Video game music effects could reliably be produced by an engine, imho. The repetition and simplistic choruses. However, that doesn't speed up production over simply using a tune from VGMusic or anything. TGF/MMF already have pretty much the ideal level editors, and TGF the ideal art tools. I guess all we could really do is create higher-level engines so that people new to the community could create easy games like platformers, easier.
Agleed on the code-it forum stickies, and ofc on the attitude. I've made a point about trying to offer step-by-step instructions to people asking ridiculously easy questions.
We could always try to find people who don't have a life, and/or we could ask people to submit games regardless to how good they are. Perhaps we could even tell people that we don't mind breakout or pong clones.
On a more serious note, we need more people who are willing to help others with graphics, because that seems to be the hardest part for most people who make games here. It's not really a talent to just pick up an be able to use MMF2, the talent is more into trying to convince someone your project is worth their time to assist with.
All the people who actually have very good talents in the fields we need though (such as sprite work), have no time to spare. They either got bored of the hobby, or have moved on to bigger things. It's quite sad.
It'd help if there wasn't such a stigma about using library graphics.
If I or someone else made a graphics lib, chances are people would be shunned for using it.
It might also help having a second domain or portal that doesn't include 'games' in the title. Cos although 'Create Games' is gonna get you a few accidental hits by kids that just typed it at random, you're also gonna get blocked by every school on earth.
If Websense can block the official page for West Sussex County Council simply because it contains the word 'Sex', I don't think 'Create-Games' has much of a chance, lol.
Back when I was in highschool (and even middleschool, sheesh), our computers blocked Create-Games.com, for games, so I simply went on the library admins computer when he wasn't looking and added it to the list of exceptions. Serves him for leaving that page open
If Websense can block the official page for West Sussex County Council simply because it contains the word 'Sex', I don't think 'Create-Games' has much of a chance, lol.
Ah, so you see the same non-images up here that I do. No photobucket, imageshack, a million others. It stinks when those images are used to illustrate a point(s) in an article about Bezier Curves! Only the wiki ones show up to me here.
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DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
20th September, 2007 at 14:47:04 -
"you're also gonna get blocked by every school on earth."
i found out recently there are computers with internet at work. Apparently someone went to a job center website and it got blocked before their next visit.
"
It'd help if there wasn't such a stigma about using library graphics. "
Because I have seen them used one too many times before Library graphics Irritate me. New graphics interest me. Even lame graphics are preferable to library graphics.
As for "speeding up the game making process" i actually have an idea.
A bunch of game designers from around the world design one level each. The level could be any type of game they wanted but would have to be solvable or at least have some way to proceed onto the next level (to prevent people getting stuck),
alternatively
the game could have a "skip level button" or ..any level could be accessible immediately from the title screen.
These practicalities would be necessary, as when dealing with multiple “contributions” it would be disappointing for the contributor to see that his or her level is skipped or missed while playing the final game.
All the levels would be sent via email to one individual who oversaw the project. The levels would be combined into one single executable form. On the title screen the names of all the contributors would be listed with reference to their level, so everyone would get due credit.
It is my understanding that this process will create a long, unique an exiting game.
The benefits of multiple collaborations are: The uniqueness of the whole project will be increased.
Because the effort is spread out over many different people no single individual will be overloaded with work and succumb to inactivity.
If people are interested we could do this. I am personally interested in the project because any game featuring a “high level of variety” as this game would most certainly have, excites me.
I can respect that at most of our level, game design is a mere hobby, but you have to keep at least some traditions in place. One of which includes making a game and then taking priding of all the work that went into it. You just can't do that if every time you or someone else looks at it, they see someone else's library graphics. It's different when you ask for someone to make graphics specifically for that game, but library graphics takes all that pride away.
But by that standard, none of us deserve to feel satisfied after our achievements - because hey, did we code the rendering engine? Um, no. Did we code the extensions? No. The basic runtime? No. The GUI? Mostly, no. Effects, no; Level interpretation, no; Animation engines, no; Music, mostly no; Sound FX, mostly no.
Where do you draw the line? And regardless of where you draw the line, why should we draw it in that same place?
For pity's sake, we don't even complain when someone (providing credit of course) uses an opensource pre-made movement engine.
If we complain that people use lib graphics, we're undermining the very concept of Click. To do the hard stuff so that the users can make games.
My only issue with lib graphics is that most of them suck. And that's something I'm sure a few of us can rectify.