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> Fan Game Design Sins, What really annoys you?
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Derrike G.
Posted: Nov 19 2007, 12:00 PM
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The lack of a mute button, sometimes I do want to listen to nirvana or something instead of ZOMG N64 SLIDE THEME ON LOOP
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Ultramario
Posted: Nov 20 2007, 03:57 AM
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QUOTE (Derrike G. @ Nov 19 2007, 07:00 PM)
The lack of a mute button, sometimes I do want to listen to nirvana or something instead of ZOMG N64 SLIDE THEME ON LOOP

Then mute the computer, get your portable MP3-player and do so.


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M. C. Productions
Posted: Nov 20 2007, 01:23 PM
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QUOTE (Elite Charizard @ Nov 9 2007, 10:35 AM)
No pause button. Kind of annoying when you have 10 Goombas running in from the left of the screen and 10 Bullet bills from the right, 39 Podoboos from the bottom and 5 Thwomps from the top coming at you and you have to make an important phonecall, but the game uses the "OMFG GAME RESTART ON HIT" system, and you're on the last level.

But doesn't The Games Factory/Multimedia Fusion allow folks to do this?

Not sure about Game Maker, though - but I do agree in making sure you have a pause function should you need to take a break when something comes up.
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Xgoff
Posted: Nov 20 2007, 01:40 PM
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QUOTE (M. C. Productions @ Nov 20 2007, 11:23 AM)
But doesn't The Games Factory/Multimedia Fusion allow folks to do this?

if you have TGF1/MMF1.5, you're stuck with that tacky pause dialog, though i guess that's good enough

TGF2/MMF2 has a proper pause/unpause action though, which is awesome


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OrangeNova
Posted: Nov 20 2007, 01:44 PM
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QUOTE (Xgoff @ Nov 20 2007, 02:40 PM)
if you have TGF1/MMF1.5, you're stuck with that tacky pause dialog, though i guess that's good enough

TGF2/MMF2 has a proper pause/unpause action though, which is awesome

You can make a proper pause screen.


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Dr. Bob-omb
Posted: Nov 20 2007, 01:44 PM
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The only one I can think of at the moment is using Mario & Luigi sprites in a platformer.

98% of the time it looks awful.
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Xgoff
Posted: Nov 20 2007, 01:45 PM
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QUOTE (Nova @ Nov 20 2007, 11:44 AM)
You can make a proper pause screen.

yeah but that takes more than 1 or 2 events


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OrangeNova
Posted: Nov 20 2007, 01:48 PM
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QUOTE (Xgoff @ Nov 20 2007, 02:45 PM)
yeah but that takes more than 1 or 2 events

..Yeah


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Posted: Nov 20 2007, 01:50 PM
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You know what I hate?

A fangame that copies everything from another fangame.


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M. C. Productions
Posted: Nov 20 2007, 02:00 PM
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QUOTE (Nova @ Nov 20 2007, 12:44 PM)
You can make a proper pause screen.

Are you referring to the original "TGF/MMF" or the current version of the two products?

Not that it matters to me; I'm just glad that pause function is already there for the games I make with TGF.
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Draco Icebane
Posted: Nov 21 2007, 02:57 AM
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you can make a pause feature in just about any TGF-onwards game in 2-4 events
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Super Deluxe Mario
Posted: Nov 21 2007, 03:24 AM
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NEVER put over 1000 Objects in a frame. I did that for the lava in Princess Daisy Forever's World 1-4 (Castle) and it lagged like hell. Testing it on my 2.6Ghz Single Core machine made it drop back to 10fps while running.

My old 550Mhz lagged on at 2-5Fps on that level.

Another never-do is don't release the game UNTIL you've beta tested it a lot to iron out the possible bugs.


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M. C. Productions
Posted: Nov 21 2007, 10:13 AM
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Mario series' gals = #1!
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QUOTE (Super Deluxe Mario @ Nov 21 2007, 02:24 AM)
NEVER put over 1000 Objects in a frame. I did that for the lava in Princess Daisy Forever's World 1-4 (Castle) and it lagged like hell. Testing it on my 2.6Ghz Single Core machine made it drop back to 10fps while running.

My old 550Mhz lagged on at 2-5Fps on that level.

Another never-do is don't release the game UNTIL you've beta tested it a lot to iron out the possible bugs.

1,000 objects?! Does this also include "duplicates"? of the original object made when in the Level Editor (in TGF/MMF)?

I doubt the fangame project I'm working on would reach that point. Hmm...

This post has been edited by M. C. Productions on Nov 21 2007, 10:13 AM
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Draco Icebane
Posted: Nov 21 2007, 03:59 PM
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QUOTE (Super Deluxe Mario @ Nov 21 2007, 01:24 AM)
NEVER put over 1000 Objects in a frame.

i can't think of any game that would ever need over 1000 active objects being calculated in one frame, unless Xgoff was making it
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M. C. Productions
Posted: Nov 21 2007, 04:22 PM
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QUOTE (Draco Icebane @ Nov 21 2007, 02:59 PM)
i can't think of any game that would ever need over 1000 active objects being calculated in one frame, unless Xgoff was making it

If it's active objects to mainly animate as part of the scenery, then that would be a huge sigh of relief on my end -- and IMO, it's really not needed -- for reasons mentioned above.
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theKK
Posted: Nov 21 2007, 04:45 PM
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QUOTE (M. C. Productions @ Nov 20 2007, 01:23 PM)
But doesn't The Games Factory/Multimedia Fusion allow folks to do this?

Not sure about Game Maker, though - but I do agree in making sure you have a pause function should you need to take a break when something comes up.

It doesn't actually have the exact function, but it's easy to do. By that I mean, ridicously.


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Draco Icebane
Posted: Nov 21 2007, 05:59 PM
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QUOTE (M. C. Productions @ Nov 21 2007, 02:22 PM)
If it's active objects to mainly animate as part of the scenery, then that would be a huge sigh of relief on my end

i think you're putting a bit too much effort into graphics if you're using anywhere near that many objects to animate scenery
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Derrike G.
Posted: Nov 21 2007, 08:07 PM
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QUOTE (Ultramario @ Nov 20 2007, 03:57 AM)
Then mute the computer, get your portable MP3-player and do so.

but to do so I'm shy one portable media player ;P
also: general attempts at humor, really bad given there track record, as far as I've scanned through.
edit: Okay the above may sound a bit harsh coming out as "NO FUNNY, THIS IS SERIOUS GAME, I AM SERIOUS PLAYER" I mean, the standard for humor as far as the peek goes for developers these days include making fun of the games programming or events happening (breaking the fourth wall) or general toilet humor.

This post has been edited by Derrike G. on Nov 21 2007, 08:09 PM
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djrellik
Posted: Nov 23 2007, 09:51 PM
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Slow movement, constant backtracking, nearly flat levels, over abondance of enemies, blind jumps(when the platform is out of the view), bad use of the view system, lack of testing before releasing (For example I've played a game not long ago where the levels weren't even in the right order :/) That's about it


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Hoj
Posted: Dec 24 2007, 05:51 PM
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QUOTE (djrellik @ Nov 23 2007, 09:51 PM)
blind jumps(when the platform is out of the view)

Amen to that!


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