In response to Albro1
Albro1 wrote:
NEStalgia surely didn't have super detailed icons. It went on for a long time, same with Space Station 13.

I'd be a lot happier to see games appearing with good gameplay and bad graphics than all the games with good graphics and no gameplay. I could at least call that progress.

Space Station thirteen falls into the dreamworld people picture of it. A small BYOND game that isn't a game where how your character looks matter.... It's not a MMORPG you play and save your progress on, and gain things to show off..

NEStalgia... why would you even bring that up...? It's based off of old NES RPG's.... so it'll look like them so people familiar and miss those types of games played it and enjoyed it. But once again it's 2013 so it didn't last long, what's your definition of long? 1 year isn't long in my opinion. I can't see an adult running home from work jumping out of his clothes just to get into NEstalgia happily. That game is more of a, ahh... good times... not a, this is epic what can I do?

The famous Jesse Cox, known for his World of Warcraft Machinima aimed to make more than 20 episodes on NEstalgia,
but only happened to make four. Being as wealthy as he is, on the first episode he stated "What I'm not paying for this.".

They goof around, having fun, not really taking the game seriously, eventually they have fun on something else, and actually take the game seriously at the same time.
Times are changing, and your way of long is pretty darn short.

Fans usually swarm and chase Jesse around if he makes an appearance somewhere. And I think I know why he's lonely, in this video, just him, Pride, and Slyfox.
In response to Murowko
So you agree with my latter statement, then?
In response to Albro1
Elaborate for me.
In response to Murowko
Don't see how my talents are being wasted when I'm going into the game development industry professionally.

I prefer to be left out of these discussions as Its my time, and i can do whatever the hell i want with it. and if that's making art so be it. I DON'T feel like crap for anything Ive done or doing currently, so don't generalize and assume you know anything about me.

In response to Zane444
Zane444 wrote:
Don't see how my talents are being wasted when I'm going into the game development industry professionally.

I prefer to be left out of these discussions as Its my time, and i can do whatever the hell i want with it. and if that's making art so be it. I DON'T feel like crap for anything Ive done or doing currently, so don't generalize and assume you know anything about me.

I'm not saying I know about you. But I do know you've had failed projects in the past and it'll be a shame if we see another rinse and repeat when better could be done. Now calm down your art is just an example, and you're an example because you're a great artist with wasted work. You did make NND with that girl, which failed horribly. Is this not true? And I'm still waiting on a game with a tall base that can average 50 players.

Yeah okay you've had testing on Spirit Age, but with all those fans you should atleast have an average of 12 testers. I wonder why you don't? Nah I know, but you don't. People usually go nuts over testing a good game, not in your case regardless of how fancy it looks.
... This post has gone a tad bit off topic and someone deleted my comments, now thanks to the new BYOND pager, I can easily discern as Lige -.-.

You all have fine arguments here, yes, yes, truly. But you seem to border on the importance of the code against the pixel art, which, frankly, is a shame. These are all just our opinions. I cannot stifle a game with bad graphics because I just can't. I used to until I realized how much was being sacrificed for "good gameplay".

I think Pixel Art is the medium through which the code should be interpreted and if you cannot match that up, don't bother wasting my time.

"Good gameplay" should mean good graphics and good coding. Sadly, I can't find many BYOND games that meet this expectation. It's usually one-sided - often to the good coding side because pixel artists are hard to come by on here. Single-handedly coding and doing the pixel art for a game seems to be becoming the obvious path here. Good at coding? Better learn pixel art to make your own game. Good at pixel art? Better learn coding to make your own damn game.

I'm actually glad that someone like Zete took time to teach or supervise some people in learning pixel art for a while. Or Kidpaddle45, on his attempt at "Iruka's Classroom" to teach code. We need more initiatives like this to foster the BYOND community. Stop being stingy. Yeah I said it. We are stingy. Don't wanna share. For a good reason too but someone better stand up and stop linking me to some damn resources when I need help. It's annoying. I need human help and explantion. Thank you D-Cire for your humane DM Guide.

I need C&C? Here's a quick-edit. Learn from my awesomeness. Your anatomy is off? Here's a link cos you couldn't Google it. I understand that what I am asking may be ridiculous and time-consuming, but BYOND needs a more involved community.

I would also say stop the hate on the Anime Community because it is what brought awesome people like me(Yes, My mum says I am) here. Someone had a post about making free art for BYOND and it was dismissed through the assumption that there were other free art resources already. The counterargument was that those were usually incomplete and not tailored to BYOND. We should honestly heed this dude's advise. We could make art tailored for BYOND. It could partially(and I say this with caution) end rips. Building Your Own Net Dream is hard. Insanely. Alone. I've tried. I'm still trying. I will succeed. But it's been long. Too long. And bring blogs back. Those. Were. Awesome. Regardless of the useless posts. I loved those as well. Think about it.

If you delete this post, I will know who you are. I will know what you want. If you are looking for a ransom, I can tell you I don't have money. But what I do have are a very particular set of skills; skills I have acquired over a very short career. Skills that make me a rainbow unicorn for people like you. If you let my post go now, that'll be the end of it. I will not look for you, I will not pursue you. But if you don't, I will look for you, I will find you, and I will nag you.
In response to Murowko
Murowko wrote:
I'll say this. When a game with a tall base averages 50 players a day and got the stats to prove it and has a nice place on the popularity list to prove it, let me know. Until that day, sit down.

May I add that Ive never worked with you before. As Ive said, all my projects were a learning experience. You know about me just as much as anyone else on this forum. you know I make art. Someway, somehow these discussions always turn to Spirit Age. criticizing that its all graphics when its the exact opposite and focuses on the value of game play rather than pretty visuals. I guess I'd have to show bad art for anyone to see past that fact.


you wonder why we don't have many players on at once? We've never allowed more content than needed to test what we wanted to. We've never revealed anything we didn't have to. During the time Spirit Age was live it had over 1000 plays. Far beyond what I had expected. During that time we got feedback and sought out to improve our product. being developers who HAVE NO real experience we agreed the best way to achieve something great was through trail and error. NOWHERE EVER has it EVER been stated that what was available was the final product.
In response to Zane444
Zane444 wrote:
May I add that Ive never worked with you before. As Ive said, all my projects were a learning experience. You know about me just as much as anyone else on this forum. you know I make art. Someway, somehow these discussions always turn to Spirit Age. criticizing that its all graphics when its the exact opposite and focuses on the value of game play rather than pretty visuals. I guess I'd have to show bad art for anyone to see past that fact.


Actually, I'm the first person to work with you on BYOND on anything. So I know a bit about you Zane. And you can say that, but I say this from a gamer's point of view. You're stubborn, which is good. So prove me wrong as time passes an release the game when ever you feel ready. Prove me wrong, I'll be waiting. Just know there's a storm coming *drinks liquor*, and your house may get blown down whether it's by my success, or your failure in proving me wrong.
In response to Zane444
Zane444 wrote:
you wonder why we don't have many players on at once? We've never allowed more content than needed to test what we wanted to. We've never revealed anything we didn't have to. During the time Spirit Age was live it had over 1000 plays. Far beyond what I had expected. During that time we got feedback and sought out to improve our product. being developers who HAVE NO real experience we agreed the best way to achieve something great was through trail and error. NOWHERE EVER has it EVER been stated that what was available was the final product.

No one said it was Zane, no one said it was.
I have nothing to prove to you or Anyone else. I know the value of what I have.
In response to Zane444
Zane444 wrote:
I have nothing to prove to you or Anyone else. I know the value of what I have.

But not what you need.
i don't know why you guys are acting like you know how to make games x_x *facepalm* if we all here knew how to make a game we wouldn't most likely work on Byond, Byond is just a past time for me to kill time and talk to people, i don't know why you take it so seriously, and (m)uuroko pixel artist love making bases, i don't see whats wrong with just making it or the perfect base for a game that's never gunna finish..i mean that's what happened with a game called Donyokuna i was following.
In response to VixiV
VixiV wrote:
i don't know why you guys are acting like you know how to make games x_x *facepalm* if we all here knew how to make a game we wouldn't most likely work on Byond, Byond is just a past time for me to kill time and talk to people, i don't know why you take it so seriously, and (m)uuroko pixel artist love making bases, i don't see whats wrong with just making it or the perfect base for a game that's never gunna finish..i mean that's what happened with a game called Donyokuna i was following.

Donyokuna has been renamed because Donyokuna is Japanese for Ravenous and the game is a medieval themed one. I started off with nothing, and earned enough respect to cancel all my fan-made projects and work on that game alone.
In response to Murowko
Murowko wrote:
Really good examples
Naruto Evolution by Crazy(Gives up on the game and gives it to someone else.)
Bleach by Vcentg(Rips have been hidden for awhile now, still cant average 50 players? Been here since 2005.)

N:E - I'm pretty sure this was originally leaked, not given out.
Bleach by VcentG - Bleach by VcentG's base is a 32x32 base, and only has around 6 stats considering I have a copy of it. Thus I can't see how this can factor into your "32x32" bases are better than "tall" bases.

Also in terms of averaging 50 players? Naruto Evolution Averaged 100+ players when it was first released, until Crazeh decided to stop working on it, and the source was leaked. Then it went down hill. However, even now it averaged around 30-40 players last time I checked.

In response to D-Cire
D-Cire wrote:
Murowko wrote:
Really good examples
Naruto Evolution by Crazy(Gives up on the game and gives it to someone else.)
Bleach by Vcentg(Rips have been hidden for awhile now, still cant average 50 players? Been here since 2005.)

N:E - I'm pretty sure this was originally leaked, not given out.
Bleach by VcentG - Bleach by VcentG's base is a 32x32 base, and only has around 6 stats considering I have a copy of it. Thus I can't see how this can factor into your "32x32" bases are better than "tall" bases.

Also in terms of averaging 50 players? Naruto Evolution Averaged 100+ players when it was first released, until Crazeh decided to stop working on it, and the source was leaked. Then it went down hill. However, even now it averaged around 30-40 players last time I checked.

What?
Murowko wrote:
Yeah whatver, sure you did Kai. Also a short base can look good, and detailed, and just because it's short doesn't mean it has to be 32x32.

Your facts needs to be sorted out. Quit lying please.
It's Friday, you say NE can get up to 40 players? Lol wut, lemme check.
True D-Cire. I played that game a lot to pass time. Without a powerful server to handle it though, it's not as much fun. Murowko, even now the game can average 40+ players on a weekend.
 photo Baseheight_zps6f310345.png

my base doesn't fall under the short line ? you'd think someone that doesn't like 64x64/tall bases would be okay with a base in between.

"and just because it's short doesn't mean it has to be 32x32..." victory is what im feeling.

also thanks Fki, Aueja and kaz ;)
In response to Murowko
Murowko wrote:
D-Cire wrote:
Murowko wrote:
Bleach by VcentG - Bleach by VcentG's base is a 32x32 base, and only has around 6 stats considering I have a copy of it. Thus I can't see how this can factor into your "32x32" bases are better than "tall" bases.
What?
Murowko wrote:
Yeah whatver, sure you did Kai. Also a short base can look good, and detailed, and just because it's short doesn't mean it has to be 32x32.

Yet you classify "Tall" as anything above 32x32.

In response to D-Cire
D-Cire wrote:
Murowko wrote:
D-Cire wrote:
Murowko wrote:
Bleach by VcentG - Bleach by VcentG's base is a 32x32 base, and only has around 6 stats considering I have a copy of it. Thus I can't see how this can factor into your "32x32" bases are better than "tall" bases.
What?
Murowko wrote:
Yeah whatver, sure you did Kai. Also a short base can look good, and detailed, and just because it's short doesn't mean it has to be 32x32.

Yet you classify "Tall" as anything above 32x32.

I never said that, I included Bleach by VcentG into this because of how it's made, now.... put the puzzle together and make sense.
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