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Topics - 7grant2

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General / *looks around*
« on: March 06, 2019, 08:49 pm »

General / MOVED: Do you know why I'm prideful on here?
« on: June 15, 2013, 12:18 am »
This topic has been moved to the Bin.

General / Working on a new song :P
« on: June 15, 2013, 12:10 am »
I haven't ever posted my songs in General, so I thought I'd let you all have a listen!

For some reason, the main lead doesn't sound loud enough the kick is a bit too loud, but I'm not gonna re-upload.

Game Guides / How I Write Plots [Guide]
« on: June 11, 2013, 03:35 pm »
I see, every now and then, people confused on how to approach making a plot for their game. They aren't sure how the story line should go and what direction it should take once the basic premise is down. Some aren't even sure what premise they want, or how to start writing a plot in general.

Personally, I consider Legend my greatest plot driven game to this date, and I've learned a lot before, during, and after making Legend so that I may give a word of advice to those who wish to make a plot with depth and interest.

[1] Think of Themes you would like to Show
By themes, I mean different core ideas on what your story focuses about. Before you even begin writing your plot, you need to heavily consider the tone you want it to convey and the meanings behind it.

Lets say you want to explore the idea of a weak person becoming strong; you will want a plot that shows that the current character is weak and show how he progressively gets stronger. 

Lets say you want to explore the idea of that war is a bad thing. How would you show that theme? You would think about adding much tragedy to the character and to those around him to really give war a bad look.

Knowing what kind of theme and ideas you want to base your plot around will help you create the foundation for your plot.

[2] Tie Gameplay in with Plot
The worst, the absolute worst way to give plot is by placing a bunch of words in the description box and say "this is the plot!". By doing this, you are telling the player of the game what the plot is, you aren't showing them.

In order to show them, you have to tie in gameplay with plot because the two connected very strongly. Instead of saying "we are in a jungle", PUT the player in the jungle by placing appropriate scenery around them. Look at the first level of Legend and you will understand how I managed to do that.

Now that we have lots of potential with the Platformer and other game creators, you can do this much more effectively. The key to a great game is to use as few words as possible when describing the plot in game. If you tell the player what is happening all the time, it breaks the immersing nature of a game. If you can guide the player to show what is happening, that will make for a much more interesting plot-driven game.

[3] Give a reason to Care
Ok, so now that you have the foundation of your game, including themes, you will want to give the player a reason to care about such a plot. You must need tension to attract attention. If a plot goes no where and stagnates, it leaves the player of the game to completely disregard the plot and just play the game as nothing more than that.

To create tension, you have to introduce the player to your game-universe. There are LOTS of ways to do this, and it doesn't have to mean that the player has to care about the main character either. Give the characters a reason to be there other than to be there.

[4] Start with a Bang, end with an Explosion
Think about the latest movie you watched, what do you remember? Chances are you remember the beginning, a few scenes here and there in the middle, and the end. The beginning and end are the two most essential components to your story.

The beginning should have a hook of some sorts and should introduce the entire tone, mood, and feeling of the game in an extremely short amount of time. It should have a resounding impact for the rest of the game as its the first impression a player recives when playing the game.

Here are some examples of the first lines in great literature:
In a very short time, these books introduce to how the book is going to play out, whether you recognize that immediately or not.

If you give off a bad impression, people might have too low of expectations to continue a game. If you give off the wrong impression, people will have different expectations and be disappointing in what you give them. In other words, don't mess up your beginning.

The ending should have a considerable profound impact upon the player. They have faced your challenges, they have overcame your obstacles, and they have crawled to the final depths of your game; what do you give them? This is your game, and you should end the game how you believe it should it, but you want it to be very dramatic; so dramatic, that when the player finished it, they sit there staring at the computer screen in silence, just soaking in everything they played as though they finished a massive buffet.

By "dramatic" I don't mean it has to have explosion and hot women and money falling from the sky as the character rides Raptor Jesus. What I mean is that the ending should be like the conclusion of an argument. You gave your points, you listed your reasons why, you fought for them, and now you must wrap up your essay. Conclude your game as though you would conclude an essay - making it appropriate to everything the game already has offered.

I'm not sure if many of you caught it, but Legend has an very, very, very impacting ending. [SPOILER] There are 2 ways you can beat the game; if you made some choice earlier in the game, you will fall down a giant pit that seems to last a long time. If you make the other option for the choice, you will leave the tunnel into a bright sky, climbing stairs into a white door in the sky. [SPOILER END]

Without even placing words at the ending, I, in my eyes, managed to conclude the game exactly how I imagined it, being dramatic in its own way.

[5] Start off with an Idea - Let it Grow
Fun Fact: Did you know that Legend's original plot was going to involve the character stumbling across hidden powers in a cave then battling mercenaries then going into a massive spaceship that threatens to destroy the Earth with those powers?

This is a simple one, as time goes on, you will have new ideas for your plot during making your game - do not ignore them. If you stick to your original plot and don't stray from it, it will be as though you are starving it. Continue to feed different ideas into the plot; grab your eraser, change things around, and eventually you will create something that you consider a masterpiece.


This guide is still a bit rough, but I hope it helps those out who read it!

Announcements / Let Me Make this Clear to Everyone
« on: June 02, 2013, 06:06 pm »
The censor is not the judge of whether a word is allowed or not. Our censor does not catch every word and has a few holes; however, that does not make the word appropriate.

If you bring up an argument, from here on forth, saying that "since the word isn't censored its ok to say" will no longer hold any  merit.

Remember folks, our rules say that you cannot use any inappropriate words. We mention nothing about a censor. That censor is to help both of us out, by catching your slip-ups and preventing you from saying something bad. It is prevention and nothing more, so do not mistaken prevention for protection.

General / Enough is Enough - Fun's Over
« on: June 01, 2013, 09:32 pm »
I'm extremely disappointed in a lot of you. Not only have you driven away a new member of the forums, you harassed her into leaving. I have already taken disciplinary actions against Treyt and I will be looking into the rest of the threads regarding this.

If you are going to say "you were just having fun", then I hope you realize it was a one-way relationship and you likely made her feel very uncomfortable.

I have sent Sophie an apology thread on my behalf; I won't force any of you to, but if you have some sort of sympathy I would hope that you would realize your actions - you know who you are.

Game Guides / Making Puzzle Games
« on: May 27, 2013, 07:22 pm »
OK, some of you all really need a major kick in the butt for making unplayable puzzle games. Do you know what some of you puzzle makers do? Well let me give you a nice little example; I'm sure you all have played Portal, right? Well if not, its a game where you shoot portals to move yourself and objects around the environment to get to the end of a level. Phenomenal puzzle game.

Now imagine you start up that bad boy Portal and you open it up, never having played it before. You click "start new game" and are so excited to see what everyone is talking about. For some reason something does seem right... you are on level 8. Cubes are everyone, gun turrets are riddled around, some weird stuff is placed everywhere, and you are wondering, what the heck did I just get into?

That is what a lot of you puzzle makers do.

You make excruciatingly difficult puzzles right at the get-go, and that is all you do. You make instantly killing traps that cause end-game right then and there, which is beyond frustrating to every user.

This is the phenomenal concept: Start a puzzle game at Level 1. Introduce the player to the type of puzzles they will be dealing with, not making it too painful to get by. Once you introduce one idea, introduce another. Once they understand, mesh them together. Essentially when you give the player an idea of what they are dealing with, they can navigate the puzzle through logic you provide them.

They will make mistakes for sure, so be sure to give them extra lives so they may continue along the game. Remember ladies and gentlemen, difficulty should NEVER be the result of frustrating gameplay - that is a snake in the grass. Difficulty, in puzzle games, should be the challenge in determining how to overcome an obstacle with reasonable logic.

General / I jus wanted to let you know....
« on: May 26, 2013, 04:42 am »
You are all beautiful.

The Bunker / EGL Voting Update?
« on: May 22, 2013, 02:17 pm »
The current thread doesn't seem to get as much traffic as it should, so I have an idea. What if, every 3 months or so, the games discussed in the fused thread would then be cast into a larger vote in the Barracks by simple means of a poll. This should make decisions much more precise.

General / Late Night Sploder
« on: May 20, 2013, 01:58 am »
Just letting all of yall know, this is the best part about Sploder, staying up till the wee hours of night talking about nothing.

Reviewer Lane / 7grant2's Review Thread
« on: May 18, 2013, 01:04 am »
OK, this time around I'm actually going to do some more reviews lol. There are rules, so be sure to follow them.

1) If there is currently one game waiting to be reviewed DON'T POST.
2) If there are no games being reviewed, YOU MAY POST YOUR GAME.
3) If I post "NEXT", that means I have skipped the game in my cue. YOU MAY POST YOUR GAME.
4) Please let others get a chance to post their games. Be kind, be courteous, because if you start being hasty about it I will just boot you from the thread.

This is a first come first serve basis, and I'm not holding up any sort of line. I will try out the game and if I am unable to get through the game with relative ease (by that, I mean it can't be insanely difficult or have terrible flow) then I will move on and explain why. If I skip a game, you know that it may be too difficult without the knowledge of the production of the game.

I will try my best before skipping a game but I do know a bad situation when I see one.

I will try any game you post, it doesn't matter if its fresh out of the maker or no one has beaten it.

I will review to my standards, and that is by starting every game off with a 5/10 score going into it - completely average. I will then add points for good things, subtract points for bad things, not quite so arithmitic, but my overall satisfaction while playing and after playing are the key to be taken into account to my scoring.

Alright, lets get started.

Game Discussion / Some things I've noticed
« on: April 22, 2013, 11:47 pm »
A lot of platformers tend to focus on one very specific aspect of gameplay. For some, its mainly puzzles; others may have RPG elements (being very popular). I've seen focus in a lot of places, but I just don't see much story going around.

Not saying its essential, but I just really enjoy a good story told through a game. Anyone making a game with a story as a good essential core to its whole? If so, I'd love to check it out, maybe offer some advice here and there.

If so, I will review a game of your choice. Whatever it is, I will beat it as well, and I will write a review for it in full detail.

Reviewer Lane / RFR - Review for a Review
« on: April 21, 2013, 08:43 pm »
I don't think many people have utilized this and its quite simple. I know a lot of user's ask for their game to be reviewed and would like it to be played and critiqued; however, that takes time out of their time and without much benefit. Sure, it is out of the kindness of their hearts but reward is sometimes nice too.

So its a simple system, if you ask for a review, then you can review one of their games. RFR - Review for a Review. You don't have to ask for a RFR, but it will give whoever you are asking an incentive to play your game and you an incentive to play their game; everyone wins!

Try it out, trust me, it will work.

« on: April 18, 2013, 11:11 pm »

Game Guides / What Makes a Good Game Good
« on: April 18, 2013, 04:29 pm »
I've heard this question asked numerous times, whether directed at me or to other people; what makes a good game good? I've heard several answers, some are very good, some not so good: focus on the plot, make great action sequences, be innovative, provide scenery, make it flow, be interesting. Some good, some not so good.

I'd like to take a bit of your time to answer this question in my own way, my experience being my validity; experience in games, literature, movies, voice acting, plays - some things we all have experienced and things we all know quite well. What makes World of Warcraft stand out from other competitors? What makes Skyrim better to some but Morrowind better to others? Why do extremely difficult games like "The Impossible Game" get so many views for just being a simple flash game?

This will be a bit like a lecture, so bear with me as I give background to Video Games. Obviously video games started off as simple 8-bit pixels moving about the screen, improving to 16-bit, 32-bit; better sound quality, graphics, even stories began to emerge from video games unlike their previous ancestors. Cut scenes were quite new in the 16-bit era of the SNES and Genesis, but take some time nowadays and play MGS4 and its almost like a movie in itself.

What could the 8-bit era and gaming nowadays have much to do with one another?

The experience of gaming as a medium of art.

Before I elaborate that, let me explain what that means. When something is a "medium" it is a way to experience it. The medium for "art" can contain pictures, video, sound, etc. Make sense? Good.

Movies and animation allow us to immerse ourselves into the experience as though we are there experiencing the actual film. You can hear the gunshots whiz past your head in Die Hard or perhaps feel the intensity of a drama. Literature allows you to imagine what exactly is happening through the amazing phenomenon of language, allowing you to even experience what I'm typing right now, amazing huh?

So how would I describe Video Games? My best example would be a really cool series of book series Give Yourself Goosebumps; this book was written in 2nd person (instead of "I" or "They", it used "You") at certain pages you were given 2 choices that would affect the outcome of the adventure. While for the youth, this is pretty nifty isn't it?

Of course not all games allow you to make choices that effect the ending, but what I found to be most interesing is that the books involve YOU, seeing as to how its written in 2nd person. Thats the amazing thing about video games, you are involved in making the decisions throughout the game. What kind of approach do you use when playing? Do you take it safe or take risks? In Spellmage's RPG Lonely Roads, will you do missions, help out people, or will you speed through the game?

These are some of the many choices that a player can have in a game, in which the experience of the player being involved in these choices make a game truly astounding.


Lets take a step back into our world of Sploder and ask ourselves how it is relevant to us and how it is not. First, lets start off with what we are given.

Importantly, we are all given the same tools to work with. In a sense, there is a much more defined limit to what we can do compared to actual game makers in the AAA industry that make full-fledged games. We aren't working with coding, we are given simple flash game makers.

With that in mind, our variety to what we can give is limited. The most limiting game is in fact the 3D Shooter, and I will elaborate WHY that is not the most favored game creator and why its just not used as compared to the other creators.

To be quite frank, the 3D Shooter does not provide much variety. If you've played any of the 3D Shooter games, you get the feeling that they all have the same feeling when you play it. Of course it may partially be the lack of some objects given to us, but also remember, back when Sploder first started, some amazing games were pushed out of the basic game creator; CheckThePan, Darut, and Tookewl made their names out of that basic creator. Then why does that 3D Shooter not match up with it?


Variety Theory: The first theory is that objects should serve more than one specific purpose and be extremely flexible in terms of what it can do. Lets take an example of both good and bad.

Take a look at a lot of objects in the 3D Shooter; a lot of them are very static. Crates move, but thats about it. A lot of the other items are just simple scenery, and a wall would have done the trick. Of course its pretty cool to have different looking textures and patterns, but that is almost all it provides. Even the enemies don't have too much variety; they all shoot blasters, move around the same speed; the only different is how much damage they put out and how much health they have. They are different, but not because of variety, they all do the same things just with different amounts of  stats. This is difference in kind, in which they are all similar and the only variety is merely stats.

The regular shooter though has some serious variety that can pump out amazing games. The map size can be shaped along with polygons, allowing for unique passages to be shipped out. The enemies also act differently, speeders move very fast, cruisers are average, mogura's have a unique attack pattern, helicopters fly over the player, stunners immobilize the player; that is some seriously variety in gameplay. This is why you can have a lot of amazing games come out of the shooter.

Simplicity Theory: This is one I've formulated a little bit, all usable objects should be simple enough to impliment in many games (while still have variety of course). The more complex an object is, the less scenario's it has to be used in. This is similar to Variety Theory, but it leans more towards the applicable usage of interesting objects.

Take for example the Movable Wall in the 3D Shooter; its a very interesting rotating object, but how useful has it been to many game makers? While it may have a great purpose for the occasional game, does it really serve its purpose well in a variety of games? I haven't found a very good use for it yet for most of my games, besides maybe a sequence or two, but does is it really simple enough to use in most games and complex enough to be implemented in several scenarios? People would have to work out specific and complex events just to make this object usable to really highlight its purpose, and therefore may be left out of a lot of 3D Games just for that fact.

Variety Theory is quite true, Simplicity Theory is not so proven right now (since it does have its flaws), but those two stand quite firm in the major role of objects into our games.


Going back to the first section of this guide, I mentioned that a good game allows a player to make several decisions throughout a game. This is a key to making a very immersive game, giving the player those in-game choices and flexible scenarios. Imagine you are playing a platformer, and you are just in a halloway with a sword and shield and there are some enemies up ahead, what are your choices? You can fight them, you can fight them, or you can fight them; thats it. There is nothing you can do but just fight them off.

Now lets make things itneresting: what if you were given a grapple? You gave the player 2 choices now. What if there were an explosive barrel there that might harm the enemies making the fight easier? Another choice. What if you offered an alternative route? Another choice.

These in-game choices where players can decide what to take really makes the player think about decisions on what to take next. This adds to the uniqueness of an experience and really makes a great game great.

Of course not all games may offer such choices, but you will notice every EGL game contains some amount of choice to make in the game.


What about games that don't offer many choices though? I'm sure you've been there, you weren't given much to use in the game besides a few items, but how were those games given such a great feel and use?

Variety Theory games right back into play, but not with objects! A variety of scenes will make a game be varied in how it plays and how it makes it's experience unique in its own.

Lets take Super Mario Galaxy by Neal for example, go play it in the EGL, just until you die, and I will highlight what just happened. *intermission* OK, now what just happened? You weren't given a lot to kill enemies with besides a raygun, but lets continue. You get a jetpack and fly up through some lava avoiding it, an interesting challenge; you then have to jump across alternating switches and make sure you don't fall down, quite interesting; there are still alternating switches except hot blocks are there you can stand on, its a simple change (Simplicity Theory) but adds a different twist to what you just experienced.

WOW, 1 minute into the game and you are tossed into 3 different scenarios, talk about fast paced and full of thrill.


Of course a lot of our games are not plot heavy, but some games still offer plot that really make you think to yourself about whats happening. It adds an entire new twist; you are part of a story and that changes your perception of gameplay and the environment you are in. It affects the choices you make in game, if affects how you perceive the player and characters put into the game.

This is where games can be related heavily to Literature and Movies, in which the person experiencing such things can relate and become attached to certain characters of a movie or piece of Literature. You may have laughed at some comedies because you've been in similar situations or you can relate to that situations, or perhaps you just thought their situation was hilarious. Perhaps you've cried at sad movies because of their situation or your position in the situations.

Thats where games are absolutely amazing; YOU experience these decisions are those you are one to carry them out.

One great example is when I was playing Dark Souls; one of the bosses is Great Sif the Wolf (a giant wolf). He has done nothing to you, in fact, he is just protecting the grave of a dear friend named Artorias. You waltz on in and fight him. I realized this, but I didn't think much of it until the very end. Great Sif was limping after me, he could not hit me because he was too weak, and he didn't stand a chance. I actually wanted to not fight him, I felt very bad just for putting a wolf in that position and then I had to finish him off...

^That is amazing use of plot, it put some serious feels in me.

Of course with Sploder this is much harder, MUCH much harder to accomplish, since we have a difficult way of expressing much story other than through text.

However, the beauty of games comes to help us out. We are not providing a written story, in fact, we can EXPERIENCE the story just but having the player experience the game. You don't need words to transition from one spot to the next and the player will understand that. If you go underground into a cave, the player understands something may be waiting for them there, for just a random example.

If a plot is to be used, which is an amazing feat for a Sploder game, then by all means tell it through the game and not so much through text. If you can pull of such a thing, kudos to you, its rarely been done effectively and to the point of involving the player deeply.

My favorite game with plot is Bobbler's "Getting Your License" - absolutely brilliant. Sure it may not be a serious plot, but it really gave me a good laugh while playing it. He didn't need to say much more other than what was happening and what the manic passenger was screaming at you - hilarious.


As with Music Theory, there is one rule, and it goes as following: once you understand a rule, you can break it.

By that, I'm saying that this guide is exactly what it is; a guide. Nothing more, nothing less, but a guide to help you out start a game. Sometimes you may not want to give the player any choice to emphasize contrast, sometimez the lack of variety is variety in itself, or a bad choppy feeling emphasizes a certian progression in the game itself.

I would say that before you break the rules themselves, you understand how these things are implemented. The only way to do that is to make games! Make games and see what works, what doesn't; read your reviews and take the criticism into the player's perspective. A lot of these little guidelines I mentioned can be figured out just by seeing a player's reaction to your game.

Thats why reviews are a wonderful tool! If you really want to get amazing feedback, ask for a play-by-play responce to your game as they play it. They might say "I didn't like it when _________" or possibly "I found this part amazing when ________". Take it into consideration and figure out why it gave the person that reaction.

Don't just stop with one person though, get a couple of people. The more opinions you get, the more reactions you can take in, and the more skills you can gain by listening.

The art to game making is not only in making games, but learning from your own mistakes through others.


I hope this guide has helped some of you out! I wrote this in one sitting, so I may change it later, but it probably won't be nothing but a few more edits to make my message clearer.

Announcements / SploderChannel - Q/A Session with a Game Maker
« on: April 16, 2013, 09:11 pm »
This was a random idea I reached by enlightenment, so I will see what you guys think.

Ever have a burning questions you want to ask a famous game maker? Ever wonder what other people might think about the game maker as well as what possible other ideas he may have to help you?

For the Sploder Channel, I was thinking about creating a new series in which a famous Game Maker will go onto Tinychat and answer any questions asked by the forum members who participate. Everyone will be notified of what day it happens and what time, so you can plan ahead of time to participate.

These sessions wouldn't have a "max" limit, but the amount of answering the Game Maker wants to answer would be up to him/her.

So would you be excited about this?

General / When does EGD happen?
« on: April 11, 2013, 09:21 pm »
Question xD

Bugs / Platformer Bug (?): Background Colors
« on: April 11, 2013, 02:34 pm »
When you choose the two colors for the backgrounds in the platformer, they are not the exact color you choose. The best example is if you set Black to the background but it turns out grey; not the same color.

This one has been around since the beginning of the platformer, but it has always 'bugged' me (ba dum tss). Even if the background needs to be soft, it could at least contain most of the same color you chose.

Bugs / Platformer Bug: Bad Controls
« on: April 09, 2013, 10:59 pm »
It is impossible to move left, jump, and swing a sword at the same time. It makes playing some games extremely difficult.

Bugs / Platformer Bug: Bad Light Shading with Big Blocks
« on: April 04, 2013, 10:37 pm »
This is easily replicable; take large background blocks and illuminate them in the dark settings. What happens? The light does not shade over a period of length but rather by what blocks are in that current area.

This results in those big block backgrounds to be shaded very awkwardly and just not look good. For someone who emphasizes atmosphere, this is a big problem if I want to eliminate block-count without sacrificing quality.

Problem #2: The light bulbs that light up the place (basic lighting) are too weak alone, but double stacked are too bright. Is there a way to boost the brightness so that it can illuminate background tiles without overdoing them? A lot of the problem is that there is not "middle-ground shading". Same happens with near-lights.

Take this game for example of both:

In comparison, torches far better lighting than the normal lightbulbs do.

General / So about my Game-In-Progress..
« on: April 02, 2013, 12:12 am »
I am still working on my game Legend; however hyped it may be, I'm slowly getting it done. So far I have 4 complete levels, 2 partially complete (almost there), and about 3 more to go. I will have it vigorously tested by myself and a few testers whom I will personally pick.

This game isn't going to be difficult to the point you are banging your head against the keyboard, but I really believe thats a good thing. You won't be able to casually stroll through the game, but if you are on your toes, most players should be fine; from amateur to expert.

So, umm, yeah, get excited.

Announcements / I Officially Announce it Retro Avatar Week!
« on: March 31, 2013, 11:13 pm »
Whats Retro Avatar Week you say? Its a sort of fun activity in which you switch to an older avatar you used to use. You can make it the very oldest avatar you remember or, like me you can make it an avatar you used to use for a while. Yup, this was my avatar before the updates happened to add more stuff :P

So lets see what you got!

The Bin & Board Archives / To Those Whom it may Concern:
« on: March 27, 2013, 11:47 pm »
I'm officially announcing my position as retired due to circumstances both on Sploder and in real life. Real life has been more prominent and demanding, seeing as to how my Senior year of high school is ending and my college pursuits are catching up with me. Not only that, I currently work and will be working two jobs soon, in which my free time will already be completely diminished.

Seeing as to how I'm 18, going to be 19, I don't match the age-group of Sploder much anymore. It has nothing to do with anyone personally, but it becomes harder and harder to relate to this site and its people, some of which I've grown with as well as newer faces.

I've spent over 4 years moderating these forums, ranging from some periodic times of inactivity and times of full-fledged commitment, but now I do have trouble coming on, continually making decisions, and being a part of the staff. It has become tiresome making decisions time after time and I am ready for my relaxation period.

Most of you may think I have been inactive for a long time, probably the past couple of months, but I was working with other staff members on improving different parts of the forum, such as directing the cleaning up and reorganization and of categories like the Ideas and recruitment (credit to all who took effort in improving them), as well as put forth the launch of the Video Crew and take part of that podcast.

I would like to apologize for my inactivity which mainly started after the announcement of the Video Crew. I do ask of you not to blame the Generals for laziness and irresponsibility; real life is always a priority over Sploder and it just happens that we all have had a call to reality for the time being. We all have different responsibilities that require attention.

There is always some chance that I may become active again but this time seems to be for good. I will occasionally come in and chime a few words here and there, likely in the Barracks, as well as throw in my opinions on some issues in Lieutenant League, but that would be the extend of my actions.

I'd like to thank you all for being active on the forum and creating the Sploder community, something which I've already experiences myself. My time is going to the next generation of users who will have new ideas to help lead the forums on a new path and I wish them all the best of luck in their efforts.

7grant2, your moderator.

General / I don't have many personal goals for Sploder now...
« on: February 28, 2013, 11:07 pm »
...but my current presiding goal is to get my next game into the EGL. I plan to do so with smooth gameplay, an immense story with deeper meaning and allusions, create a thick atmosphere that envelops the player, and allow the player to be challenged without being overly frustrated; all meant to heighten the max amount of fun for varying people. Those who like stories will get their fill; those who like action will get their fill; those who like puzzles will get their fill. Sounds a bit hyped, as I've hyped it before a while ago, but I will continue to play, test, and perfect this game until I am perfectly happy with the end result.

I feel like its a goal of mine to fairly get into the EGL, since I don't think Redemption deserves its spot at all. I do believe an EGL game most be a landmark in innovation and executed magnificently in order to get in. My goal for innovation is a captivating story with a deep atmosphere that really makes you feel immersed into the game rather than just playing a game.

I guess this is my ultimatum, so when I'm about to release this game, I will really let you know! I've currently finished 3/10 levels and currently working on finishing the story. I promise myself and everyone that I will finish it.

The Bunker / Troyio back to Soldier?
« on: February 28, 2013, 10:35 pm »
After time in POW, I will make a thread regarding whether or not you want these users back as a Soldier or not.

Reviewer Lane / I'll review some games
« on: February 26, 2013, 04:19 pm »
Please post games that are not near impossible or super duper difficult. I like challenges, but not so difficult I want to bang my head against the wall.


Announcements / Some Updates to Sploder Forums!
« on: February 16, 2013, 09:33 am »
 - 10000Truths/♚ ♛ and Liamnight are now Generals. Us staff are stoked to see how great they will be at this position!
 - Lahdeedah, formal General, is now a War Veteran. We want to thank him for the work he has done.
 - Superluigi's game show is at an official close. Our next gameshow will likely be this summer, so hold tight till then!
 - The "Links to Cyberspace" category has been moved to the very bottom of the forums. This way, you can access the entire forum with more ease.
 - We are currently working on updating the Idea's and RPFG's category to bring official sentiment to it.
 - We are also working on a new category for a new job for Sploder. Its a secret for now, but we will be sure to announce its arrival once we have finished setting things up.

That should be about it, but its time to get excited :D

Sploder Forum Staff

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