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    So fist
  Tue Mar 20, 2012 12:04 am
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BUILD & WIN CONSTRUCT 2 CONTEST JUDGING CRITERIA

When April 1st hits, and all entries are ready, the judges will be responsible for playing all of the entries (either to their completion, or atleast to a point where they find they can no longer continue, due to bugs or unreasonable difficulty).

We will be using this point-based rubric to assess each game, and total all points (total possible: 24pts, + 6 potential tie-breaking points, in the case of a tie or near-tie).
[Note that it will be possible to score a '0' in categories where you have met NONE of the requirements; e.g., you'd get a '0' in Sound if you have no music or sounds at all.]




JUDGING RUBRIC:

Stability:

1. Game is broken. There are game breaking bugs, and overall sloppy programming. Possibly wrought with severe lag or ridiculous load times.

2. Game is buggy. There may be a game breaking bug, but we had to work hard to find it. There are unintended results due to sloppy programming that don't break the game. Lag may be a real problem.

3. The Game is solid. No bugs are apparent in a casual play through. A thorough play through can find a minor bug here or there. Game may lag, or take a really long time to load.

4. No bugs. No lag, either. Everything handles as intended.


Fun:

1. Gameplay is completely tedious and utterly uninspired. Or, gameplay is horrendously balanced, to be either way too difficult or easy to enjoy. You'd stop mid play through.

2. Gameplay is run of the mill, but playable. You wouldn't play it again, and/or, you wouldn't really recommend it to anyone.

3. Gameplay is enjoyable. You feel you've wasted your time wisely.

4. Gameplay is amazing. You don't think you'll be seeing the sun anytime soon.


Innovation:

1. Utterly unoriginal. Completely derivative of other games. Nothing particularly engaging or new. May feel like it's just a crummier clone of another game.

2. Attempts a new spin on a genre of gameplay, but falls short. Or, attempts something original, but comes off extremely gimmicky, difficult to grasp, or full of unnecessary parameters. May be a game which feels a lot like other popular games we've played before, without trying to add many "new" or "unique" elements to it.

3. Successfully puts a new spin on an established genre of gameplay, which is a bit refreshing or accomplishes something original and enjoyable. Definitely seems like its own game, and doesn't make anyone think "oh, this is just a rip-off of _____."

4. When you play through you wonder how it is that no one has thought of this before. This designer must be some kind of genius or lucky.


Graphics:

1. Graphics are unoriginal and poorly utilized. They make you cringe at all times with their hideousness. They may even break the game.

2. Graphics are unoriginal but utilized adequately. Or, graphics are original, but unattractive, and dysfunctional at times.

3. Graphics are unoriginal but utilized very effectively for a pleasing experience. Or, graphics are completely original and are attractive & adequately utilized.

4. Graphics are great, and completely immersive. A great amount of care has been given to them.


Sound:

1. Sound is poorly utilized. Is unoriginal and annoying. And lacks functionality. May have music, but lack sound effects, or vice-versa (where appropriate).

2. Sound is functional but not original. Or, sound is original, but lacks complete functionality.

3. Sound is well managed throughout the product and adds to gameplay. Or sound is original but functional.

4. You find yourself humming the hypnotic BGM's and love the lovely squish your platforming hero makes as he crushes the opposition.


Marketing Relations:

1. The designer does very little to hype their game in the thread. They don't respond to player feedback, or worse, respond negatively to constructive feedback. Their thread is ugly, just a pile of boring paragraphs, or hard to read. Instructions on how to play the game may not be clear.

2. The designer keeps a journal of changes and design or posts screenshots and demos. Player responds somewhat to user feedback but doesn't seem to really try and out reach to users for opinions. Their thread isn't terribly attractive to the eye, but it's legible.

3. The designer is very responsive to feedback and designs promotional material such as logos and userbars to get people to check out their thread. They participate in userbar exchanges, and their game's thread has been given attention to design. It's easy to read, though may or may not be extremely pleasing to the eye.

4. The designer is very responsive to feedback, and is able to get other users to involve themselves in their marketing machine. They have come up with innovative ways to drum up interest in their game, have perhaps used social networking; their thread is beautiful and easy to read, and they generally have knocked every recommendation in the HYPE! thread out of the park.





In the occurrence where scores for top-ranking games are either tied or are VERY close to each other (i.e. +/- 2 pts), we will factor in the following rubric:

PUBLIC VOTE: +2 potential points Revised: 1 point per vote (old system resulted in further stalemates)
(This is restricted to 2 points as we don't want a member's popularity to greatly modify their standings.)

COMMUNITY: (This would be scored by Venetia only, in case of ties)

1. User does not offer help in the construct 2 support forum to other contest participants, or post feedback in other people's threads.

2. User sometimes offers help in support forums to other contest participants, or posts feedback in other people's threads. Feedback may be lacking in depth and helpfulness.

3. User regularly offers help in support forums to other contest participants and posts feedback in other people's threads.

4. User is a model member of the community and is always helping others and giving people helpful feedback that is useful for making better games.



Total possible: 24 pts., per judge.

(Scores will be averaged & rounded DOWN between all judges: For example, if there are 3 judges, and a game is scored 18, 20, and 21, we will say it scored 19 points.)

Additional Judging information; an excerpt of all the material judges had in the judging forum


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    So fist
  Tue Mar 20, 2012 12:21 am
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Feel free to post any questions here.


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    Eventing_Guy
  Tue Mar 20, 2012 2:03 am
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If I gave myself scores:

1. 3 points
2. 2 Points
3. 2 Points
4. 2 Points
5. 0 Points (I don't have any music)
6. 2 Points

tie breaker score: 3 Points


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    BlueScope
  Tue Mar 20, 2012 2:51 am
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It's an interesting and overall fair scheme, however easily exploitable: A simple-structured game is likely to score tediously better in all areas than anything out of Construct's comfort zone, as far as all three first ones go. That means if you put 5 seconds into putting the default jump n run functionality in, you already have all the points you could possibly get from innovation category (which isn't as foreseeable as "no bugs", making it a very unthankful thing to go for in direct comparison.
Also, you just kind of made me feel uncomfortable about posting feedback... :dead:

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    Jason
  Tue Mar 20, 2012 3:13 am
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The only thing I'll have a problem with is the music and sound, since like Eventing_Guy, I don't have ANY at all... hopefully I'll be able to fix that though...

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    gillenew
  Tue Mar 20, 2012 3:51 am
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oh my... I have to give way on some points :P

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    Venetia
  Tue Mar 20, 2012 4:03 am
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BlueScope wrote:
It's an interesting and overall fair scheme, however easily exploitable: A simple-structured game is likely to score tediously better in all areas than anything out of Construct's comfort zone, as far as all three first ones go. That means if you put 5 seconds into putting the default jump n run functionality in, you already have all the points you could possibly get from innovation category (which isn't as foreseeable as "no bugs", making it a very unthankful thing to go for in direct comparison.
Also, you just kind of made me feel uncomfortable about posting feedback... :dead:

It sounds like you're imagining the judges to be robots or retards or something.

We are PEOPLE who know what is and what isn't hard to do in this program, and we appreciate HARD WORK.

People who pour HARD WORK into their entry will look better than people who did not!

I don't understand how you could extrapolate that opinion about the "innovation" category. Why would we consider something innovative less innovative than something that is not? o_O

Also if your feedback is constructive then why would you worry about posting it??

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    Venetia
  Tue Mar 20, 2012 4:08 am
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Also I wish you people would stop being so pessimistic about this ... We are going to be ecstatic to see all of your entries, and we're not expecting your life's masterpieces from a Free version of a program that may very well be totally new to you, with a month's time limit to boot.

We're not rule nazis and we're not judge nazis either; why does everyone sweat things they don't need to?

If you think you did a good job on your game, then chances are pretty high that we will think so too ~~~~

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    Jason
  Tue Mar 20, 2012 4:15 am
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I'm not being pessimistic! If anything I'm optimistic! I mean, I've had pretty great "reviews" of my demo from quite a few people (Other internet buddies too by the way), praising the performance and how smooth it runs, along with the gameplay, but have said the lack of variety will let it down, but I'm on my way to fixing that anyway so I reckon I could get some pretty high scores, the only things letting me down are sounds...

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    Venetia
  Tue Mar 20, 2012 4:24 am
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Alright good, just want to be sure no one feels poopy :>

We <3 you

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    Jason
  Tue Mar 20, 2012 4:28 am
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ilu too ven :kiss:

Also, this is the hardest I've worked on a game in FOREVER... just so you know.

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    01lifeleft
  Tue Mar 20, 2012 4:33 am
Maya researching...
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No pain no gain. :biggrin:

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    rosareven
  Tue Mar 20, 2012 4:50 am
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Location: Australia
01lifeleft wrote:
No pain no gain. :biggrin:

Indeed!

I admit I did feel rather pessimistic because 1. I'm new to this community 2. I hail from experiences and backgrounds where things like software development and game development have a heavy taint of elitism attitude. I'm not a code guru or pro game developer myself, and in those environments that I came from (or in fact, I'm in right now) I get looked down on very easily if I'm being "casual" and not keeping up the pace.

I know I'm in this for my own fun and hobby though so I won't feel bad at the possibility of getting marked down.


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    So fist
  Tue Mar 20, 2012 5:29 am
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Something to know about Hbgames attitude is the thing we prolly dislike the most is elitist attitudes towards games. We like to try and have an atmosphere where people feel free to experiment, innovate, network, and have fun while doing so. For most of the users here, this is a hobby or a dream rather than a future career. Don't get us wrong we've had some users who were in the midst of making this their career. But we don't as a staff or as a community take the vantage point that there is a right way to make a game and that if you aren't doing it the right way then we shall snootily point our nose in the air and say, "no thank you my good sir this belongs in the basement with the rest of the filth."


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    So fist
  Tue Mar 20, 2012 5:33 am
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I'm not sure what you mean by all you could get from innovation Bluescope. If you made a simple platformer using all the basic controls of Construct, it would prolly play, feel, and be like every other platformer we've ever played. So innovation may suffer quite a bit.


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    onzephyr
  Tue Mar 20, 2012 9:02 am
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Fun making stuff. Followed by fun playing and talking about all the stuff that was made. Learning some cool stuff. Then way down the road worry about winning or losing or placing or eating bacon. Least that's how I look at it.
Can't speak for anyone else but already at this point in my projects development. I'm planing on continuing work on it after the contest is over. Because I'm having a blast so far.
cheers.

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    rosareven
  Tue Mar 20, 2012 10:19 am
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Same here onzephyr. I'm definitely continuing after the contest. The whole point of me joining is to kick start the idea that I've been having and get my hands dirty at long last. Likewise I am having fun just from fiddling with the engine itself.

Good luck to you all and I hope you have as much fun as I do.


Last edited by rosareven on Tue Mar 20, 2012 12:18 pm, edited 1 time in total.

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    valkyriegames
  Tue Mar 20, 2012 12:16 pm
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I love it that everyone's just having fun making games. I am too :) As onzephyr says, I'm also going to be having a heck of a lot of fun playing and talking about everyone's games too :)

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    BlueScope
  Tue Mar 20, 2012 12:33 pm
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I didn't mean to sound negative or pessimistic... it's just what came to mind when looking at the criteria, and I thought I'd point it out ^^"

But yeah, what I meant with 'all you could get from innovation' is that there's 4 points for innovation and 4 points for bug-freeness. Getting the 4 innovation points takes a lot of time, effort and sacrificing your girl's needs, while going for bug-freeness is easily done if your project is simply structured - as well as more predictable on the rating.

Again, not trying to hate, but to point out. Not trying to say it's bad either, just exploitable.

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    Ellie
  Tue Mar 20, 2012 3:18 pm
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BlueScope wrote:
I didn't mean to sound negative or pessimistic... it's just what came to mind when looking at the criteria, and I thought I'd point it out ^^"

But yeah, what I meant with 'all you could get from innovation' is that there's 4 points for innovation and 4 points for bug-freeness. Getting the 4 innovation points takes a lot of time, effort and sacrificing your girl's needs, while going for bug-freeness is easily done if your project is simply structured - as well as more predictable on the rating.

Again, not trying to hate, but to point out. Not trying to say it's bad either, just exploitable.


It's a good system IMO. It's how my Uni operates with regards to programming coursework too. Basically, yes, you could max out bug free-ness by making something very basic. Or, you could max out innovation by making something spectacular that doesn't work at all. Those that are top class will max out both.

I don't think rewarding people for amazing innovation that completely doesn't work would be a good thing. :)


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    BlueScope
  Tue Mar 20, 2012 6:56 pm
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Heh, not what I'm saying XD
No, I just meant to say that if you're going with he innovation approach, you need to sacrifice a lot more (and risk a lot more the further you take it) than if you're just going for strict bug extinction in a basic game. That aside, a ruling system that works for programming tasks doesn't have to work for other areas. But that kind of explains the whole thing I mentioned...

Either way, I was not and am not trying to argue the system, so yeah ^^

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    Venetia
  Wed Mar 21, 2012 9:49 pm
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Bump: The OP was updated to clarify a couple of things and be a little easier to read.

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    PixelRebirth
  Fri Mar 23, 2012 2:50 am
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Good to get a detailed overview on how the judging will take place. Seems like a properly thought through process, although I'm a bit alienated by the whole marketing aspect of this contest. Time spent hyping a game is time lost for actual development. And with a running time of a mere month this is problematic in my opinion.

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    Venetia
  Fri Mar 23, 2012 5:32 am
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A very nicely done thread with no outside marketing at all will still net you a 2-3 (so long as it's a really nice thread!). Making social networking pages takes very little time at all. Linksharing and posting in other peoples' threads to help them is just a flat-out nice thing to do :)

A good part of making a good game is in making it stand out and having the masses play it! What is a game if it is not played?

Anyway if you feel like you may be lacking in any department, then that just means you need to work that much harder on the other departments ... ;o

And also guys: It will be HUGELY unlikely that ANYONE will get a perfect score. Don't shoot for perfection ... Shoot for the best you can do in the time allotted :D

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    Glitchfinder
  Fri Mar 23, 2012 10:46 am
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If I gave myself a score using the criteria given, I think it would be along the following (including tiebreakers):

Stability: Currently, between 2 and 3, depending upon the release. Typically, it goes from 2 to 3 pretty quickly. I seriously doubt it will ever be rated a 4 by a programmer. (Programmers know there is no such thing as being bug free in something this complex)
Fun: Either 2 or 3, depending upon preferences. The game is not quotable as amazing, although it can certainly be addictive. It's not incredibly fun, and it tends to be a bit challenging.
Innovation: I would have to say a solid 3. While there are games that play in a similar fashion, the design and actual gameplay differ enough not to seem like a rip-off or clone. However, I don't really think it's unique enough to warrant a 4, especially seeing as it IS a sequel to a similar game for RPG Maker XP.
Graphics: This one, I'm unsure on how to rate. It's two criteria in one. The graphics, in a sense, are totally unoriginal. Yes, I made them myself, but 2D blockworld has been done from here to the ends of the earth for over two decades now. However, I believe the graphics are utilized quite well for the format, making it clear when something can be interacted with (potentially in a deadly fashion!), and when it's just a static block. The graphics will be changing (COIN animations, for example), but as it is, I would probably rate it a 2.
Sound: The sound I would rate a 2-3. I'm not particularly sure on how original it is, although I know that by the time games were able to reproduce the audio I use, that kind of synth had mostly fallen out of fashion. However, I think the sound effects make it quite clear when something has happened, and so I think it's worth the score.
Marketing Relations: As Ven herself has said, in this category, theory and I would score a 4. We're hyping the game, we're social networking, we're responding to feedback and improving the game, and we're challenging the players to prove their worth and strut their stuff.
Public Vote: I honestly can't say where this would fall, as I am not everyone here. However, based on the popularity of my thread, I would guess it would probably score at least one point.
Community: This is my weakest area at the moment. I'll be working to fix that in the coming days, but as it is, I would score a 1 at best, simply because I haven't posted much of anything to help anyone here.

Totaling it all up, I would have given myself between 15 and 19, and in the event of a tie, would have given myself between 17 and 21. Hopefully, I can improve that score as time goes on, because some of the competition is obviously going to do better than that.

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    BlueScope
  Fri Mar 23, 2012 1:16 pm
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Just because I seemed to miss is... who are the judges anyway? Seems to me that Fist and Ven are among them, but I must've completely missed any information given regarding that :blank:
Ah, and one more thing I wonder... which category (if any) would game magnitude be factored in? As in, one level to play vs. ten levels to play (assuming there's no difference between them already in other categories).


I felt the same way as PixelRebirth about the marketing thing, even all the way back when there just was 'hype your game, it will affect your standings'. On second thought, though, it makes sense to rate a game based on that, and even though I'd consider that a strong point of mine in general, I don't think I'll pay too much attention to it here, as getting my game out in the state I want it to is more important to me. I think it's a nice and different criteria for a contest, even though it'll definately hurt me here.
As far as social media and userbars go... I don't know, it just seems artificial to me. Except for posting other's userbars on the same page your game is (I just saw that on the Pinball's page... liked it a lot), it seems like "hey look, I get points for posting userbars in my signature - sounds easy enough!". I don't know, it's not really my kind of thing to promote everyone else blindly, so even though it'll give me a massive pushback in score, I'm afraid I'm willing to take that punch...

I also made that point statistics for myself I saw Glitch and EventingGuy do before... right now, I'm nowhere near where I'd like to be to still make it to the Top 12/Top 3, but who knows what'll happen. :unsure:
As far as Glitch's statistics go, I'm following very close though... makes me wonder if those ranges of points really will make the race in the end, because of what Ven said about perfect scores won't be reached...

And just why am I not thinking positive things about the public vote :huh:

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    Venetia
  Fri Mar 23, 2012 6:37 pm
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You guys are too pessimistic. What do I keep saying? Just do your best and you will be rewarded for the work you put in.

As for the public's vote ... The game that scores highest in public opinion wins 2 points towards the 6 possible tie-breaking points. If games tie in public vote then each game tying for 1st place in public vote wins 2 public vote points. Anyone under #1 in public vote ranking won't earn any points from it.

Also I'm not giving out the precise list of judges until after judging is done.


BlueScope wrote:
As far as social media and userbars go... I don't know, it just seems artificial to me. Except for posting other's userbars on the same page your game is (I just saw that on the Pinball's page... liked it a lot), it seems like "hey look, I get points for posting userbars in my signature - sounds easy enough!". I don't know, it's not really my kind of thing to promote everyone else blindly, so even though it'll give me a massive pushback in score, I'm afraid I'm willing to take that punch...

It sounds to me like you're thinking too hard.

Marketing and hyping isn't about thinking too hard about how "artificial" a ploy may be. It's about spreading the word any way you can.
You don't have to do linkshares. You can do whatever you want. But if you make a real effort in garnering interest in your entry, why should that go unrewarded?
Remember that even if a marketing ploy is done, and it only ends up garnering one single click, that is one click you wouldn't have gotten if you hadn't have done it.
It's about effort, and how much effort you're willing to put into it. If you want to expend your effort elsewhere, then please do! You'll make up for the points in other categories.
And being innovative in advertising is sometimes just as important as making a good product.

Some game devs are all about marketing, and not so much about making a good game. So their game may sell more than it should, but it not be reviewed or remembered well.

Some game devs are all about making a good game, but do nothing in marketing. So their game will become another great game that no one hears about or plays.

And a few game devs spend extra effort in both game development AND marketing -- and those are the games which are good AND sell well.


P.S.: Any time you spend arguing this post could be better spent in marketing or development of your entry! :D

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    BlueScope
  Fri Mar 23, 2012 10:39 pm
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Heh... yeah, I definately would agree on the last part if I wouldn't have posted from work ;)

And yeah,I realize how the whole marketing apperatus works, but I rather make a game so good it'll spread through word of mouth. Might not be factored in in your scores, but definately sounds like a good excuse not to spend too much time on it :D

K, actually gotta go back to my game... there's interface to be done :/

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    Glitchfinder
  Fri Mar 23, 2012 11:11 pm
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BlueScope wrote:
Heh... yeah, I definately would agree on the last part if I wouldn't have posted from work ;)

And yeah,I realize how the whole marketing apperatus works, but I rather make a game so good it'll spread through word of mouth. Might not be factored in in your scores, but definately sounds like a good excuse not to spend too much time on it :D

K, actually gotta go back to my game... there's interface to be done :/


Damn. You're working on the interface now. You're one of the best GUI developers I've ever seen, so you've probably got the graphical category maxed out.

Also, I tend to agree on the word of mouth thing. People are far more inclined to listen to a friend, or even an overly forward stranger, than they are to listen to pretty much any kind of ad. In point of fact, to get them to pay attention to an ad, you have to bypass their conscious thought entirely. Thus, Old Spice commercials. That's also why, during back to school sales, my managers like to have us wear backpacks during the week where you get 100% back in rewards (if you have a rewards card) for buying a backpack. People ask someone why we're all wearing backpacks, and it allows us to explain the event with them paying attention, which, from an advertising standpoint, is nearly priceless. (I say nearly because some companies will pay any amount they can afford for just that sort of opportunity)

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    BlueScope
  Fri Mar 23, 2012 11:29 pm
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I actually got quite the interface for this... problem's just time, event limit and that I'm working towards a "finished" version I might release after the contest when I actually got the time (and hopefully the license ;) ) for it... so I'm kind of developing two interfaces at once, so... it's taking a lot of time ^^"

My only fear right now is that what I'll have at the end of the contest is not much more than a tech demo... but I'm far from giving up :)

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