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#21
McJobless

I think I'm no longer posting on this forum, I haven't even started and I'm getting loads of negative comments. It was just to please you guys, but I'm only releasing updates on my site.

You had one post with a few negative comments, and you just addressed them there. I don't see any other negative feedback thus far.

#22
Cirevam

You got negative comments from an angry Australian who is hard to please. At least wait until one other person gives you feedback before you leave. Don't be so hasty...
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#23
TheDoctor

At least wait until one other person gives you feedback before you leave.

Hello. I'm TheDoctor.

Two words. Production value. Don't release a broken game. Don't release the result of you slapping your hands on the keyboard when Game Maker happens to be open. Release something that has some effort put into it. Don't waste your own time creating something that's not going to amount to little more than a poorly made fan game. The only people who play those are people who like to find awful games, break them, lambaste them, cry a little bit, then post the result to youtube. If you make something worth the time you put into it, and worth the time of those playing it, then you can release it. If not, either improve your game creation skills or perhaps find a different hobby. Perhaps modding LRR is more to your abilities if game creation is not.
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#24
Cyrem

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I think I'm no longer posting on this forum, I haven't even started and I'm getting loads of negative comments. It was just to please you guys, but I'm only releasing updates on my site.

 

If we all sat around saying "great" this game would never reach it's potential. Criticism on your game will give you things to work on and improve. If you don't want to do that you might as well leave the creative industry altogether, you will always receive criticism from the public. Instead of going "oh criticism, I'm leaving" you should be thanking McJobless for not only playing your game... but clearly telling you what needs to be worked on.

 

Aside from what McJobless said, I can't see any other negative comments on your game.


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#25
antillies

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Bartemis, don't let the naysayers discourage you.  Programming is a journey like anything else and I imagine you're at the beginning of yours.  It's only natural that things will improve with time.  Don't feel pressured to release anything if you don't want to.  Unless you have an intended audience, your only goal is to please yourself.  Take your time and have fun.  GameMaker is just fine if that's what you want to use.  Nothing at all wrong with it.

 

That said, what Cyrem points out is also true.  If you are injecting something into a public forum, you need to be able to deal with and take criticism, hopefully most of it being constructive.  That's the only way anyone improves; critics may even point out things you never thought about or never saw.


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#26
Bartemis

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Haha, you people are so nice!

 

I'm used to have so less critics, because I'm on another forum game-maker.nl. There are only kids, so they are way more easy to impress with this kind of stuff: http://www.visiks.nl/creaties.html

 

So the point is that I must only release a playable game instead of a work in progress?

I just began on this game (not on GameMaker). There are already some hard coding skills in this like playing in a massively big level without lag, unit formation, etc. 

 

I just thought I should leave this forum for a while and make a playable demo.

Also, the point is that everyone is calling this a fangame, which is understandable because it is on this forum, same graphics and topicname says "Remake". But my intention on this game is to make it with the same principles (Mining, gathering etc.), but with a slight different gameplay, more like an adventure game.

 

Thanks everybody for taking in effort in stimulating me.

 

EDIT:
Perhaps it's clever to make a todo-list and a vision on this game so you can see my progress! Is that a right thing?



#27
McJobless

Haha, you people are so nice!

It's a tough love we share. I would love to play the good guy more often, but I believe that sometimes you need to push a person a little hard if you want to get them to excel to the best of their efforts.

Sorry if you took any personally. I do recommend taking it at face value and trying to look at it as constructive criticism, even if I do sometimes go extra harsh just to try get a cheap joke in.
 

I'm used to have so less critics, because I'm on another forum game-maker.nl. There are only kids, so they are way more easy to impress with this kind of stuff: http://www.visiks.nl/creaties.html

I took a quick look over the site. The one thing they do seem to have is some creative ideas. Mind you, a lot of what I'm seeing has been done before and better, but I like to think at least some of them are genuinely under the belief they are creating a fantastic new game that's never been released...now only if they could work on their implementation skills...
 

So the point is that I must only release a playable game instead of a work in progress?
I just began on this game (not on GameMaker). There are already some hard coding skills in this like playing in a massively big level without lag, unit formation, etc.

Not exactly; the point is, we want you to show us something we don't expect. Basically, the more you get done, the more impressed we will be.

Of course, coding is difficult, but it might have been a little better if you slowly progressed, occasionally posting screenshots and telling us what you've included, and once most of the gameplay seems to be in a working state and you've got a few units (rock raiders, buildings, vehicles etc) prepared, then maybe have released it and told us to give you feedback on how the project is so far.

A lot of the problem with people starting work is that if they don't show us a lot of progress, we take it as a joke. We really need to see commitment, dedication, and a lot of effort to take something seriously.
 

I just thought I should leave this forum for a while and make a playable demo.
Also, the point is that everyone is calling this a fangame, which is understandable because it is on this forum, same graphics and topicname says "Remake". But my intention on this game is to make it with the same principles (Mining, gathering etc.), but with a slight different gameplay, more like an adventure game.

Well, do remember, we have short attention spans, so if you don't check in regularly we will probably, unfortunately, forget you. Sorry about that...

I'm going to be honest, I'd still call that a fan game, even if it is with slightly different gameplay. If you changed the graphics and the characters, then I'd be more willing to accept it as a new thing.
 

Perhaps it's clever to make a todo-list and a vision on this game so you can see my progress! Is that a right thing?

It definitely couldn't hurt. Do be prepared for people to dissect it, but again, we want to help. The games industry is very big, and if you want to have people playing your game, sooner or later you do need to listen to the (potential) fans.
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#28
Cyrem

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Haha, you people are so nice!
 
I'm used to have so less critics, because I'm on another forum game-maker.nl. There are only kids, so they are way more easy to impress with this kind of stuff: http://www.visiks.nl/creaties.html
 
So the point is that I must only release a playable game instead of a work in progress?
 
EDIT:
Perhaps it's clever to make a todo-list and a vision on this game so you can see my progress! Is that a right thing?

Releasing WIP games is fine, it generates interest. The majority of this forum is mid-teens to adult, so you will have to do a little more to impress then you would with kids.

A to-do list would be good, keeps you organized.

#29
Bartemis

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I added a featurelist and things I've already done:

http://fistiks.nl/un...rized/features/

 

Bring it on!



#30
Cyrem

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I added a featurelist and things I've already done:

http://fistiks.nl/un...rized/features/

 

Bring it on!

 

Excellent, looking forward to the updates.



#31
Bartemis

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http://fistiks.nl/un...d/update-action

 

I'm proud to present you this update :)

 

[Download] (2.45 MB)

Controls

  • Actions - Left mouse 

Debugging controls

  •  Place light at mouse - Right mouse
  • Go to base - Spacebar

Features

  • Better priorities (searches for actions nearby)
  • Digging
  • Resources (At the moment 3 types)
  • Place lights
  • Bugfixes

Next update will include:

  • Inventory (Shovel,Drill,Flashlight,Weapon)
  • Buildings
  • Controllable player

Cheers ;)

 


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#32
alan

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Wow, that is amazing! It has already many features and it is fun to play! Great work! I hope to see the updates soon ;)



#33
Bartemis

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Thanks!

I forgot to code something correctly, so the new version can handle 100+ units.



#34
Bartemis

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Update :)

fc7c4466.png

 

Features

- Build buildings (No functions yet)

- Cancel actions from queue
- Efficient spawning of light
- More efficient coding (higher FPS)
- 30+ bugfixes
 
Upcoming
- Pipelines
- Buildings
- Different lights (Spotlight etc.)
- Other stuff I can't think of right now 
 
P.S.
I would appreciate if you test for bugs, because bugs will become more difficult to solve as the game gets more complex.
 

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#35
Bartemis

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Fixed a lot of bugs and made a simple menu:

 

[Download] 


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#36
PWNZOR

The instant I download it my antivirus (Symantec Endpoint Protection) thinks it is a Suspicious.Cloud.2 virus. I don't know why the program thinks it's a virus, but is there any way you can make it think otherwise?

(Yes, I know I can disable the antivirus and whatever, but having to do that every time I want to use the file is a bit annoying)

#37
Bartemis

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Weird, I garantuee it's not a virus. Maybe because it's has not been downloaded many times.



#38
Bartemis

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I had nothing to do so I changed the sprites xD
Download



#39
Bartemis

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I made a 3D version for testing:

 

Download


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#40
jamesster

It's got a ways to go of course, but this is looking interesting. I was a bit confused by the GUI at first, though, as the buttons don't always match up with their LRR counterparts and didn't do what I expected.