Thanks for the input SpeedMaster
SpeedMaster wrote: ↑25 Mar 2021, 08:36
Your game is too complex for me.
Sorry about that
I actually (somewhat) tried to make the code easier to read by separating everything into labels and functions, but i was mostly learning and experimenting all the way through this project, so i ended up with a lot of unnecessary complexity in the code.
This unnecessary complexity is something i could probably lessen (a lot) in a second project i think.
Splitting and sharing very basic tutorials would be a good thing.
how you make the main character move in an empty room ? = "hello world" in game making
how you make the main character move in an infinite space room + scrolling background ?
how you make the main character move and stop at an obstacle ?
This can be a good idea. I don't consider myself to be a pro game maker at this point, but given that i now have a completed project, maybe i could share some of the novice knowledge i acquired through it.
I notice that you don't use any sprite sheet = WRONG WAY!!
Unfortunately, there are no tutorials in AHK about interacting with a tilset file.
You are right. The decision to make all those .png files immediately and individualy available in a subfolder was a councious one though. I could have even hidden all sprites in a DLL OR some obscure file type OR even as MCode in the script, but i actually expected someone to open up one of those files in paint at some point and figure out they could easily mod the game (in fact, you actually did it youself when you changed the game into a space asteroid style shooter game
).
Do you still have that image btw? (it was lost on a forum DB update i think).
The artistic creation of the game is the business of the graphic designer and not the programmer.
I find that making a game by yourself is still fun.
I persoanly feel that games are over 90% artistic content really. The programmings role is to provide a means for all that art to fit together in an organized way. I am not great with art really, but i kinda forced myself to draw those sprites because i felt that it was a very important part of the game.
That being said, artistic assets are actually quite easy to obtain for non-artists these days. Sprite Artists can be hired for cheap in sites like Fiverr (Example:
https://www.fiverr.com/search/gigs?query=sprite), but even if the project is not funded at all, other sites will even provide some free sprite sheets (Example:
https://www.gameart2d.com/freebies.html) and others will provide free audio effects/music (Example:
https://freesound.org/search/?q=laser) - just remember to always check licenses for all assets you intend to use.
I have drawn almost everything in Archmage Gray, but the audio effects/music were simply edited from existing CC0 ("free-for-comercial-use") assets. The reason i didn't use premade free sprites is because i felt that artistic styles had to match (in example: characters and trees/background had to have a similar drawing style) and i didn't want to look too much for a choice of assets that fit together well for my taste. Also, i had that feeling that if you are not going to draw anything in your game, it may feel as though you didn't make it at all).
On a second project i would probably opt for a balance between drawn and bought/received sprites so as to not lose as many hours drawing sprites as i did before (and also because i consider myself a noob artist
). If it was some game i was planning to sell though, assets would probably mostly be bought (for better quality and because nowadays players expect there be A LOT of content in a game).