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Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 1:18 am
by Weegeesquare
BTB wrote:i mean no disrepect, ill likely play and enjoy this no matter if you follow my suggestions, i just think adding more mario features or making it into a full mario game will do nothing but enhance it. and sometimes fangames do become canon mario nintendo games, just look at the wario series.
Hey, there will definitely be some more Mario references in it as well! Heck, one of the characters is just a HUUGE love letter to the series, but I haven't revealed him yet. I can almost assure you you're going to love him (but not romantically, unless you're bisexual or something, but hey, I don't judge.)
Ace wrote:get ur head out of your ass, big boy, I'm talking about the tiles and background, which definitely could be made in 2 seconds (not that the characters look much better)
I mean, if you think this game is even remotely presentable in the state it's in now, then that's pretty worrying.
Yes, they could; the backgrounds are a solid color right now.
Ace wrote:That's a beautiful logical fallacy dude, "you're just a hater so your opinion doesn't matter", just beautiful.
No, actually, I'm not listening because your criticism shows no signs of constructiveness in it.

Also, I was quoting Depeche Mode.
Ace wrote:Like I said before, the reason I don't have high hopes is because you think this is actually presentable as it is now.
If you read the full reply, you'd notice I said "I wouldn't even consider this game an alpha yet."

It's not presentable. I just want to get my ideas out there so I don't end up having a huge game but no one knows about it. That's what's happened with pretty much every other game of mine. I'm still learning this stuff.

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 1:21 am
by qig
Do u know what exploritive worlds are, that's what M64 uses: big, explorative and fun worlds.
did you know that super mario 64 is a 3d platformer? And that your game is
1) not 3d
2) only vaguely resembles something I would call a 'platformer'

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 1:24 am
by BTB
Weegeesquare wrote:
BTB wrote:i mean no disrepect, ill likely play and enjoy this no matter if you follow my suggestions, i just think adding more mario features or making it into a full mario game will do nothing but enhance it. and sometimes fangames do become canon mario nintendo games, just look at the wario series.
Hey, there will definitely be some more Mario references in it as well! Heck, one of the characters is just a HUUGE love letter to the series, but I haven't revealed him yet. I can almost assure you you're going to love him (but not romantically, unless you're bisexual or something, but hey, I don't judge.)
references are good, and it definitely adds to the game for sure. just remember, the more mario, the more better the game will end up. i wish you luck and don't listen to these haters.

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 1:25 am
by Egg
why stop at references if you can make it a fully mario game?

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 1:25 am
by Ace
qig wrote:
Do u know what exploritive worlds are, that's what M64 uses: big, explorative and fun worlds.
did you know that super mario 64 is a 3d platformer? And that your game is
1) not 3d
2) only vaguely resembles something I would call a 'platformer'
in most platform games I play, the character doesn't take up 1/3rd of the screen.

also, if it isn't presentable, then why post it. Do you really want people's first impression to be "this is hideous?"

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 1:36 am
by Weegeesquare
qig wrote:did you know that super mario 64 is a 3d platformer?
You would do great on Didyouknow Gaming :D
qig wrote:And that your game is
1) not 3d
OH MY SWIRLS! I DIDN'T KNOW THAT!
qig wrote:2) only vaguely resembles something I would call a 'platformer'
Then please, tell me what you think it is. :D
BTB wrote:references are good, and it definitely adds to the game for sure. just remember, the more mario, the more better the game will end up. i wish you luck and don't listen to these haters.
Not too much though! You'll definitely see the influences in a lot of places. (Stage 5, Mushroom Marsh, especially; the name alone should tell you one thing <w<)

I grew up with Mario. Super Mario World was my first game I ever played, even! Hell, the reason I program is because of him; I always wanted to make my own Mario game when I was a kid, and thus, discovered Game Maker by complete accident.

Also, hey, I gotta listen to the haters. See what people like, see what they don't, make something fun! ^w^
Magibowser wrote:why stop at references if you can make it a fully mario game?
Because then it wouldn't be an original property, so I wouldn't have something to show to others and say "I made this."
Sure, I could do it with Mario, but they'd be like "make something original, then we'll talk."

You can make a Mario game if you want! Just do it! :3
Ace wrote:in most platform games I play, the character doesn't take up 1/3rd of the screen.
Yeah, I realized that problem a few days ago... the screen size has been largened quite a bit since.
Ace wrote:also, if it isn't presentable, then why post it. Do you really want people's first impression to be "this is hideous?"
Well, no.

I want people to say "this has potential, but it needs work," so I can talk with the supporters and haters to see what works and what doesn't.

AKA, what I'm doing right now! :D
Anyways, the sleepies are calling for me. I'll be back tomorrow!

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 1:42 am
by Ace
Weegeesquare wrote: I want people to say "this has potential, but it needs work," so I can talk with the supporters and haters to see what works and what doesn't.
I could go to a game maker tutorial website, follow a tutorial on how to make a simple platforming engine, and that would have about as much potential as this game does right now.
Seems to me like you're just fishing for compliments. You kind of need to show something in order to get actual criticism, you're barely showing anything here.
Also, your sprites need more than just shading. The line art is very jagged, the proportions are off, and overall look awkward, with or without shading.

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 1:46 am
by mechamind
Ace wrote:in most platform games I play, the character doesn't take up 1/3rd of the screen.
That's not always a bad thing. It also depends on what happens around the character and the reaction time permitted.

It's not even 1/3 of the screen horizontally. It's closer to 1/5th (or maybe 1/10th depending on the hitbox and the tail).

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 1:53 am
by qig
Then please, tell me what you think it is. :D
Image

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 1:54 am
by BTB
mechamind wrote:
Ace wrote:in most platform games I play, the character doesn't take up 1/3rd of the screen.
That's not always a bad thing. It also depends on what happens around the character and the reaction time permitted.

It's not even 1/3 of the screen horizontally. It's closer to 1/5th (or maybe 1/10th depending on the hitbox and the tail).
I agree. If you remember classic indie games like Wario World on the Wii, that big boy actually takes up quite a bit of the game screen. Does this detract from the game at all? No, it actually makes it better.

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 1:54 am
by Egg
I don't know why you ignored my first comment, but you should really try to improve the game art style.
http://www.wikihow.com/Make-Digital-Art
http://www.wikihow.com/Draw-Mario-and-Luigi

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 8:24 am
by MistakesWereMade
Listen here dude, I actually know you from the freedom planet forums. You've made quite a shitton of games and almost all of them have looked like shit without any signs of improvement over the course of them, and you DID record a bunch of them, so you're actually just flat out lying about not being able to do so. You should probably not have a shitton of gameplay videos in your channel when making claims like that. https://www.youtube.com/user/Weegeesquare/videos

I'm pretty sure that you're just re-using the same engine you've been using for all of your gamemaker games, which is honestly a bad thing because none of them look remotely fun. Please actually put effort into the level design and graphic design. Heck, if you're going to utilize a sub-par artstyle, at least have the decency to not use furry anthro characters. Those only work if the graphics are actually good.

ALso

Nien wrote:this game is going to have carol isnt it
If GalaxyTrail gives me permission to add her as DLC, I will.
I'd make a snarky statement about how you actually took that comment seriously, but with the shit that has had FP cameos, I honestly wouldn't be surprised if it happened.

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 9:41 am
by CynicHost
The current screens look a little bland (especially the solid colour background), but the characters don't actually look that bad!

I can see a lot of potential here, keep working at it, and good luck! ;)

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 5:10 pm
by YellowMe
Weegeesquare wrote:
YellowMe wrote:Welp, looks like Nien predicted the future.
Mind if I put a Shulk meme here?
I have no idea what you mean by that. What I meant by my comment is that she looks like a carol ( which Is what I thought Nien was talking about ).
Weegeesquare wrote:
YellowMe wrote:I think Ankhe is missing some clothes... and the contrast between the black and yellow makes my eyes hurt.
I'll work on finding a way to wash out the colors while still making it look fitting with the art style. ;)
Whilst you're doing that, I'd suggest washing out a lot of the other character's colours. The art style also looks very amateur-ish. The black outline using line tools is the way I used to sprite. Nedless to say, it doesn't look good. Practice proportions and don't make individual fingers. I'd say combine the four fingers together, otherwise the hands always look huge compared to everything else.
Weegeesquare wrote:
YellowMe wrote:You're planning to release this in 2017? Looks like a bunch of Game Maker tutorials combined into one... thing. I highly doubt you will be able to finish this game in time based on your ambitious ideas.
Oh, well, the coding is actually all done by myself. Kudos knowing I'm using Game Maker: Studio. Got it for Christmas quite a few years ago!

Perhaps 2017 is a little too enthusiastic. I guess I'll just release it when it's ready :P
It's not that hard to spot a poorly made Game Maker... thing.
Weegeesquare wrote:
YellowMe wrote:Unless you're planning on making the game really short and half-assed, I'd suggest pushing the release date a few years later and much more practice in sprite work. Since you haven't shown us any gameplay, I'm guessing you are still working on the basic physics.
The physics do need work, but it's definitely playable right now. I can't show gameplay because... I have a Windows XP laptop with an Intel Atom processor. I'm not lying about this, any recording software grinds the system to a snail's pace unless I make it so poor quality it's unwatchable.
Looks like you are lying...

You should have waited until you have at least done the basics before you made this thread. Who even shows a game not yet in the alpha stage?

Re: Astral Dreamers [Indie game by me]

Posted: Wed Jul 27, 2016 5:18 pm
by mechamind
I assumed it wasn't even in the alpha stage yet because there was no downloadable link to try out the engine, and was there no video footage. Screenshots are at least a small start, and I can tell it's not going to be a first-person shooter or a Grand Prix racing game.

Re: Astral Dreamers [Indie game by me]

Posted: Fri Jul 29, 2016 2:48 pm
by KILROCK
You should stop being so thick-headed towards criticism. Sarcastic remarks don't amuse anyone and won't make your game better. The graphics are bland and the characters are too big in the screen, not to mention the unimaginative level design on your screens. I'd say that what you have justifies showcase if you had a tech demo to show, but you're reluctant to even record a video.

My suggestions to improve are work on decent level design and fix the graphical issues. The characters themselves are bland furry stereotypes but whether they're good or not is subjective.

Re: Astral Dreamers [Indie game by me]

Posted: Sat Jul 30, 2016 12:38 am
by Weegeesquare
New art style.

Image

Now criticize the hell out of it, I honestly don't care anymore

Re: Astral Dreamers [Indie game by me]

Posted: Sat Jul 30, 2016 1:52 am
by mechamind
It's getting better now, and I await the design of the other three.

Re: Astral Dreamers [Indie game by me]

Posted: Sat Jul 30, 2016 7:18 am
by Snessy the duck
Weegeesquare wrote:New art style.

Image

Now criticize the hell out of it, I honestly don't care anymore
Wait... that actually looks... GOOD! The face itself doesn't look like it's shaded however, but this is a HUGE improvement!

Re: Astral Dreamers [Indie game by me]

Posted: Sat Jul 30, 2016 6:02 pm
by mechamind
You can't really shade what's already black or near-black.