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Mia Blue

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About Mia Blue

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  1. Mia Blue

    Educational Browser RPG

    I like the idea of using puzzles and experiments as gameplay. Thanks for the suggestion.     You're absolutely right about that. It would make more sense for the players to actually use the knowledge first-hand. To use a Cooking Mama example, the player prepares a dish with step-by-step instructions along the way. I want to draw inspiration from that model without copying it. I'll think of a way to do this. I'm definitely rethinking the classroom idea now.     Well, at first the day-night feature was just something that I wanted to include. But now I think I can justify this feature with gameplay. For example, say I want to teach the player how to play the guitar. In a minigame or puzzle game format, he or she could play a live show on stage at night. A real fret board (or sound board) is displayed on screen, and the player can experiment with different melodies or scales. After finishing a song, the player can be scored based on accuracy or creativity (I'll have to think about scoring methods). During the day, more shops are open and the player can purchase more gear (using in-game currency). I think that might be more fun than going to a guitar class in a classroom for sure.   As far as the multiplayer aspect goes, I wanted to give players the opportunity to collaborate, but I didn't factor in the downside to that. If it were a multiplayer online game, I suppose I would have to find moderators to keep the game open and inviting for everyone. Otherwise, it could potentially become an environment that no-one would want to participate in. I've played online games with others before, and I have to admit that the good comes with the bad.   On the other hand, I can think of many positive outcomes of having multiplayer functionality as well. To use the music example again, a group of players could form a band and simultaneously perform a song using different instruments (guitar, bass, drums, keyboard). The thing that separates this from Rock Band is the actual content and gameplay. Instead of hitting notes as they pass over a circle for all the instruments (Rock Band), the players can use guitar frets, bass frets, cymbols and tom toms, and keyboard keys to create their own songs. All the instruments are shown as graphics on the screen for the player to interact with. It could be like the individual guitar or drum simulations in a full game. The possibilities are endless, but I do need to consider whether or not the good out-weighs the bad, and decide on the multiplayer accordingly.   I think I have a real game design now. I'm removing the classroom for all skills that don't have a practical use there. Instead, I'll create individual minigames for various locations.   Thanks again!
  2. Mia Blue

    Educational Browser RPG

      No, I don't intend for it to be an alternative source of education (like a home-school program, as I was home-schooled for several years prior to high school). I actually wanted to make a game that's like Cooking Mama, in terms of content. The only difference is that my game will have a focus on a few different topics (like math and music). The thing that made Cooking Mama and other food games like it fun is the gameplay. The player is, in a way, indirectly learning how to cook and make different dishes. I really loved the minigame, stress-free style of gameplay. That's something I'm interested in expanding into other genres.   So it's not necessarily formal, but more offhanded. I wanted to make something like this, but I'm not sure how I should structure the gameplay. I would have included this in the main post, but I didn't consider it until just now.   Thanks for the links! I'll look into that as well.
  3. Mia Blue

    Educational Browser RPG

    StarMire,   I downvoted because I did not find your response constructive or helpful (I do that with any post I read on anyone's topic). If I cannot offer helpful information, I do not comment. Please review my past posts for reference. There was no other reason. I do apologize if I offended you, and I don't understand why you are upset.
  4. Mia Blue

    Educational Browser RPG

    StarMire,   First of all, I'd like to thank you for responding; however, I feel you misunderstood what I was asking.   In the original post, I did say that this is for people of all ages (not a children's game), and I also asked for more gameplay suggestions. I am very frustrated with today's "educational" games which tend to have very little educational value (aside from adding 2 + 2 to shoot zombies, or something like that...). You might be surprised to know that many people actually want to learn new things, and are often discouraged because many of the available means of learning tend to be dull and uninteresting (ex. many textbooks).   What I want to do is provide an alternative.   So while I do appreciate your input, I would not have posted to this forum if I wanted a list of reasons why what I'm trying to do is difficult or unfeasible. All I wanted was gameplay suggestions. Thanks anyway.
  5. Platform: Browser (Chrome or Firefox preferred) Art Style: 2D, Anime, SVG (Scalable Vector Graphics) Genre: RPG, Interactive Fiction, Educational Price: Free   I would like your thoughts on my game design:   In this multiplayer online game, you attend classes and hang out at various locations in the game world (ex. library, local shops, arcade). NPCs populate the world along with human players as students and teachers. Gameplay comprises of answering questions in class and talking to other students (NPCs or players). Your character can be customized, and there is no set story. There's also an in-game clock and day-night feature.   Here is my current list of class subjects: Vocabulary (word roots, etc.) Mathematics (from addition to calculus) Art and Animation (how to make game sprites, animation tips and tricks, shading) Music (teaching things like guitar scales, how to read sheet music, and more) Creative Writing   Do you have suggestions for features or gameplay? I'd like to know if there's anything in particular that could make this game more fun and accessible to people of all ages.
  6. Mia Blue

    noob question - dark basic

    Hi. Please forgive me, but I'm not sure what exactly you're looking for. You begin by asking questions about different languages, only to end your post with a decision you've already made. If you've already decided what you're going to use, you should probably ask about tutorials or resources for those languages. Follow this link for a great resource: http://www.littlewebhut.com/ . They're also on YouTube, if you prefer videos like I do (http://www.youtube.com/user/tutor4u).   I read your linked post, and you appear to be extremely indecisive about what you're going to use to make your games. You should probably know that most programming languages are very similar to each other, so you should pick one that is comfortable and does what you want it to do.   So...   If you want to make a browser game, I recommend that you learn HTML5 and Javascript. CSS, called a cascading style sheet, only adjusts the appearance of a webpage. Little Web Hut (the link above) has tutorials for all three aforementioned languages.   If you want the game to run on the desktop, like a Solitaire application, then you have more free options.   Python (programming) and Pygame (graphics) are easy to use, easy to learn, and easy to make stuff with. For help getting started, I recommend visiting http://inventwithpython.com/chapters/ . Invent Your Own Computer Games With Python is a free ebook and it's what I used to learn Python and Pygame. For more Pygame help, most of what you need is here: http://www.pygame.org/docs/ . If you want to make stand-alone applications (.exe files), cxfreeze will allow you to do so. Otherwise, people without Python installed will not be able to use your programs.   C++ (programming) and SDL (graphics) are good as well. The syntax might be more difficult if you have no prior programming knowledge. I learned this after I learned Python. Anyway, here is something to get you started there: http://lazyfoo.net/SDL_tutorials/ .   If you have any questions or need help, feel free to ask. I'm currently learning HTML5, CSS, and Javascript, so I might not be able to aid you with that beyond providing links. I hope this helped. Best wishes!
  7. That effect sounds cool, any ideas how is it done?     Here is an easy way to make buttons::     You can do this at any size you like, and also experiment with border sizes and blurring. Just choose a fill color or texture. For specialized buttons, I would recommend drawing them manually (Gimp is great, and a free alternative to Photoshop). But this can be used as a starting point if you don't currently have another method. Sorry for my late response!
  8. Mia Blue

    Idea for 2-D RPG

    Yes, because browsing an index of other people's ideas is a great way to be original. It's impossible to make this not sound sarcastic, but really, it's not.   For one, tropers have the habit of writing 'Playing With' pages where they document every possible use of a trope even if it's never actually been used in anything. For another, every possible spelling of every possible chord has probably been written down in some music book, yet music is still original because of the near-infinite ways of combining chords, and the meanings imbued in every work by its composer. Even further, it's easy to have ideas, but at birth they are only dilute semblances of what they may be. Some of this potential may be realised in reflection, some through experimentation, and some by constraints. But ideas crystallize in no more palpable way than when reading another's words, and finding them already within one's own heart.   I don't feel that originality -- being different from others -- is the important thing in art. Most of the best works ever created in any medium are mere developments on established genres and tropes. And trying to be different for the sake of being different leads one into pointless obfuscations and cliched artiness. Rather, I support originality in the sense that the origin of one's work is one's own artistic sense, regardless whether other people have thought similarly. People know what cliches they are tired of, and what tropes they feel are unfairly scarce. To avoid the former and to seek the latter is sufficient for artistry, provided it is done with due reflection and earnestness.     Your post is well-written, but you should also reply to the original poster's questions. I believe offering new suggestions with your opinion is more helpful than just explaining why you feel  someone else's suggestion is wrong.   Thanks for your time.
  9. Mia Blue

    Idea for 2-D RPG

    I believe you should make this into a game! If you put enough work into it, I imagine it would certainly be an enjoyable experience for your players.     I can agree with this, as long as you are exploring the concept in a different manner (in other words, adding originality). If you find that your story is too similar to those of others, I recommend checking out TV Tropes (http://tvtropes.org/pmwiki/pmwiki.php/Main/HomePage) for some interesting ways of mixing things up.     Why? In my opinion, I feel that you're including those things as an easy way to attract a certain audience, and I feel that way because it doesn't appear to have any direct correlation to the rest of your story (plot/setting significance). I see it all the time in many MMOGs with impractically-dressed, and sometimes heavily-stereotyped, characters.   While that might not be of issue, I think you should really spend some time considering your audience before you continue. The concerns you have regarding distribution of a game with those elements can potentially carry over to that medium as well.   Best wishes in the avenue you decide to take! +1 for your interesting game design.
  10. I would outline the object with another color. If you've ever seen a movie with closed captions or subtitles, you would likely find it difficult to read the words if the background color is similar to the font color. The remedy for this was to outline the text with another color (doesn't matter what). That way, the words are clearly visible regardless of the background.   In terms of selection highlights, you can do that in several ways (to draw attention to the selected button). You could do a button pressed graphic (literally, makes the button look pressed in), you could make the button slide out when the mouse is over it (for instance, 32 pixels to the right if the interface is along the left side of the screen), you could change the alpha (make it transparent, or more transparent if it's already transparent), you could make a shuriken fly into the button that's selected, etc.   Are you making an engine? A lot of people are concerned about reusing their code in several projects. I understand not wanting to reinvent the wheel, but you also don't want to be too repetitive with your design, even if you're developing a series of similar titles. Take the Naruto: Ultimate Ninja series for instance. The design is slightly different each time (I was unable to find a screenshot of the third PS2 title). These games also utilize outlines for selection, and also animation once pressed.     Please forgive me if I misunderstood your question. I hope I could help somewhat!
  11. Thanks Kryzon.   That project is really cool, and definitely gets a lot of ideas flowing in my head. This might have been obvious to you already, but I just realized that I'm drawing the procedural graphics in the same manner that I draw normal game sprites, So changing the way the eyes are drawn with a function, and specifying where they are attached to the face, becomes a lot easier to grasp in my mind.   Stainless, thanks for your support!   I understand your point of view, and it's alright if you don't feel the same way about using this approach. I don't feel like you're having a go at me at all; rather, I'm glad you brought that up. I know it's a sales pitch, but the concept is very interesting to me as an artist and a programmer... I don't believe the man in the video was attacking 3D; he was just saying that they're trying to capture all the subtleties of the original 2D drawings by the artists.   That's not to say that there aren't any 3D anime-style games that look great. Notably, Guilty Gear Xrd Sign is a 3D game that beautifully captures the appeal of 2D anime with 3D cell-shaded graphics. So, there's really no argument that 2D is better than 3D, or vice versa. It all depends on how the artists want the game to look. I'm sorry if I offended you in any way.         I'm currently searching for algorithms that will make it easier for me to draw these aforementioned characters (the head, the hair, the arms, etc.) with more than straight ines, rectangles, and circles. Here are a few links I found regarding procedural drawing techniques: http://pomax.github.io/bezierinfo/ - An in-depth look at Bezier Curves. I'm glad I took Calculus before looking at this one. http://www.jasondavies.com/animated-bezier/ - A Bezier Curve animation http://devmag.org.za/2011/04/05/bzier-curves-a-tutorial/ - Another Bezier explanation/tutorial http://natureofcode.com/book/chapter-8-fractals/ - A look at Fractals http://www.gameprogrammer.com/fractal.html - A Fractal tutorial http://www.somethinghitme.com/2013/11/11/simple-2d-terrain-with-midpoint-displacement/ - A Midpoint Displacement tutorial Do you know of more resources like these?
  12. Thanks for the great discussion everyone! As far as ethnicity goes, I certainly don't plan to make it so all people from X look like X (because that's often untrue). The previous posts have helped me decide to use only general appearance variables, not ethnicity variables. I will keep all of this in mind!   mazdaplz,   I'll be sure to include attributes like that as drawing parameters, for sure! Also...I realize it would be easier to render in 3D; however, I did state in the original post that I do not wish to use 3D models. Thank you very much for the in-depth examples of attributes!   Everyone,   I'd also like to add a link that somewhat demonstrates what I am trying to achieve:     Live2D renders and animates 2D images so that they appear to be 3D. I'm doing something similar to this, but I'm not using pre-rendered images and I'm rendering full-body characters.   I hope this helps to clarify my intentions a little! Your advice is very much appreciated! Thanks!
  13. Mia Blue

    Inspiration guilt

    I wouldn't stop development due to having a similar idea. Being inspired and ripping someone off are two totally different things.   If your game design is a clone of someone else's work, and you knowingly make it so that everything is the same, then I would certainly suggest you abort this operation (this qualifies as ripping someone off). If this is not the case, the fact is that no game was created without inspiration from something or someone. A lot of RPGs have the exact same gamplay and concepts (turn-based, magic/mana, save the world...). How many platformers remind you of Mario, for example? An indie game called Braid caught a lot of heat for being a bit too similar to Mario. It's okay to draw inspiration, but try to do so without duplicating someone else's work verbatim.   For sure, it's possible to observe a concept and create something you can call your own. How many people have taken the concept of humans having supernatural abilities and run with it? There are probably hundreds of different possibilities and variations now. Whole genres were formed because so many people took inspiration from a concept and made something of it (romance, horror, mystery, same general ideas in nearly every work in those genres). Add a twist. Create new rules. Change things up.   Once you've done this, adding original elements from your own imagination to your work, few people will even think of Persona when they see your game--because it'll be a different experience. When I think of Naruto, I don't instantly think of One Piece, Bleach, and Pokemon--all of which involve superpowers, many themed after the same four natural elements (earth, fire, water, wind). If I do think of them, it's because they're all anime.   Best wishes to you!
  14. Ashaman73,   Wow! Thanks for the links! I'd heard of Spore, but I never really looked into it before now.   Kryzon,   I need to install a plugin to run the applets for the Perlin Experiments, but they appear to be exactly what I was looking for. Thank you!   Stainless,   That's certainly a good idea! I actually wanted to use a more simplistic version of that--using more general parameters to change the appearance of the characters. I hadn't planned to use external textures or images though. My goal is to draw everything within the program. Thank you for your comment (that was quite an example)!   If anyone has additional suggestions, I am open to those as well!
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