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Author Topic: Community Game Creation  (Read 12131 times)

Offline daoman89

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Re: Community Game Creation
« Reply #15 on: April 29, 2013, 08:24:58 PM »
Sort of.  I've been redesigning areas and towns and adding ish here and there too
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Offline daoman89

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Re: Community Game Creation
« Reply #16 on: April 30, 2013, 06:00:47 AM »
Off topic, but whatever it still answers Purp's question and statement.

Just got done making my Sea Shell Hunt mini game.  You run around town finding seashells within the time limit.  I was gonna post a video, but recording the screen makes my game lag big time...  There's 3 difficulties, Beginner, Novice and Expert.  Beginner has 7 shells in one area of the town, Novice has 10 shells in a bigger area and Expert has 15 shells spread out through the entire town (except inside).  Also with expert I put NPCs that get in your way.  An example is one chases you and pushes you when they touch you and others slow you down by standing in your way. 

I made 3 different location sets for each difficulty so that it's harder to memorize locations.  Did this with variables blah blah blah.  And I just thought of an idea for the soon to be made unlockable Master difficulty... Land mines muahaha!!
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Oooh, she hangs out with cattle. You gotta mess with the easiest one and show them why they call you Mac Daddy Diamond Dave!

Offline Momeka

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Re: Community Game Creation
« Reply #17 on: April 30, 2013, 06:25:28 AM »
Quote from: Prpl_Mage on April 29, 2013, 06:28:32 PM
That's true, chain games are efficient in that aspect. As long as the person having the game finishes on time.

Instead of having the sign up process were people pick their chapters beforehand, we could have it so they pick a chapter once one is complete. Should weed out some of the cancellations due to not having time.
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Offline Meiscool

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Re: Community Game Creation
« Reply #18 on: April 30, 2013, 01:30:26 PM »
Quote from: daoman89 on April 30, 2013, 06:00:47 AM
Off topic, but whatever it still answers Purp's question and statement.

Just got done making my Sea Shell Hunt mini game.  You run around town finding seashells within the time limit.  I was gonna post a video, but recording the screen makes my game lag big time...  There's 3 difficulties, Beginner, Novice and Expert.  Beginner has 7 shells in one area of the town, Novice has 10 shells in a bigger area and Expert has 15 shells spread out through the entire town (except inside).  Also with expert I put NPCs that get in your way.  An example is one chases you and pushes you when they touch you and others slow you down by standing in your way. 

I made 3 different location sets for each difficulty so that it's harder to memorize locations.  Did this with variables blah blah blah.  And I just thought of an idea for the soon to be made unlockable Master difficulty... Land mines muahaha!!

Stuff like this is best put into your own game topic, rather than advertising it in a community game creation topic (which you made lol)

Seeing as summer is coming up soon, I should have more time, and may be willing to partake in this so long as the time investment isn't too great.
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Offline daoman89

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Re: Community Game Creation
« Reply #19 on: April 30, 2013, 06:57:04 PM »
What if everyone saved their work in Dropbox? 
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Offline Momeka

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Re: Community Game Creation
« Reply #20 on: April 30, 2013, 07:46:17 PM »
Quote from: daoman89 on April 30, 2013, 06:57:04 PM
What if everyone saved their work in Dropbox?

A shitload of conflicts and everything would go to hell.
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Offline DragonBlaze

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Re: Community Game Creation
« Reply #21 on: April 30, 2013, 07:59:22 PM »
Quote from: daoman89 on April 30, 2013, 06:57:04 PM
What if everyone saved their work in Dropbox? 

What Momeka said. The only way it would work is if no one worked on the project at the same time. One person may be able to create maps and the other add events to existing maps, but idk if that will even work...

Using XNA Studios and GIT would work great. If people knew how to makes games with XNA that is :(
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Offline daoman89

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Re: Community Game Creation
« Reply #22 on: May 01, 2013, 02:19:08 AM »
Hmmm so having one entire game data file jaunt wouldn't work if everyone could access it.  It'd be one folder in one location in which everyone can access it. 
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Oooh, she hangs out with cattle. You gotta mess with the easiest one and show them why they call you Mac Daddy Diamond Dave!

Offline Momeka

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Re: Community Game Creation
« Reply #23 on: May 01, 2013, 06:30:54 AM »
Quote from: DragonBlaze on April 30, 2013, 07:59:22 PM
Using XNA Studios and GIT would work great. If people knew how to makes games with XNA that is :(

I know my way around XNA, not sure if I have time to commit to such a project though.
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Offline Dr. Ace

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Re: Community Game Creation
« Reply #24 on: May 01, 2013, 01:49:58 PM »
Quote from: Momeka on May 01, 2013, 06:30:54 AM
I know my way around XNA, not sure if I have time to commit to such a project though.

Ditto this.
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Offline DragonBlaze

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Re: Community Game Creation
« Reply #25 on: May 01, 2013, 04:40:38 PM »
Quote from: Momeka on May 01, 2013, 06:30:54 AM
I know my way around XNA, not sure if I have time to commit to such a project though.

What if *someone* already created the framework for a game in XNA where all items/enemies/dialogue/most content was in the form of a simple XML document. Let's also say that instead of events for a map, you had simple scripts associated with maps that looked like this:

SoundManager.playSound("holyshit.wav");
CameraManager.moveCamera(10, 0, 11, 5.0);
EventManager.shakeScreen(3, CONTINUOUS);
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Offline Momeka

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Re: Community Game Creation
« Reply #26 on: May 01, 2013, 07:13:21 PM »
Quote from: DragonBlaze on May 01, 2013, 04:40:38 PM
What if *someone* already created the framework for a game in XNA where all items/enemies/dialogue/most content was in the form of a simple XML document. Let's also say that instead of events for a map, you had simple scripts associated with maps that looked like this:

I dunno, depends on the project and how big it will be. I already spend eight hours a day making games at work, then I have another game side project with some other people on my spare time and my own small projects as well. So it really depends on when and how much work it will be on it if I'm gonna join it. I'd prefer a chain game, it takes max a week to knock something out.
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Offline fruckert

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Re: Community Game Creation
« Reply #27 on: May 01, 2013, 10:52:48 PM »
Quote from: Momeka on May 01, 2013, 06:30:54 AM
I know my way around XNA, not sure if I have time to commit to such a project though.
^ This as well.
But I already said that earlier in the topic, so I guess this post is completely useless.
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Offline daoman89

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Re: Community Game Creation
« Reply #28 on: May 01, 2013, 11:17:16 PM »
i know my way around rm2k3 an all right amount and i'm good with music composition a little bit i guess.  I'm more of an idea and creative person than using code and what not.  I'm sure I could learn, but depends on if my mind wants to lol.  A lot of you guys helped me do a lot of things with rm2k3 which is greatly appreciated of course.  I'm starting to get used to making more complex events using variables and thanks to a select few I'm capable of editing chipsets to my liking.  :D
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Offline Prpl_Mage

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Re: Community Game Creation
« Reply #29 on: May 02, 2013, 11:34:32 AM »
Have to admit that I would probably feel a bit lost if working with something like XNA. I'm pretty sure it's awesome and everything but it feels like we will get more people onboard using a program that most of us can operate.
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