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Thread: making a game?

  1. #11


    Quote Originally Posted by sahoskins12 View Post
    There's plenty of tools out there, the trick is finding the ones that suit you. Try some of the free ones out and see what grabs you. There's plenty of tutorials out online especially for the more popular ones.

    Start small. Build a really basic short game (you don't even have to release it), just something small to prove to yourself how much you're improving and build yourself up from there until you're able to make the sort of things you're looking to build.

    Best of luck.
    got a copy of multimedia fusion 2 to tinker with from someone. I am creating one small scene out of the stock images and backgrounds using tuts on youtube and such and some knowledge i have from previous products (mainly adobe stuff).
    If I take to it and it seems like something I am going to put a lot of time into then Im going to dump the cash for clickteam 2.5. Its a nice little functional game creator.
    I would personally like to create a sort of real time/action rpg in the over head view with lan support (I have no idea HOW to even implement this but I figure the use of VPN play over built in multi would be nicer, but also I would like to have at least 3 player simultaneous action but unsure if VPN could work for that). I really think more online multiplayer is where the core of household ouya expansion ls.

    I am super great at creating character designs and ideas but need to learn to implement this in the application.

    If I can get one small snippet created and really tighten the idea down safely (I realize even I would be taking ideas from others unintentionally but still my band past makes me paranoid) I would even like to see if anyone else would like to jump on board. Im NOT making this for money, Im NOT interested in in game transactions. I would like people who help me to be compensated but it would probably be meagerly, Im sorry, but I am more interested in seeing the OUYA get something interesting and bringing attention to it than profit for myself, for now anyway.

    If anyone is interested and good at dev'ing but bad at ideas please feel free to get in touch, once I get something done (no promises) Ill try to set up communication and such. Luckily I do IT work for a municipality and get A LOT of down time where no one at my office (my bosses) cares what Im doing as long as its techy so hopefully this allows me to get rolling more.

    Thanks all

  2. #12
    OUYA Developer
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    @evil nick Sounds like you have a good idea of your final sort of target project. You mentioned you have no idea how to do some of the things you want to do, my advice is prototypes that feature just a handful of the things you want to try. Each time you get a prototype working you're 1 step closer to making your final product and will break it down into smaller chunks.

    You say you're aiming for online multiplayer but just a warning that it will be difficult to get random matchmaking going on a console like the ouya due to the small numbers playing at any given time. May I suggest if you do make a product that does this that you arrange regular tournaments or meet-ups (maybe on this forum or somewhere you can link people on here to) so that players know they can arrange times where they know there will be someone online for them to play with/against.

    Just some little suggestions but you don't have to follow them if they aren't good ways for you personally to carry things out. If you can build your idea into a quality, polished final product over time then I have no doubt it will be a fun experience.

  3. #13


    Quote Originally Posted by sahoskins12 View Post
    @evil nick Sounds like you have a good idea of your final sort of target project. You mentioned you have no idea how to do some of the things you want to do, my advice is prototypes that feature just a handful of the things you want to try. Each time you get a prototype working you're 1 step closer to making your final product and will break it down into smaller chunks.

    You say you're aiming for online multiplayer but just a warning that it will be difficult to get random matchmaking going on a console like the ouya due to the small numbers playing at any given time. May I suggest if you do make a product that does this that you arrange regular tournaments or meet-ups (maybe on this forum or somewhere you can link people on here to) so that players know they can arrange times where they know there will be someone online for them to play with/against.

    Just some little suggestions but you don't have to follow them if they aren't good ways for you personally to carry things out. If you can build your idea into a quality, polished final product over time then I have no doubt it will be a fun experience.
    Thanks man
    I do have the vision of what I want but like i stated I jump into water neck high instead of wading which sometimes frustrates me making me quit to early. Today I spent about 4 hours watching and mimicing youtube vid tutorials on multimedia fusion enemy AI and setting up heatlth bars.
    Its tough, I have to of course rewind the vids 1000 times because these guys know what they are doing and zoom through it.

    As for multi I did not want random match making. I wante to make local link up play (like lan party play) and include tuts on port forwarding or VPN whatever works. As cheesy as it sounds I was simply hoping to use forums to get people to join up and play, I realize they would need to share some info but they could just VPN to each other or LAN party. Use skype to chat during play. We live in a pretty good time to utilize free services for stuff like this.
    Again I have ZERO clue how to set it up so hoefully people with more experiance will help out.

  4. #14


    I would echo the thought "start small". If you bite off more than you can chew, you will become too frustrated and overwhelmed and give up. But you still need to choose a project that will hold your interest. I highly suggest you pick one of your favourite old simple retro games like Space Invaders, Breakout, Asteroids, etc and see how well you can remake it. There are thousands of threads all over the internet by would-be game developers who say they're going to make the next big multiplayer rpg, and usually they're never heard from again.

    For someone in your situation, it sounds like GameMaker or possibly Fusion might be a good starting place.

  5. #15


    Guys don't buy that game maker crap, I bought it - 5 months later i still cannot release a game for ouya or anything,
    you still need to know coding and I am a graphic designer. I SUCK at coding.

    With Fusion you don't need to know coding at all, I made a test game the first hour I downloaded fusion.
    I'm sorry but when I saw how easy you make games with fusion I almost cried
    http://ouyaforum.com/showthread.php?...-variable-OUYA
    before I was just an spectator now i am the game

  6. #16


    started creating little sprites and animations in photoshop on my tablet and computer and importing them.
    Seems to work fine BUT I cant seem to get a transparent background when importing.
    There is always a white box around the stuff.

    Trying to get a somewhat VERY simple cell shaded look to my sprites in the vain of a link to the past play style and view.

    anyone have any tips?
    Thanks

  7. #17
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    Quote Originally Posted by evil nick View Post
    started creating little sprites and animations in photoshop on my tablet and computer and importing them.
    Seems to work fine BUT I cant seem to get a transparent background when importing.
    There is always a white box around the stuff.

    Trying to get a somewhat VERY simple cell shaded look to my sprites in the vain of a link to the past play style and view.

    anyone have any tips?
    Thanks
    I believe you need to delete the background layer in photoshop as that is your white bounding box.
    I'm no expert at photoshop but I know what will work for transparency if you've no luck with that (although it's a bit of a pain of a workaround), import your sprite into inkscape and with it selected export as bitmap and in the box that opens export as a .png from there. Inkscape by default should set the white to transparent if you're having no luck in photoshop.
    Like i said, not the best of solutions but it's a solution.

    *EDIT: actually you may find that the white box causes you the same problem in inkscape if it's been imported over from photoshop. In photoshop put the sprite on a different layer to the background and just export the sprite layer.
    Last edited by sahoskins12; 02-21-2014 at 09:26 AM.

  8. #18


    Quote Originally Posted by sahoskins12 View Post
    I believe you need to delete the background layer in photoshop as that is your white bounding box.
    I'm no expert at photoshop but I know what will work for transparency if you've no luck with that (although it's a bit of a pain of a workaround), import your sprite into inkscape and with it selected export as bitmap and in the box that opens export as a .png from there. Inkscape by default should set the white to transparent if you're having no luck in photoshop.
    Like i said, not the best of solutions but it's a solution.

    *EDIT: actually you may find that the white box causes you the same problem in inkscape if it's been imported over from photoshop. In photoshop put the sprite on a different layer to the background and just export the sprite layer.
    In photoshop I always use a transparent BG so Im not sure why MMF is seeing it in a box

  9. #19
    OUYA Developer Sparckman's Avatar
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    or you can just use ink effects, i think it's in the properties - when you hight light an object. You also can make it transparent using the event editor - click on START of LEVEL ------ pick the object and Select EFFECT ...pick SET EFFECT .... and pick Semi-Transparent
    Check out my tutorials at Sparckman's
    https://www.youtube.com/user/amazingsparckman

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