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Topics - seanthechinaman

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1
Sploder Games / [HYPE] Sink by Seanthechinaman
« on: Today at 01:11 am »
<a href="http://www.sploder.com/game2.swf?s=d005gj4v&amp;cs=1" target="_blank" class="new_win">http://www.sploder.com/game2.swf?s=d005gj4v&amp;cs=1</a>

The above game showcases my progress thus far...

2
Game Discussion / Difficulty curves and Sploder games
« on: Yesterday at 10:04 pm »
The difficulty curve of your game is the way in which your game's difficulty progresses. Difficulty influences a lot of factors in your game, and the way that such difficulty moves should be mastered to create the best Sploder games.


To begin with, difficulty will naturally be jarring for players if they are unfamiliar with the level of difficulty presented. This is akin to running into a wall, and will cause many players to give up before they can even fully experience your game. The player should always have SOME preparation for the level of difficulty ahead. With a slow rising difficulty curve you can lead the player through hell and back organically, allowing them to experience your game at its full potential.

I commonly see Sploder games showcasing the worst case scenario for difficulty curves, immediately killing the player if they fail to learn some unmentioned trick in time. This tells the player that they should stop playing, whether they stop out of frustration or to look up a guide.


While a natural difficulty curve is ideal from a game design perspective, we can also MANIPULATE the difficulty curve to communicate ideas to our player. Are you creating an exploration-focused game? Do you want the player to come back to this area once they've found a better weapon? Well, simply add a difficult enemy to the entrance of this area, or better yet, an enemy that can only be killed by one specific weapon (for example, placing an enemy behind a gap you can only fire projectiles through). But remember that in the latter case this can curb exploration in a way, allowing your player to only pass through by following a linear path.

Through the solution discussed above, the player is elegantly and silently told that they should leave and improve their arsenal. This may be difficult to put into practice in certain creators, but the design principle is sound, previously hated "difficulty spikes" can be used to convey ideas within your game world to the player. The example above only touches the surface of this concept's potential.


Not only can your game's difficulty curve communicate gameplay ideas, it can also act as an instrument for our narrative or atmosphere. For complete thematic cohesion, all tools available should be utilized, and difficulty curves are yet another tool in a wide variety for we creators. Is your game's story coming to its intense climax? INCREASE THE GAME'S DIFFICULTY! Is your game tonally peaceful and pleasant? Let the difficulty settle, let it breathe... Moving thematic elements and difficulty in harmony helps to better communicate these ideas to the player, as there is no clash to obfuscate or interrupt our understanding of the game's story or themes.

Difficulty curves can also illustrate less abstract thematic ideas. For example, if our platformer game was based around mountain climbing, we could steepen difficulty when climbing steep areas of the mountain to emphasize this struggle. The player should ALWAYS be in control, difficulty is one of many ways through which we can tell stories to our player without forcing them into cutscenes or stasis, these tired methods of storytelling take control away from the player, and disrupt the pace of a game to FORCE ideas onto the player.


I will conclude this guide by telling every Sploder game maker to employ at least a few of the ideas discussed. Too many Sploder games leave me confused or completely unprepared for the level of difficulty at hand, even in the very beginning of the game. And so, a lot of unique ideas are never experienced by Sploder members because they simply weren't ready yet. It's YOUR job to prepare them.

3
General / Statement
« on: February 15, 2019, 11:02 am »
In the future I will be a lot less active on Sploder, especially when it comes to interacting with the community.

You should hand all of my forum responsibilities onto a suitable member, as I wish to simply make and discuss Sploder games.

4
Personal Exhibition / Soundcloud
« on: February 13, 2019, 03:52 pm »

5
Game Discussion / Did anyone else know this?
« on: February 12, 2019, 04:41 am »
SegFaults can damage the player while they are in a vehicle. :o

6
Sploder Games / [HYPE] Frogman by Seanthechinaman
« on: February 10, 2019, 09:57 pm »
<a href="http://www.sploder.com/game2.swf?s=d005gges&amp;cs=1" target="_blank" class="new_win">http://www.sploder.com/game2.swf?s=d005gges&amp;cs=1</a>

  The above game showcases my progress thus far...

7
MRE / Editor Recruitment
« on: February 09, 2019, 10:23 pm »
Becoming a Reviewer is a prerequisite to applying for Editor, so here is a link to the Reviewer Lane where you can apply for Reviewer. Please note that you only need to be accepted as a Reviewer to apply, the Mainsite badge is not a requirement.


- To apply for Editor you must publish 2 REVIEWS
  1 REVIEW on a game you feel is feature worthy, analyzing WHY you feel this way
  1 REVIEW on a game you feel is NOT feature worthy, analyzing WHY you feel this way
  (in both cases the game can be featured or unfeatured)


If you have been accepted as a Reviewer but have not yet been assigned the Mainsite badge, simply submit your reviews through the forums, preferably in the Reviewer Lane

Submit the links to your finished reviews in this thread.
Please note that deeper analysis is expected in all Editor applications, these SHOULD NOT be normal reviews


- Recruiters [ 6 / 6 ]

  Seanthechinaman
  Futuremillionare
  Lordeldar
  Jmc10
  Cyangaming
  Mat7772

Once you have applied, your application will be judged by the above Recruiters. If 70% vote Yes you will be ACCEPTED and subsequently added to the TODO List


- Reviewer Lane Rules APPLY HERE

8
Game Discussion / Seanthechinaman's Weekly Challenge
« on: February 09, 2019, 08:51 pm »
Submit the link to your game to enter.

- This Week's Challenge
  Create a game using ONLY 1 ENEMY/HAZARD TYPE throughout


- Rewards
  Review of submitted game
  Gold Award     + 15 SG
  Silver Award   + 10 SG
  Bronze Award + 05 SG


- Judges
  Seanthechinaman
  Bricc



- Past Challenges
  11 / 02 / 2019 - Create a game using ONLY 1 ENEMY/HAZARD TYPE throughout
 

9
Game Discussion / Platformer OR Gate
« on: February 07, 2019, 04:29 am »


This is quite useful for traditional Sploder RPGs, allowing the player to choose between several objectives, reducing linearity and increasing player control. Note that the player will need to come into the enemies' proximity at some point to activate the mechanism.

10
Sploder Games / [HYPE] Commodore by Chinathan2009
« on: February 06, 2019, 05:02 pm »
Commodore is a collaborative effort between Sploder creators Ethan2009 and Seanthechinaman. We hope to use this little Shooter project to begin a long and fruitful career as collaborators on Sploder. TESTERS NEEDED!


Screenshots:




Testers:


 

11
RPFG's, Groups, Contests and Forum Games / Guess those Sploder members
« on: February 06, 2019, 11:44 am »
             


    Note: I will add more members once these two are solved




12
General / Since when did these exist?
« on: February 04, 2019, 11:08 am »




I've never noticed these "Veteran" or "Great" tags on Sploder user's profiles before. Does anyone know how long these have been around?


13
Reviewer Lane / Reviewer Lane Recruitment
« on: January 30, 2019, 10:48 am »
Other important resources:
How To Apply For Reviewer
Reviewer Lane Ruleset


The Recruiter capacity has now been reduced to six. I aim to keep a small yet active team, as not to complicate voting (when multiple verdicts disagree). This is why inactive Recruiters have been demoted.

- Recruiters [ 3 / 6 ]

  PepperedSteak
  Seanthechinaman
  Crazykittyzz


Becoming a Recruiter is now a more concrete process. ANY REVIEWER CAN APPLY, regardless of the length or width of their reviewing career. The Reviewer Lane Ruleset also applies here.

TO APPLY, simply link a review from the mainsite and analyse it paragraph by paragraph, including whether you would accept or deny it had it been an application.
Please note that paragraph by paragraph analysis is not necessary in day to day Recruiter duties

Your application will be judged by myself and PepperedSteak.

14
Reviewer Lane / Reviewer Lane Ruleset
« on: January 29, 2019, 11:34 am »
Other important resources:
How To Apply For Reviewer
Reviewer Lane Recruitment


- Your application CANNOT be posted within TWO WEEKS of your last
  This two week period allows applicants to meditate upon feedback and keeps the Reviewer Lane tidy

- Your application is judged by MAJORITY VOTE
  Each Recruiter's verdict has equal weight, note that abstinence has no effect upon this

- Your application CANNOT change after Recruiter judgement
  Changing applications after Recruiter verdict obscures discourse and deceives Recruiters

- Your application MUST be written by you
  Acquiring any Mainsite role is an independent endeavor, guidance or plagiarism will not be tolerated


Breaking any of these rules will result in a DENIAL, and a 2 WEEK ban from the Reviewer Lane after repeat offenses. Also note that standard forum rules naturally apply to the Reviewer Lane.

15
Game Discussion / HTML5 Creators
« on: January 29, 2019, 09:52 am »
If Geoff were to remake the creators for HTML5 rather than convert them, what would you want him to change about the old creators? Personally I'd want the Algorithm Crew and Shooter controls combined, so that the player could move and shoot independently, but without the creative constraints of the Algorithm Crew's creator.

(Please note that this is purely theoretical, Geoff has not publicly confirmed that there will be any conversion or remastering of Sploder's creators post-Flash)

16
Video Games / The Cake Is A Lie!
« on: January 28, 2019, 10:05 am »
The Cake Is A Lie!

17
Sploder Games / [HYPE] Birdman by Seanthechinaman
« on: January 25, 2019, 06:28 pm »
     Graphic Library [UPDATED FREQUENTLY] :


     OSO        SOMBRE      CABRO        GIBA       PSYCHO        POW           PIE


     Screenshot Library [UPDATED FREQUENTLY] :


18
Music / Small rappers vs tall rappers?
« on: January 18, 2019, 04:04 pm »
Which are better?

19
Reviewer Lane / Fruit Ninja - a review of Melonheads by NPC10000
« on: January 11, 2019, 09:43 am »
Prologue:
Melonheads is NPC's Sploder adaptation of Ohio folklore. In the original legend, Dr Trubaino experiments on his orphans until they burn down his orphanage and run into the forests. But in NPC's interpretation, the orphans' progression into evil is taken more literally. This story is told visually through portraits on the orphanage walls, that chronicle the orphans' progression into red eyed monsters as a result of the doctor's experiments. NPC uses religious symbolism tactfully to condense the tale into the breadth of a Sploder game. And framing the children as demons rather than the innocent victims of a doctor's perverted curiosities allow them to be comfortably slaughtered by our hero.

However, most of this well crafted storytelling falls apart when the game's second level is a written explanation of the story's origin, so for the rest of the review I will be writing on the merit of the first level. The first level's visual storytelling keeps the player suspenseful, beating breadcrumbs of story out of the game, so this narrative segue kills the mystery established in the first half of the game.

Gameplay:
Melonheads projects horror through its gameplay with a host of abrupt scares. Its eponymous Melonheads are often suspended in mid air, ready to drop and stun the player into slight stress on sight. Being stunned is never enjoyable, and our character is never really within an inch of death. So these scares impart irritation more than fear. If the player had been at some handicap from the beginning, these encounters with the handicapped orphans would have been a lot more tense than they were. And it doesn't help that NPC decided to give the player armor and multiple health packs to further insulate the player from feeling any panic.

The gameplay scares are all identical in nature as well. It seems Melonheads only know how to jump on people from above. This predictable pattern of scares makes the horror a lot more procedural than it should have been. NPC designed a collection of fitting graphics to immerse the player in the narrative. Furniture of every variety decorates the orphanage, but it is never decorates the gameplay in a creative fashion. Our first sighting of a Melonhead is in a sandpit and leaves a meaningless first impression. The only thing we can derive from its appearance is that the Melonheads are playful and innocent, and the lack of scares makes the subsequent scare less dry. But even this encounter could have been more... What if this Melonhead had emerged from behind a pile of sand as the player reaches for the key it guards? What if throughout the game Melonheads appeared unpredictably, keeping the player watchful and tense?

Scale is another issue in Melonheads' horror. Most of the rooms are too small for the player to feel any fear of what is to come. Room to room the player is locked into some cramped activity, excluding of course the elevator room. This does reflect the claustrophobia the orphans felt while locked in their cages, but in game it only instills stress. The elevator room is the single room in the game where I felt any tension. But this feeling is followed by a long wait for the elevators to return if you fall off, immediately plunging the player back into stress. If the game had been larger as a whole, and given the player time to think between action, it would have been a more suspenseful experience.

Story:
NPC's storytelling keeps the game interesting. And it follows the gameplay tightly. As you ascend the tower, themes of evil and depravity become more exposed as the difficulty increases. And while I think the gameplay missed many opportunities, it is paced well, which helps to tell the story of the mutated orphans and their uprising against Trubaino. Each portrait of the aging family aligns with the enemies you will be fighting, which is a subtle and creative means of tying story to gameplay.

I cannot give NPC any credit for writing as the story is taken from folklore, but his choice of story to adapt is very apt to the horror genre. The movement from cryptic myth to platformer game is made smoothly. This is mostly owed to all of the graphics created for the game. Without its graphics this game would not have been featured. NPC's adherence to visual storytelling builds a mysterious atmosphere. Suspense is key in horror games, and offering the player explicit answers would have made the game a dull experience, leaving nothing to be explored by the player.

Epilogue:
Melonheads is represented in this review as a horror game. Which is why I critique the gameplay harshly in accordance to my expectations of the genre. But as a Sploder game Melonheads is very enjoyable, even further complimented by the well crafted story. All of this will only take you a sparse few minutes to experience, so I would highly recommend that you play it.

20
General / Why was I demoted on the mainsite?
« on: January 09, 2019, 12:37 am »
I am curious.

21
General / Who else hates ketchup?
« on: January 08, 2019, 10:19 am »
...

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