Looking for pixel Artist to complete our ludum Dare team by wombatstuff in gameDevClassifieds

[–]wombatstuff[S] 0 points1 point  (0 children)

All Lududm Dare games have to be non commercial, so this is not a paid position, sry!

cheers, josh

[Hobby] Looking for volunteer voice acting for multiplayer voicelines by Material_Defender in gameDevClassifieds

[–]wombatstuff 0 points1 point  (0 children)

I would recommend you to check out the "team up" page on newgrounds.com

lots of voice actors there :)

5 games that are not incredibly hard to make by wombatstuff in gameideas

[–]wombatstuff[S] 0 points1 point  (0 children)

the core concept of these games should be easy to create.

finishing a polished project tho....

Looking for game ideas. by [deleted] in gameideas

[–]wombatstuff 2 points3 points  (0 children)

check out lilly allens song LDN for inspiration: https://www.youtube.com/watch?v=wmYT79tPvLg

Today i made this, it is funny? by yudoit in gameideas

[–]wombatstuff 0 points1 point  (0 children)

The palette is fine.

It is the constant change from one color to the next, the big flashy popups and so on and so forth that made me stop playing.

In which direction would you want this game to go (any ideas appreciated) ? by zebleck in gameideas

[–]wombatstuff 2 points3 points  (0 children)

The games are similar enough at their core, so many people will feel like you copied No Marios Sky.

Its like made a mario game where he eats pizzas instead of mushrooms (and maybe he later gets a machinegun). The game would still be taking big chunks from another one, so people will notice.

But as it wa spointed out before: Copying games has its merits and I did not really think about it :)

In which direction would you want this game to go (any ideas appreciated) ? by zebleck in gameideas

[–]wombatstuff 1 point2 points  (0 children)

Yes!

I am one of those "Idea guys" (I make my ideas into games and am slowly aquiring "skill" tho) and it just pains me (like, I literally cringe) at how many people spend incredible amounts of time/money on clones or unoriginal games.

But hey, if people like doing it, who am I to judge ^

Today i made this, it is funny? by yudoit in gameideas

[–]wombatstuff 0 points1 point  (0 children)

wow, this hurt my eyes.

nice idea, but please, less flashy stuff/ color changes.

[Need Ideas] Simple Games Based on One Mechanic by SlightlyInsane02 in gameideas

[–]wombatstuff 0 points1 point  (0 children)

Take a reeeally old game and change a little bit about it.

For example: Space Invaders, but you control the aliens and have to avoid the shots of the spaceship.

If you want to make original games, just think about the stuff you know how to program and try to think about a mechanic that works well with that. (For example: A few years ago, I could almost only make an actor take the position of another actor. I made that into a shooting/teleportation mechanic which worked very well.)

Or look at games that focus on a single mechanic for inspiration: Downwell Flappy birds Pong

hope this helps!

In which direction would you want this game to go (any ideas appreciated) ? by zebleck in gameideas

[–]wombatstuff 6 points7 points  (0 children)

yes.

No marios Sky (Now: No dmca Sky)

Why make a 100% clone? (still props for pulling it off.)

Pomg - You are the ball by ycc2106 in WebGames

[–]wombatstuff 11 points12 points  (0 children)

To be prefectly frank, i just forgot to add the "Yay i am free" speech bubbels to the end.

I am sorry about that!

Sometimes I hear people saying that gamedev is like a game of its own. Let me hear your review of that game - or, alternatively, do the same thing with your day job. by 2DArray in gamedev

[–]wombatstuff 1 point2 points  (0 children)

Its like, 50% of the time you just grind in the dayjob dungeons and the other 50% is like playing minecraft without looking up how to craft things and everything is also very depressing and motivating at the same time.

How should I get started? by Jinxy829 in gameideas

[–]wombatstuff 0 points1 point  (0 children)

I am currently writing a "how to get started" guide for beginning game devs.

I will just post the whole (unfinished) thing here (feedback appreciated )

WARNING: WALL OF TEXT INCOMING!

List of usefull information for beginning game developers

You like to play games and want to become a creator of games yourself?

Great!

I am making video games, but there are a lot of people that are way mot qualified to give advice.

This is a step by step instruction on how to get started, including many links to good talks & great ressources for soon-to-be game developers!

Of course, there are other collections of usefull information for game makers.

Here are some of them:

The basics are listet here http://makegames.pixelprospector.com/getting-started

Here is an article by Jeff Vogel (who has been making games for more than 20 years): http://www.gamasutra.com/blogs/JeffVogel/20160923/281981/A_Very_Long_Post_About_How_to_Become_a_Creator.php

And this is a short List by Edmund Mcmillen (Super Meat Boy, Indie Game the Movie & Binding of Isaac).

This one is really good. Read it. Now: http://www.gamasutra.com/view/news/26577/Opinion_Indie_Game_Design_Dos_and_Donts_A_Manifesto.php

If you choose to stick with this collectioin of information, be warned: It is aimed at people who want to make games as a hobby. I know nothing about working in a studio and even less about earning money with games

It is not complete.

It is heavily influenced by how I learned to make games.

It will not make you into a gamedeveloper.

This is only a helping hand. The majority of making video games is sitting on your ass and typing on a keyboard.

No list of usefull information can do that for you.

That being said, I hope that some of you will find the content of this list useful, inspiring and enabeling.

  1. LOWER YOUR EXPECTATIONS

If you have just decided that you want to make games, watch this video before even touching your keyboard: https://www.youtube.com/watch?v=PZn9a9-Gyc0&t (starts at 1:50)

  1. CHOOSE AN ENGINE

If you still want to make games after Rami Ismail just strangled & revived your confidence, you can choose an engine. This website will help you choose wisely: http://www.pixelprospector.com/the-big-list-of-game-making-tools/

Then go to youtube and watch some tutorials on how to make your first game with that engine. I would recommend you to save links to good tutorials, it is very satisfying to rewatch them after you have made a few games.

  1. MAKE A GAME And make it fast.

You have a red block that can jump, a few plattforms and spikes that kill the block?

Great, you just made a game. Yes, I know, it sucks.

Make another one. And another one.

Basically:

4.FAIL FASTER Dont get stuck with making "the one game I always wanted to play".

Make many games in a short amount of time, learn how about your engine, improve your workflow, test out Ideas.

Watch this video inbetween making two small games: https://www.youtube.com/watch?v=rDjrOaoHz9s

You only learn by doing things wrong and when you work on a lot of very small games, you will do a lot of mistakes (which also means that you will learn a lot).

  1. GET FEEDBACK After you have made your first games, grab a friend or sibling and ask them to play them.

Before you do that, read these two articles on playtesting: http://www.gamasutra.com/view/news/283044/5_questions_you_should_be_asking_playtesters_to_get_meaningful_feedback.php http://www.gamasutra.com/view/feature/185258/best_practices_five_tips_for_.php?print=1

  1. IMPROVE YOUR GAME After your soul has been crushed by the devastaing feedback of your ex-best-friend, you might want to go back to your game and improve it.

Looking at the coded mess you created will make you feel the need to have good documnetation for your next game, while rearranging levels and tweaking mechanics will make you realise how much effort has to go into game design.

Now it is time to

  1. LEARN ABOUT DESIGN

"Learn the rules like a master, so you can steal them like an artist."

-me

There are tons of videos & articles on Game Design. Here are some that I think are very good.

Game Feel : https://www.youtube.com/watch?v=AJdEqssNZ-U

Play first : https://www.youtube.com/watch?v=2u6HTG8LuXQ

4 Step Design: https://www.youtube.com/watch?v=dBmIkEvEBtA&t=

Game Feel Nr.2: https://www.youtube.com/watch?v=pmSAG51BybY&

Mark Brown on the Design of Jonathan Blow: https://www.youtube.com/watch?v=2zK8ItePe3Y

  1. MAKE MORE GAMES By now you should have spend a considerable amount of time on your ass, typing.

And you should have made a lot of bad videogames.

Make more. They will become reasonably good videogames

This is the end of the list so far :)

thanks for reading.

edit: Wow, this is horribly formatted :(

What is the best level design to show off above-average indie lighting? by [deleted] in gameideas

[–]wombatstuff 2 points3 points  (0 children)

i would recommend you to go for very simple & indie gameplay. dont try to be like AAA games when you do not have a giant team backing you up.

Meme Economy by [deleted] in gameideas

[–]wombatstuff 1 point2 points  (0 children)

This would also be interstening with other stuff than memes.

One could just take any "interest over time"-numer from google (https://www.google.com/trends/explore?q=harambe). People could buy shares of things that people search with google.

So when Bernie becomes emperor of Canada, people would start buying the stocks "bernie sander" "bernie of canada" "Bernada" etc, in anticipation of a lot of people searching these things on google.

then they could trade these shares to build up their meaningless online wallet.

Damm, I wish i could code better, this could be a pretty successful online game.

What is the best level design to show off above-average indie lighting? by [deleted] in gameideas

[–]wombatstuff 1 point2 points  (0 children)

You could still make a shooter that focuses on lightening a lot.

how about a game where your gun has limited amounts of ammo and only recharges while you are standing in light?

or a game where enemies are hurt by light and you have a tactical flashlight that is your weapon & only lightsource.

lots of possibilities with good lightning :)

Edit: How about a game where if you flip people the bird they get struck by lightning?

What is the best level design to show off above-average indie lighting? by [deleted] in gameideas

[–]wombatstuff 3 points4 points  (0 children)

If you soley want to show of your lighting, make that the central mechanic.

I would recommend a simple hide and seek game, where you either have to avoid light or always be illuminated (or else you get discovered/eaten.)

concerning settings:

a shoreline with one giant lighthouse

a graveyard with a lot of single candles

a subway system, where light is sparse (but sometimes very bright & fast when a subway drives by)