demagogue on 18/12/2020 at 05:24
No matter how much of a hot mess TTLG becomes, we have to consider ourselves blessed to have such luminaries among us. :angel:
henke on 18/12/2020 at 06:18
That's a great video! You're a natural, Koob. :)
Harvester on 18/12/2020 at 07:53
Haha that was awesome! :D
faetal on 18/12/2020 at 09:08
Excellent. Will buy game!
Yakoob on 18/12/2020 at 09:20
Haha thanks everyone! I've been feeling pretty blah lately so genuinely appreciate that!
Quote Posted by henke
That's a great video! You're a natural, Koob. :)
Yeaa I really nailed down the sad whimpering boy didnt I ;D
SubJeff on 18/12/2020 at 10:05
OMG!
I'm in tears here!
That was ace. You really are a natural! I agree with henke!
The game looks fun too. Will check it out for sure!
henke on 3/1/2021 at 14:40
I posted in the hype thread about still looking forward to all your projects, because when I look around the TTLG community I see a lot of talent, but sadly also a lot of great-looking projects that get left un-finished. There's lots of reasons why projects never get completed: fatigue, technical hangups, or maybe life just gets in the way. But another big reason is that we loose faith in our projects. I haven't released a single big project without feeling like it was crap by the time I finished making it. Mark Brown did (
https://twitter.com/gamemakerstk/status/1293888039920508928) a really great twitter-thread about this recently that I've been looking for an excuse to post. Here goes.
Quote:
Sometimes it can feel like the thing you're working on is complete and utter crap. These are four things you should remember, to remind you why you're not a good judge of character of your own work.
We’re generally only impressed by things we can’t do - things that are beyond our own skill set. So, by definition, we aren’t going to be that impressed by the things we create. The end user, however, is perfectly able to find your work impressive.
When you spend hundreds of hours researching, thinking, and writing about a topic, it can start to feel like what you’ve made is really *obvious*. That’s just because you know it now! Remind yourself how little you knew when you started - that’s how your audience will feel.
You're aware of every error. Every fault. Every bit you rushed because you were tired. Every hacky solution to a problem. You see your project as an intricate Jenga tower of mistakes and mishaps. The end user sees none of that unless it's really obvious.
When we make something, we have an image in our head of what it will be like. There’s always a disappointing gap between that dream, and reality. But the end user doesn’t see the dream, just the reality - so won’t make unfair comparisons. They’ll judge it for what it is.
Your inner critic can be useful, but it's inherently flawed. You won't truly know whether your thing is good until others see it. So release stuff and get feedback! Good luck!
Pyrian on 3/1/2021 at 18:48
<.<
>.>
I usually abandon projects because I released a prototype and got plenty of feedback, lol.
henke on 3/1/2021 at 19:12
Man, I thought you really had something with Cyborg Highway but I felt you over-complicated it too much. The first version where the controls are just up/down played better than the more fleshed-out version. I've would've just change the highway direction to vertical, minimized the controls to just swipe left/right and released it as a mobile title.
Some dev on twitter said the other day "each additional button you add to a video game makes it worse", and yeah, I agree with that.
Pyrian on 3/1/2021 at 21:39
See?