For me, it's always been the graphics. I can do textures for backgrounds ok, but I can't draw perspective right. And I'm very poor at doing animations quickly. I could do very nice, smooth animation, but it would take me 3 hours just to do a simple 10 frame death scene.
And without graphics... what fun is there in making the game? Lol, not professional enough to really keep my eyes on something as ugly as MMF's interface without something pretty in the background or some fine AI/physics engine to play with.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Peblo Custom ratings must be 50 characters or less
Registered 05/07/2002
Points 185
8th September, 2006 at 01:06:07 -
School.
"Isn't it always amazing how we characterize a person's intelligence by how closely their thinking matches ours?"
~Belgarath
Or, more specifically, the act of taking a ntaural-looking environment and carving it into 16x16 pixels tiles in a unique manner so as to make it usable in a variety of ways while still retaining its organic quality.
That, and bosses. Sprites become so hard to animate when they get so big.
Well, I have a tablet, so graphics are pretty easy. I guess coding gets bogged down because I do it in a really haphazard way. Things get boring, I lose interest, other things come up, etc. I guess once it becomes clear that what I think are good ideas ideas translate into shitty games, or just would involve a lot more work than I care to put into anything, the motivation to continue kind of subsides.
Im too picky with my gfx, like Ill spend a couple of weeks making stuff only to re-do it It is better when I re-do, but wastes time. Then Ive spent so much time on the project, I find myself needing like 1-2 day breaks from it I have excellent motivation from my team though
Really the only thing holding me back is MMF itself. So many wierd bugs, and nothing ever works right the first time.
For example, I just coded a weapon for my game. It should have taken just a couple of hours, tops. In actuality it took me three days of tweaking it and wondering why it wasn't working before realizing that it wasn't my fault, but was yet another bug.