I actually added a lot of stuff to the app that I didnt showcase in the trailer... Do you think I was that stupid? When the app is out, you go get it BOY and tell me what you think!
No offence, but this is some really bad video editing skillz if you did not showcase what's unique about the game. Anyways I guess theres an improvement from yesterday's game trailer. I really like the imovie template (as well at TSB's), nice choices.
Seriously bad marketing right there though.
The tagline of your last template was : 'a game like no other' and now 'the game of the year'? I'm sure you can think of more appropriated taglines for a template remix.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
Whoa everybody need to cool there jets.
@uptimistik Back off this guy. if he bought a template he's free to do what he wants with it and you have absolutely no right to treat him like that for buying the template.
If you don't like it make a better game to compete with his. I mean if its as easy as buying the template you could probably have it whipped out and ready to submit by tomorrow.
I dont necessarily agree with some of the template TSB has offered for sale because I thinks irresponsible to sell a template that has little room for customization. but again its his right to do so and you have no business treating someone like that for buying it.
Taglines could describe the game. Don't say use the powerupS if you are going to show the same one twice. Instead of 'game of the year' just describe the game in an exciting way. Something like 'dot dodging action', 'bullet hell to your iphone', 'touch control dodging' or even 'Dodge the dots mon!'. Anything not using the terms unique or game of the year will do it.
But yes I agree, you should try to tweak the game a little bit. Add new enemies or the ability to place protection walls, score multipliers for close calls, slowmotion powerup, stuff like that. This is the minimum requirement.
kapser said: Taglines could describe the game. Don't say use the powerupS if you are going to show the same one twice. Instead of 'game of the year' just describe the game in an exciting way. Something like 'dot dodging action', 'bullet hell to your iphone', 'touch control dodging' or even 'Dodge the dots mon!'. Anything not using the terms unique or game of the year will do it.
But yes I agree, you should try to tweak the game a little bit. Add new enemies or the ability to place protection walls, score multipliers for close calls, slowmotion powerup, stuff like that. This is the minimum requirement.
Thanks my friend! Will try and improve next time and those power-up ideas are sure to come in the first update of this game!
I dont necessarily agree with some of the template TSB has offered for sale because I thinks irresponsible to sell a template that has little room for customization. but again its his right to do so and you have no business treating someone like that for buying it.
A bit true, this template can only be used to make a clone. Even if you customize the game it will still be iDot with new powerups.
Personally, I'm buying this template only to know how he made the cursor movements. But then, I'm buying it for probably 3-4 behaviours and cutting the rest which I don't need. I'm buying a function more than a template.
uptimistik said: True, I apologize. Let me try to help the young padawan...
Ok. You have a template from Tshirtbooth. The game he made is an exact copy of a very, very popular game on the App Store. I would think the aim of this template is to help you see how the game works. How would one control an actor by touching any part of the screen. How would one set up a system of power ups and recyclable actors.
This game would not sell.... The template is a learning tool. Not a way to quick cash.
this is a good comment.
And although you're right tenrdrmer, since he bought the template he's free to do with it as he pleases... that doesn't mean we can't lead him into a direction to become a better game designer.
I believe that you should only use these templates as a learning tool, and they are great for that purpose. But because they themselves are based on games that overpopulate the market, releasing a copy of that template as your own isn't going to reach much success, and it continues to overcrowd an already overcrowded market.
But they provide you an amazing insight as to how a games mechanics work. If this then that. I would suggest looking over these tutorials, figure out how they work. Then plug in an old Sega Genesis or SNES and play some games. But instead of playing the game for fun, play with a designer and programmer mindset.
If I press the attack button, what's really going on in the game to make the actions on the screen.
By learning from the old style games, using templates to understand the programming, and finding Youtube tutorials to explain everything else, you should then be able to come up with you own unique idea for gameplay. You could very well be the one to make "the game of the year" if you work hard at it.
And I know that your 14, but don't use that as an excuse to just say "well I'm only starting out." Consider yourself at an advantage over us old farts who are only getting into it much later in out lives. !@#$%, I didn't have Youtubes or easy to use drag n drop programming software as a kid. So I never created a game or anything to entertain others... I was too busy playing the games myself!
Right, I started around 14 also (that was about 10 years ago), but I didn't have the chance to go straigh to publishing games.
Even though I agree with all my heart that tip of going back to the old school for design analysis, very few of these games remotely relate to GameSalad. I know the point of the exercice is not to search for a game idea but to improve his sens of game design, but the new school of browser game is a better place to look out for inspiration and analyse why they are good. These games are trying to be fun and addictive quickly, and the design tend to be less unforgiving and difficult than the old school. The 90s era was genius but this vision of design is not as well suited to the new audience (and it's a shame that this culture is almost dead).
I guess it's the wrong place to discuss this into details though XD
Good luck, and take your time on your next apps CabacoAppNews.
Even though I agree with all my heart that tip of going back to the old school for design analysis, very few of these games remotely relate to GameSalad. I know the point of the exercice is not to search for a game idea but to improve his sens of game design, but the new school of browser game is a better place to look out for inspiration and analyse why they are good. These games are trying to be fun and addictive quickly, and the design tend to be less unforgiving and difficult than the old school. The 90s era was genius but this vision of design is not as well suited to the new audience (and it's a shame that this culture is almost dead).
True, but the reason I say this is that you first need to learn the beginning before jumping into the middle. I would have actually said plug in an Atari and see what makes those games work, but more people still have a Genesis or SNES sitting around then an Atari.
Graham Linehan, the writer for the TV series "The IT Crowd" was on a show talking about video games and writing. And he points out that the problem with story telling in games and why it's so bad, is that the writer's look to the storytelling in popular films to get an idea of story telling. But to get a true sense of what makes good story telling, you shouldn't be looking at film, but at books. Books have to get story telling perfectly, because they can't rely on VFX or Megan Fox's rack.
Same goes with game designing, knowing how it worked in the beginning allows you to create something great.
gyroscopeI am here.Member, Sous Chef, PROPosts: 6,598
Mrshoestore said: .......... because they can't rely on ..... Megan Fox's rack.
True, actually even at SNES era they were already trying to push the limits, while the NES era was all about core gameplay and skills. Some of these classics are surprisingly fun and well designed, especially considering the console limitations.
It's all about the core game mechanic, and designing the game around it. Mainstream games these days are like Hollywood movies, using Megan's rack as a methaphor for beautiful graphics, but what's really important is missing; design talents.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
Mrshoestore said: And although you're right tenrdrmer, since he bought the template he's free to do with it as he pleases... that doesn't mean we can't lead him into a direction to become a better game designer.
Absolutely we can point him in the right direction. MY comments were to uptimistik who came out swinging about this being a crappy game made with a template. Theres no pointing in the right direction in those comments. just outright discouragement.
tenrdrmer said: I dont necessarily agree with some of the template TSB has offered for sale because I thinks irresponsible to sell a template that has little room for customization. but again its his right to do so and you have no business treating someone like that for buying it.
I don't agree with the part about 'little room for customisation'.
There is so much you can do with this template. So many different ideas you could put into it.
Comments
When the app is out, you go get it BOY and tell me what you think!
Seriously bad marketing right there though.
The tagline of your last template was : 'a game like no other' and now 'the game of the year'? I'm sure you can think of more appropriated taglines for a template remix.
@uptimistik Back off this guy. if he bought a template he's free to do what he wants with it and you have absolutely no right to treat him like that for buying the template.
If you don't like it make a better game to compete with his. I mean if its as easy as buying the template you could probably have it whipped out and ready to submit by tomorrow.
I dont necessarily agree with some of the template TSB has offered for sale because I thinks irresponsible to sell a template that has little room for customization. but again its his right to do so and you have no business treating someone like that for buying it.
But yes I agree, you should try to tweak the game a little bit. Add new enemies or the ability to place protection walls, score multipliers for close calls, slowmotion powerup, stuff like that. This is the minimum requirement.
Personally, I'm buying this template only to know how he made the cursor movements. But then, I'm buying it for probably 3-4 behaviours and cutting the rest which I don't need. I'm buying a function more than a template.
And although you're right tenrdrmer, since he bought the template he's free to do with it as he pleases... that doesn't mean we can't lead him into a direction to become a better game designer.
I believe that you should only use these templates as a learning tool, and they are great for that purpose. But because they themselves are based on games that overpopulate the market, releasing a copy of that template as your own isn't going to reach much success, and it continues to overcrowd an already overcrowded market.
But they provide you an amazing insight as to how a games mechanics work. If this then that. I would suggest looking over these tutorials, figure out how they work. Then plug in an old Sega Genesis or SNES and play some games. But instead of playing the game for fun, play with a designer and programmer mindset.
If I press the attack button, what's really going on in the game to make the actions on the screen.
By learning from the old style games, using templates to understand the programming, and finding Youtube tutorials to explain everything else, you should then be able to come up with you own unique idea for gameplay. You could very well be the one to make "the game of the year" if you work hard at it.
And I know that your 14, but don't use that as an excuse to just say "well I'm only starting out." Consider yourself at an advantage over us old farts who are only getting into it much later in out lives. !@#$%, I didn't have Youtubes or easy to use drag n drop programming software as a kid. So I never created a game or anything to entertain others... I was too busy playing the games myself!
Even though I agree with all my heart that tip of going back to the old school for design analysis, very few of these games remotely relate to GameSalad. I know the point of the exercice is not to search for a game idea but to improve his sens of game design, but the new school of browser game is a better place to look out for inspiration and analyse why they are good. These games are trying to be fun and addictive quickly, and the design tend to be less unforgiving and difficult than the old school. The 90s era was genius but this vision of design is not as well suited to the new audience (and it's a shame that this culture is almost dead).
I guess it's the wrong place to discuss this into details though XD
Good luck, and take your time on your next apps CabacoAppNews.
Graham Linehan, the writer for the TV series "The IT Crowd" was on a show talking about video games and writing. And he points out that the problem with story telling in games and why it's so bad, is that the writer's look to the storytelling in popular films to get an idea of story telling. But to get a true sense of what makes good story telling, you shouldn't be looking at film, but at books. Books have to get story telling perfectly, because they can't rely on VFX or Megan Fox's rack.
Same goes with game designing, knowing how it worked in the beginning allows you to create something great.
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
It's all about the core game mechanic, and designing the game around it. Mainstream games these days are like Hollywood movies, using Megan's rack as a methaphor for beautiful graphics, but what's really important is missing; design talents.
There is so much you can do with this template. So many different ideas you could put into it.
Actually, sod it, I'll make a game and show you
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
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Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io