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About thatoneprogrammer

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  1. A tiny addition I'd like to see in all games...

    The most recent Legend of Zelda game keeps track of the most recent thing that happens in the plot, but it does so with pre-determined statements rather than with the player's own words.
  2. Programming-based game - how can I improve gameplay?

    Thank you, HakuPL for your advice. [quote name='hakuPL' timestamp='1344819680' post='4968903'] Let me start by saying that I tried your game on Windows XP and it was running smoothly. --------------------------- [/quote] It could be the service pack or something that you installed on XP that is not installed on XP by default. [quote name='hakuPL' timestamp='1344819680' post='4968903'] The basic premise of the game is something that we have seen many times (in many other games, on many different sites) HOWEVER if i can give you some usefull tips: - I loved the beginning (the message boxes). I know you made it that way because you are not a graphic designer but it fits your game. It's very simple (you could say primitive) but it made my imagination work. Before game started I thought more of the game as something action adventure + puzzle gameplay. I would consider leaving it this way and changing gameplay into something more interactive. I mean, think about that: game starts with that message boxes, than you are left with an www adress. When you go see that site you end with simple page about, let's say, doing honey. And somewhere on that site you put your puzzle. When gamer will solve it he will gain next address (or some key word to google) and game goes on.Try making it as more mysterious[img][/img] I mean, think about more interactive way of your game. I'm not saying "make better graphics and all" but by putting some effort (creating fake www pages and stuff) you make it more interesting. Think about writing some simple story. Player will want to know the ending, will go from one riddle to another and by reaching end he will feel an accomplishment. Besides, it's a clever way of making your game better without messing with your first idea [img][/img] [/quote] I have not seen a game like this(other than a game where the player programs an ant to get through a door using a real programming language... i forgot what it is called), but the story is similar to Portal 2. I completely forgot that I had Anzen the robot say that the control panel is connected to the internet. I do not plan on making this game online, but I suppose I could make a fake browser with built-in fake web pages. Thanks for the idea. [quote name='hakuPL' timestamp='1344819680' post='4968903'] - If you don't want it to be the way I wrote in the above indention; try to spread your text evenly. One message box has one sentence and another has 10 (which is somehow annoying and boring to read). [/quote] I put a load of text in one of those text boxes because one of the people testing the game said that the robot's monologue was too long, but I agree that text should be spread out evenly with text boxes. [quote name='hakuPL' timestamp='1344819680' post='4968903'] - Some maps are to big - it's no fun to move all the way to the right corner just to go 2 blocks down and move all the way back. Either way make them smaller or consider making more maps. [/quote] I made a bunch of maps. I was originally planning on having the release of the game have 50 maps or more. The large map(100x100x2) was meant to be a joke to prove how large the maps can be, but that's not the maximum size. The maximum size is 100x100x100. I couldn't make an interesting enough map that is that large, so I just settled with that size. [quote name='hakuPL' timestamp='1344819680' post='4968903'] - I know that this is just a debug version but try making some achievements or goal for gamer to play your game. Make 3 more maps but "blocked" so until the player passes previous one he will have no access to them. Maybe think about making some medal/trophies for gamer so he will have purpose to play the game. [/quote] That is a very good idea. I can not implement it properly yet because I haven't implemented a save system, but I will try to make "medals" for very strange accomplishments, like getting through that big maze. [quote name='hakuPL' timestamp='1344819680' post='4968903'] - why not making some list of best (you know - best time, best player or sth like that). Players like to compete with each other. I have many ideas and I'd like to share it with you so tell me if you want more (or, if you want me to be more specific about some areas of game [graphics, gameplay, story]) and I will be more than happy to help you. Anyway, keep up with the good start and work and sorry for a bit messy post but right now it's 3:00AM here, in my country, so I'm a bit tired [img][/img] [/quote] A high score list? I suppose I could keep track of how many moves the robot makes in order to get to the exit. Once again, that would require a saving system, but it should be relatively easy. So just to reiterate to make sure I get what you are suggesting: 1. Make a false web browser with a series of false web pages to add mystery to the game's story. 2. Make the monologue flow better. 3. Make a save system to keep track of the finished and unlocked levels as well as a high score list. 4. For the demos, get rid of the 100x100x2 map and add more maps. I'll get started on that soon. School is starting again soon. Between normal schoolwork in the morning and making video games with a team at a school that I go to in the afternoon, it should take quite a while to implement these changes for new demos. Thanks again for the great advice, hakuPL.[img][/img]
  3. For an unbiased critical mind, graphics are merely the presentation, not any of the ingredients.
  4. Programming-based game - how can I improve gameplay?

    Thank you for taking time to test my game's demo. I would have appreciated it if you read my post first because then I wouldn't have to make such a long reply to your post correcting some of your mistaken statements. It doesn't matter now. First of all, it's C# with the .NET framework, not Java. If it were Java, I would not have offered information about which OS you should use because Java works on all systems with the Java Virtual Machine installed. It's "controls", not awt or swing.[img][/img] I'm sure using child windows like this is not an original thing for a video game; however, if it [i]is[/i] an original thing for a video game, it's never a bad time to try something [url=""]n[/url][url=""]e[/url][url=""]w[/url]. The worst that could happen is it failing to ever become popular. Second of all, I originally intended to make the player be at a control panel that the robot can take directions from. I suppose I could make my own custom-draw buttons, but I will keep the arrows if I can. Third of all, I am a procedural artist(also known as a programmer), not a visual artist. I personally do not care about how appealing the game is visually. There are many [url=""]games[/url](I'm sure that link has a few exceptions) with art that a 13-year-old could draw better. I have seen two excellent games, that look like a preschooler drew and wrote the dialog for, which were from a guy called [url=""]Bjornar B. from Norway[/url]. Go ahead and try them. It won't hurt if you actually look at a game for stuff that matters, like gameplay and story rather than visual appeal. Fourth of all, I specifically asked for criticism on game play because I want to make the game more interactive. I will take your visual criticisms into consideration. I thought for sure this demo had a help file accessible from a menu. I'll attach the help file, just in case someone offering criticism on the gameplay, rather than visual appeal, gets confused at the map screen.
  5. Storyline or No Storyline

    Just do like Nintendo did with most of their NES games and have a small storyline at the opening screen or when you complete a level, and make it completed in the manual(which you could just make a publicly available PDF). The Legend of Zelda is a great example of this, but a better one is Super Mario Bros and the NES mario games. Look up the instruction booklets if you don't believe me. There's also the NES game Metroid. The Metroid series didn't really have an in-game storyline until Super Metroid. It didn't have the modern cutscenes with text that give games a continuing story until Metroid Fusion.
  6. Ambiguity: a good or bad thing?

    [quote name='Zummy' timestamp='1344165079' post='4966333'] Would you consider a plot line where the conclusion is open to interpretation and your actions could have two polar-opposite justifications and implications a plot that can become a success? [/quote] That's already been done in the most recent [i]Sam and Max[/i] season from TellTaleGames called [i]The Devil's Playhouse[/i]. There are two different polar-opposite endings for the last episode in the season(based on how you reason with the main antagonist) that could make a big difference for the next season. It's also been done with [i]Star Wars: Knights of the Old Republic[/i] There's always [i]Monkey Island 2: LeChuck's Revenge[/i]. Until [i]The Curse of Monkey Island[/i] came out, the ending was very puzzling. Don't forget TellTaleGames' [i]SBCG4AP[/i]. The ending for [i]Eight-Bit is Enough [/i] is confusing at the very least. Alongside those, there's that [i]Back to the Future[/i] season, also from TellTaleGames, without a clear conclusion. I guess that's just what to expect from a time-warping series like [i]Back to the Future[/i]. Who could possibly ignore the (in my opinion overrated) [i]The Legend of Zelda: Ocarina of Time[/i]? Until the director of that game told everyone what they say happened, there were multiple theories about the ending scene. As you can see, there are plenty of awesome games with the conclusion open to interpretation. As far as I can tell, the only game that I have played where you don't know if you are good or bad at some point is [i]Pokemon Mystery Dungeon: Red Rescue Team[/i], but that question is answered by the end. I guess a twist is not ambiguity...
  7. Last year (summer 2011) I made a video game that targets people who think ahead. A map(or maze) is displayed with a top-view. The player programs a robot to go through the map from a green and blue animated circle("entrance") to a red and orange animated circle("exit") by pressing buttons. You then click "run" and the robot goes through the maze based on the buttons you pressed and the order you pressed them in. I was going to make it into some sort of networked plan-the-fight game, but I had no knowledge of TCP/IP back then and I never had access to another PC on this network. I have zipped up a demo (code-named "Justin") that I made and am attaching it to this post.. Please give me constructive criticism on what I can do to improve the game-play. If it's a lost cause, please say so politely, so that I can spend my time on making a better game. I made all of the resources using Gimp and programmed everything that puts this game together in Visual C# 2010 express. I was never good at visual art, so it doesn't look like anything modern. ====operating system information==== Just to warn you, as mentioned above I made this with Visual C# 2010 express using the .NET framework version 4.0 on my Windows 7 computer. I have had problems with people who tried to play it on Windows XP and have not been able to get any error code from the Windows XP testers. I have had a friend test it on Windows Vista and it works fine. I do not plan to make it on any other OS because I feel like I don't have as much control with programming on any other OS that I have tried, including mac osx and several distros of linux. I might be able to port it for mono, but I need to know if this project is worth investing additional time into. ====end of operating system information==== Hoping this at least interests someone, thatoneprogrammer *EDIT* (13 Aug 2012) I have been told that it works fine on Windows XP. If you have trouble with the game on Windows XP, please use the PM system to tell me exactly what happens and if possible include a screenshot.