#I would love to make more coherent fanart someday... someday... when I find the time. headshots be upon ye
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pinksilvace · 2 months ago
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To nobody's surprise, the Pyre bug has gotten me again
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starlightshore · 5 years ago
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im kinda want to get into this sort of thing so is it okay to ask u a few questions? if not just delete this, but here goes? would u reccomend game maker studio 2, and how hard is it to use in ur opinion? and is there anything u wish u knew at the beginning of making ur fangame?
aw anon you’re so sweet! don’t worry about asking about this, its really exciting to make games and trying new things! i would not say i’m an expert, and i wouldn’t even say i know gml like. at all. i just understand a how the code is used, but now what the code itself is or what to type exactly. like, i understand the theory more so than actually doing it. which is, eh, fine? i’m getting by, and i’m still learning. i’ve only been using gms 2 for 2 months now.
also, i’m using a fangame engine! i feel its kinda like cheating lmao, but its just meant to be a framework to build your own thing off of. and i still need to learn gms2 to use it, and i plan on doing more advanced and complicated things (ie: changing how battles even work structurally.) so. i’m not good at gsm2 yet, but uh, really once you understand coding its not any harder than i’d imagine w/ other professional game engines. compared to unity, i like this better because it seems built on the idea of making 2d sprite games. its SO much more simpler and the userface (while. i’m not a fan of how it has its workspace but whatever) is simple and easy to grasp.
i can’t say for certain if i recommend game maker. its very pricey and doesn’t go on sale often. (big sales i mean, it goes on 15% somewhat frequently) i really, really recommend doing your research first. 
so here i talk about what game engines i’ve used over the last year. (also i hear Godot is good!)
at the end of that post i said this: “TLDR; figure out what kind of game and story you want to tell/make. i could of saved a year’s worth of work if i just sat myself down and realized i wanted to make a completely new fangame separate from my old blog stuff. and that i wanted to make an rpg specifically.“
and so! past me has good advice. figure out the scope and what story do you want to tell. with AL, I know it has 2 chapters, and rn i’m only concentrating on chapter 1. chp 1 has 7 nights and one area where you fight enemies. its very story/character driven and is more so like. a deconstruction of the rpg genre than an actual rpg game. (i know that the word deconstruction is over used as hell, but it is what this is.)
it builds off the themes of the original, while focusing on things that i want to focus on and develop. ut, at it’s heart, is about stories and grief, i’m just taking it to a different extreme and angle.
uh, anyway, i really wish i knew what i wanted to make and understood the source material more and what i wanted to make. i’ve. thought really really hard over what UT means, what message toby was trying to convey, how he did it and what I thought about it. understanding what YOU want from and for your project is the most important thing. WHY do you want to make this? WHAT do you want people to feel and think about when playing? or even, after playing? it doesn’t have to be super deep either.
so, figure out what you what to make, and then you can work on the how. really plan your story, but honestly i wouldn’t recommend planning it in super big details right off. also, super helpful to have a friend help you brainstorm and plot check things for you. (shout out to my friend the sniffer
anyway, don’t plan things TOO detailed because things are GOING to change no matter how well you plan! just try to get get an outline done, then rewrite it 5 more times and then MAYBE you’ll be ready to tackle a more detailed version. then write it 5 more times. i can’t stress enough how important planning is, and how you shouldn’t expect everything to work out even on draft 10! things will work, and when they do, draft 10 is going to look like bad awful nonsense cause you’re at draft 20 now and everything is much more coherent and better. games aren’t written or consumed all at once on the fly. its not a piece of fanart, a fanfic, a comic. its not updated more than once. its out, and then its just out. plan for it.
and real quick, don’t worry about art assets! depending on how you do the art, that’s most likely going to change and its going to be polished LAST. i could go more into how you should think of art when game developing, but thats another topic. just. honestly use shitty art assets and worry about it later.
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kris’ place holder sprite for deltarune ^ it don’t need to be pretty, it needs to be practical.
second advice: start SMALL!!! i feel i should of done this, and frankly i probably will have to sit down and do this lmao, basically, you should make boring small games to learn the basics. I know, i know, nobody really wants to recreate asteroid when you got big ideas of making stories and animations u wanna make. but like. you really need to figure out how the program works and how the code works in theory and practice.
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ok so like, think of coding like this. i got this from a skillshare video series, so uh. i’m going to retell this but in a shittier and likely less nuanced way. sorry
ok so imagine. you’re telling this guy who is trying to get to Gary’s house. now, Gary’s house is just down the road, few houses down, now, you can tell this guy that and he’ll likely find the house just fine. but if you’re telling a robot it’s not going to understand what “down the road” means. what road? how long? it needs instructions that are simple and work in a language it understands.
so you tell the robot “go down two houses, stop at sign until x seconds pass, turn right, go forward 1 house, turn ect. stop at house, ring doorbell. IF Gary answers, go inside; ELSE: do not go inside, wait;
so this what i mean by understanding the theory behind the code rather than the code itself. yes there’s complexities and differences in each language, but they’re ALL based on the same concepts. different program languages are less like different speech languages, but rather different dialects of the same. (uh, like us english vs uk english) its just different rules and “spellings” of the same core concepts.
next advice: don’t be afraid to ask for help! but also! do so within reason! if people are OPEN for helping, be sure do so in the right environment and within what time works for them. compensate people for the time and effort if you can. ALWAYS try to figure out the solution yourself first. often with coding, it can be a simple solution that you could of thought of yourself if you took the initiative to. google is your friend, youtube is your friend! (ok, youtube isn’t, but in this case! yes!) the answer might not always be easy to find, and its perfectly fine to look for help but its good to at least try on your own first!
speaking of which! LEARN LEARN LEARN! be ready to devote A LOT of time to watching and reading about game development. this goes to every game making program, not just gms2. i watch. so many videos on gms. i rec having the video play at 1.5x or 2x speed to cut down time. obvs you still need to retain the information, so speed might be not a good idea then. and its REALLY GOOD to pause and type out the code and follow along. but its also good to just understand the concepts, and theres no harm in rewatching once you’ve understood it  better at a different speed.
things WILL click and work out for you, and its going to be a very time consuming and long journey to get there. i LOVE making this game and telling this story but I also had no idea what i was getting into! and i probably will have more advice once i’m further in, (i’ve only used gms 2 for 2 months!) but thats the best i can say for now! i hope you pursue your dreams and start making things!!! you can do it!!! 
the best time to start is yesterday, the second best time is right now! even if you put a little effort into it everyday, you’ll  build up progress and you can learn SO MUCH over time and theres this whole world of possibilities out there! the world NEEDS your story and your perspective, and i think creating it in anyway you can is necessary for humanity! your work will mean something to someone someday, and i am so excited for you to start your journey!
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