Forum Search is back! Faster than ever, too.
« Last post by veselatorba on February 24, 2017, 07:20:24 PM »
We finally made it! Ukrainian localization is now officially on Steam!
« Last post by Ewald_B on February 24, 2017, 06:33:05 PM »
The instructions bug has been crushed!
Sorry about that one. Enjoy Beached! (Prelude)
« Last post by EatingToastYay on February 24, 2017, 03:39:10 PM »
ookay, well... besides that:
Today I was like, "Maybe I should take a video of me playing the clarinet and share it on the forums!"
Then I realized that I always get nervous when I need to record myself, so that probably isn't the best idea unless I want all of you to think I am irredeemably terrible at my instrument (which happens to also be my only saving grace that sets me apart from the other peeps at me school lol)
...wait, perhaps I was actually always bad and I only realized it now.
« Last post by Dragon Mage on February 24, 2017, 05:12:34 AM »
Ori sketch dump!
I drew these as reference poses but I think in turn, it helped me improve my personal design and anatomy for Ori
Listening to Ib brings back memories
« Last post by Thunderbird on February 23, 2017, 04:45:43 AM »
So, if I were to work with say, Unity, I guess that would require a lot more original work. Or maybe it's the same with RPGMXP as well. Everyone in game community seems to hate seeing games use free readily available assets, so I will have to be careful about that.
Yeah people don't like it that much, if they recognize (or think they recognize) that the assets were used in another game before. This is especially true for assets that are already available oin the engine (like RTP in RPG Maker) as nearly every new game dev will use them. (Sound effects seem to get a bit more leeway than visuals or music).
So obviously you will say "100% original work then".
But creating art for a full game can be extremely expensive/take a very long time, even 2D games.
Read this blog post about creating a tileset from scratch for RPG Maker xP: http://blog.rpgmakerweb.com/tips-and-tricks/creating-tilesets/
« Last post by Ewald_B on February 23, 2017, 03:55:58 AM »
Hi all, and welcome to Beached! (Prelude).
After releasing Beached! (part 1) successfully last December, a sequel was just a matter of time.
Beached! (Prelude) is a new teaser to Beached! (part 2), which will be released later this year.
After shipwrecking your yacht on a reef, you find yourself on a deserted beach somewhere in the Caribbean.
At first sight, there's nowhere you can go. Use your wit and common sense to escape anyway, without hurting yourself too much.
Prelude is an escape room game that was initially designed to merely test drive the new parser and interface.
But since we liked it so much, we decided to share it anyway.
Since the release of Part 1, the amount of feedback has been overwhelming.
You guys actually built this new game, since no feedback was laid aside.
The best improvement of all is Mr. Theodore "Ted" C. Lim. He joined me for Prelude and is responsible for both the editing and the storytelling.
He did a great job, guys! You'll notice while playing, I'm sure.
So, have fun and... WACKIYAHOOWHAA! (...don't worry, you'll get that one)
Ted and Ewald
Some side notes to the game, in case you're interested.
Beached! (Prelude) is a full game and comes equipped with:
*) One short story
*) Nine puzzles of mediocre difficulty
*) Seven objects, all hinted to from within the game
*) An interface holding links to speed up gameplay
*) Timed events that make gameplay more dynamic
*) Fourteen survival points to be scored
*) Eight easter eggs to be found
*) Lots of hilarious interactions to suffer from
*) An in-game Help function (just type 'help')
*) An improved parser that'll blow your socks off
*) A short, five-step introduction to the parser
*) Graphics, sounds and music that can be toggled (why?)
*) An on-screen keyboard for tablet and mobile users
*) Game loading and saving
*) Lesser quantity, better quality
*) Zero ads, for real!
Before responding, the parser performs 9 tasks to avoid misunderstanding your commands:
*) Some typos are recognised and corrected automatically.
*) Nouns and verbs are analysed separately to simplify the command. Great for non-native English players.
*) Irrelevant words are run through seven synonym libraries, making sure nothing goes misinterpreted.
*) Multiple commands are cut into pieces and checked. When valid, the most profitable one is executed.
*) Incomplete commands might be responded to if the verbs or nouns are recognised.
*) Unrecognizable commands are responded to, indicating if they lack a known noun or verb.
*) Unwanted or not yet discovered objects will be pointed out.
*) Common swearwords and some cursing are cut out.
*) Totally absurd commands might get a similar response, beware!
« Last post by Erenussocrates on February 22, 2017, 07:59:06 PM »
So, if I were to work with say, Unity, I guess that would require a lot more original work. Or maybe it's the same with RPGMXP as well. Everyone in game community seems to hate seeing games use free readily available assets, so I will have to be careful about that. Btw, if something requires more original stuff, what would be more feasable compared to commission?
Edit: thank you everybody very much for your time in patiently replying my questions btw
« Last post by atommo on February 22, 2017, 10:41:33 AM »