I Wanna Be The Forums!

Please login or register.

Login with username, password and session length
Advanced search  


Gaiden 1.2 patch released. Click here to download!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Valkema

Pages: 1 ... 5 6 [7]
Crap! / The User Box is rather Colourful
« on: March 12, 2011, 01:52:54 pm »

Crap! / SL is funky
« on: March 11, 2011, 07:54:04 pm »
Just tell SL he's funky and he'll get his groove on.

General Discussion! / Spelunky
« on: March 10, 2011, 07:35:46 pm »

Fun game. Doesn't really get old since its all randomly generated. What do you all think?

Other Games! / My First Game Thread
« on: February 05, 2011, 02:02:17 pm »
Well here is this game that I made when I was like 8 or 9, It was sometime around the release of game maker 4. Well I fixed up a bunch of the bugs but still left in some because I felt like it.


note: This game is not that good at all. I was like 8 or 9 so I didn't understand what made a good game and back then I (and many people on yoyogames) consider it good. Today I don't however. So don't bother trying to help me improve it cause I could care less about it.

Crap! / I'm Snowed in.
« on: February 01, 2011, 11:04:16 pm »
Along with 75% of the US that got hit with the blizzard. Well there goes my spring break. What do you guys think about it?

Game Design! / A little rant about these so called fangames
« on: January 22, 2011, 01:21:33 pm »
Here is where IMO all fangames have failed. If a fangame has something that I said fangames don’t have, chances are I haven’t played your game. Also I do respect other peoples opinions although you might think I don’t so anyways please respect mine.

 First off what did iwbtg have, simple platforming surrounded by traps that are meant to give you a chuckle when you die but ultimatly once you've seen the trap you should be able to dodge it every time. The main points where I die now in iwbtg are not from traps but from just the hard platforming segments (and trying to pull off precise speed tricks). Traps in iwbtg, I'm not sure if anyone but me noticed, but they are more placed towards the beginning of a segment, when you get towards the end of a segment traps just really aren't there, The only times he placed traps near the end were in secret item rooms and the final tower of the guy but in the final tower of the guy, that trap is so funny that it makes up for it.

Not one fangame has ever had good trap placement. And most fangames traps are stupid, unfunny, hard to dodge. Fangames are loaded with precise jumps that just make a game overly hard. And although some fangames have creative ideas with how to platform, they don’t turn the game into simple platforming all it does is make the game more complex then what it should be, I haven’t seen one fangame with a new idea that hasn’t made the game more complex when it comes to platforming. Keep your ideas out of fangames, if you have a new and creative idea why are you making a fangame anyways shouldn’t you just go and make your own game.

Also on the subject of moving spikes, if you notice always before a spike falls on you, it shakes a bit which adds to the effect of them, they don’t just fall like what happens in all fangames.

On the subject of invisible and fake blocks go look at the only rooms in iwbtg that have them and look at what types of rooms they are. And maybe you’ll see how BS it actually is.

Now on the subject of level design. In iwbtg screens feel connected and not like they were all made one at a time. If you look at the starting areal for iwbtg there are 3 different sections, underground, ground level and sky and they all feel connected, if you notice the background changes as you move up on ground level there is grass and in the sky there are clouds and everything flows together nicely.

Where as in fangames, pickory showed this and that was the part where you get the super obvious secret, and iwsys’s ninja gaiden area. But a lot of fangames don’t just have areas that don’t flow together, a lot of them have screens that are fragmented and condence the player in small spaces and basically extend gamplay by have too many segments in one room.

Now im not going to get into bosses that much but all I have to say about them are in fangames bosses don’t really feel alive and a lot of times they just aren’t threatening. Take iwbtk’s shadow devil for example, it has not animation besides for when moving across the room, and its small leaving a lot of waisted space at the top and in this situation the room feels too open.

I coud rant about a lot more like, how flash games, freeware games, new gen games aren’t games that you should rip off (oh wait I just did), but I covered everything I really wanted to cover oh and why I am posting this in a new topic in the other games section is because I want people to read it, If I posted it in the how to make a good fangame topic probably 5 people would read it.

Crap! / -- --- .-. ... . -.-. --- -.. .
« on: November 16, 2010, 12:13:17 am »
.. -.   - .... .. ...   - --- .--. .. -.-.   .-- .   - .- .-.. -.-   .-.. .. -.- .   - .... .. ...

Crap! / Kaguya Table
« on: November 13, 2010, 02:42:32 pm »
Most Epic Game made yet (thank you kudo for reminding me about this game)


Fangames! / Astronaut Kid
« on: August 30, 2010, 05:57:05 pm »
  Yeah I'm making a fangame. This game is going to be a 360 degree platformer(think mario galaxy). I finished the engine 3 days ago(a month I will never get back) and I hope to release a alpha in about a week.
    My goal for this game is to be focused on puzzle platforming and funny traps. I also want to make this game be more open to the player to explore and there will be no right way to go. Besides for the different paths, each path branches out but they all eventually lead to the same place. With the 360 gravity I am hoping that the player never feels boxed in and that there is always more than one way to do things even if there is only one true way to make it through a room. Also the 360 gravity will make for some pretty interesting boss battles. The one bad thing that I can think of is that no wall jumping but its not really needed anyways.

So basically:
  • Puzzle Platforming
  • Funny Traps
  • Replay Value
  • Unique bosses and traps

Pages: 1 ... 5 6 [7]