10 pm
Sublime had a nice way to counter out of boundary kills , with the death note room. Hell even adding blocks would make it work better.

While Sublime did have a neat animation for this, I still found it annoying when touching the ceiling meant dying. I'm also against the sudden pop-out thing, but that's just me. That game is still pretty good.

The worst case, though, is when games actually use the ceiling as a death zone and make you have to jump extremely close to it to traverse a certain path.
Title: Re: The Rules of Making a Good Fangame
Post by: Shr1nkyd1nk on March 10, 2011, 05:31:58 pm
I think people shouldn't expect a fangame to be done in a week i think they need to accept that to make a decent fangame a year might even be too early.

I've heard this comment before...

but I agree with it, i'm estimating my game will take two years to be completed
Title: Re: The Rules of Making a Good Fangame
Post by: ActorOfVeil on May 19, 2011, 05:03:57 pm
I think people shouldn't expect a fangame to be done in a week i think they need to accept that to make a decent fangame a year might even be too early.

I've heard this comment before...

but I agree with it, i'm estimating my game will take two years to be completed

I agree with the above statements when the project is done as a solo work but couldn't that time be reduced if you have multiple people in your game making team?
Title: Re: The Rules of Making a Good Fangame
Post by: Storyyeller on May 19, 2011, 06:16:49 pm
It depends on what skills each team member has and how well they work together.
Title: Re: The Rules of Making a Good Fangame
Post by: Miracle on September 04, 2011, 05:46:06 pm
It depends on what skills each team member has and how well they work together.

And how willingly they are to test the game properly.
Title: Re: The Rules of Making a Good Fangame
Post by: shitty name fixed on September 26, 2013, 08:17:15 pm
One thing I've never understood is that games like GB and Tribute seem to break a lot of these rules. Why does everyone like them?
Title: Re: The Rules of Making a Good Fangame
Post by: infern0man1 on September 26, 2013, 08:29:23 pm
We USED to like them (I personally never liked Tribute, but still like GB due to difficulty).

When they first came out, we all thought they were good. Now, since so many god awful fangames have come out (http://www21.atwiki.jp/iwannabethewiki/pages/283.html) people think these are shit.
Title: Re: The Rules of Making a Good Fangame
Post by: MetaKK on September 26, 2013, 08:29:31 pm
One thing I've never understood is that games like GB and Tribute seem to break a lot of these rules. Why does everyone like them?
Nostalgia probably.

They were 2 of the earlier fangames that didn't completely suck. They lack in comparison by todays standards next to stuff like Boshy yes, but look around the forums at the time these 2 were finished and compare with the flood of "games" created with tijit's I Wanna be the Engine.
Title: Re: The Rules of Making a Good Fangame
Post by: RebornIsaac on March 09, 2015, 02:14:28 pm
Well, I was making a fangame earlier, and now I see that I broke a bunch of rules.
Thanks to you now I know what to do in my game!
Thank you a lot!
Title: Re: The Rules of Making a Good Fangame
Post by: SpaceH3R0 on November 07, 2015, 03:59:07 pm
The secret paths, disappearing spikes, etc. are allowed if you add clues for the people to find out, like a sign on top or something like that.
Title: Re: The Rules of Making a Good Fangame
Post by: LOLGAMMER on November 07, 2015, 04:38:26 pm
Needle:
-Being able to see your character is very important. Make the backgrounds clear and paint the spikes to a different color from the background.
-Minimize the use of generic garbage jumps such as corners, ledges, diamonds, inverts  and the one I hate the most is plane jump. These jumps are very easy to come up with and all they do is create a fake sense of difficulty.
-No grid
Nice examples: Neurosis, Catharsis, Vector, Not Another Needle Game, ArioTrap2, 3200min.

Avoidance:
-Don't make avoidances.

Adventure:
-Make it as open world as you can.
-Don't use retarded gimmicks, and try to be creative with areas.
-Traps are fine unless they are used right before the next save.
-One boss each area is fine. Try to not make them hard so they won't break the pacing.
-No grid
Nice examples: Dun Wanna Be Anything, Crimson, Destination, See the Moon.

Medley:
-No K3 cloning.
-No Happil cloning.
-Don't make a boss rush. Even if you do make the bosses easier than the other bosses, since there will be 4 or more.
-Don't nerf or buff the room you're copying too much. Might end up annoying or anticlimactic.
Nice examples: Kamilia 2, Thank to Daburyu, Kill the Needle Games 2, Cultured.

Trap:
-You know the rules, try to be as unpredictable as possible.
-Even though you make a trap game, don't over overuse the traps. 7 traps per save is fine.
Nice examples: fa trap, Metamorphosis.
-No grid

100 Floor
-It's very hard to make a 100 floor game so good luck
-1 gimmick per 10 floors is fine.
-If you're making 100 floors of pure needle you must absolutely have a slowly increasing difficulty curve.
Nice examples: Crimson Needle 2, NANG(this is a 400 floor game if youre going for true ending but w/e),Reach heaven, Survive
Title: Re: The Rules of Making a Good Fangame
Post by: infern0man1 on November 08, 2015, 09:49:21 pm
Corners can be used in interesting ways; so can planes, diagonals, diamonds at times, maybe inverts. Also, have you not seen some of the avoidances that have come out recently? (I Wanna Know the Everlasting Stories, I Wanna Beat the Flower, if(I Wanna be the GOD){}, etc.)
Title: Re: The Rules of Making a Good Fangame
Post by: LOLGAMMER on November 09, 2015, 06:35:50 pm
. Also, have you not seen some of the avoidances that have come out recently? (I Wanna Know the Everlasting Stories, I Wanna Beat the Flower, if(I Wanna be the GOD){}, etc.)
Yeah that was probably a bit harsh but I can't stand avoidance-only games at all. Not to mention that I haven't played one more than 2 minutes.