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Works in Progress / Re: Spy Island - Demo V 1.2
« Last post by Alley on November 19, 2022, 09:37:44 PM »
I suspected what wasps in your game may be but wasn't sure as I have seen quite a lot of different-looking wasps. You probably have edited quite a many sprite sheets for your game then because, in my opinion, PB doesn't allow making custom enemies that can follow arrows. Your game, however, has no flying birds. :) Your pink bombs are looking to work like my Invasion project bosses that change behavior depending on health practically just by changing to another enemy but I am not very sure if I would merge such types of bombs in a first attempt. Your game may look more complicated than it is actually but this proves you are able to use your skills, application features, and limits very well to mix up the best possible result.
I thought your game has a problem because I designed my own games always complete even when it's not finished and that is why I probably expected your game to get beaten also but when you just didn't waste your time on making endings before your final levels should be done then you can ignore what I mentioned before. It is not a bug but just won't tell if the game is finished. :P

There are 2 surprises for me to know now about you. One is that you are practically born with an interest to play and make games like me. I often drew monsters and worlds and when I played my first PC games I started to think that these are made by some people and asked myself if it would be possible and affordable for me to do something like this. And for some type of reason, I even could think if it may be possible to edit games that have no built-in editors as Battle Tank and some other NES games have. I think I was just 8 years old when I dreamed about my own games but before this, I already loved to think of games to play with friends outside, think of what they must do in order to beat my games somewhere in a forest, etc. The drawing was later replaced by drawing with programs and making animations etc.
The second is that I expected you to be a boy or man because we can't find that many female indie developers especially have such interest and skills in PC.

Your next revealed level looks very nice as well and a completely different world when looking at new enemy types. I see you are also a very good gamer. I hope I will be not much worse when it will be my turn to play at your next levels. :D Also, I suggest you contact Ting_Thing! Your game is not finished but I think it is worthy to be in a "Featured" category already and I am very sure Ting_Thing would accept your request if only he deals with such things yet. ;)
Works in Progress / Re: Spy Island - Demo V 1.2
« Last post by WidgetKitty on November 17, 2022, 11:26:42 AM »
Thank you so much @Alley , I really appreciate your comments!

While it's true I'm not good at making systems - I'm no coder - I've been designing levels and game mechanics since I was a little girl. I used to maker paper dolls with clothes and accessories, but after seeing my cousins play Super Mario Bros, I switched to drawing a hero, enemies, items, and platforms, and made my own games and levels on a coffee table. I did this for years - just wanted to make my own game so bad! So...  I have a LOT of material in my head for platform game ideas. Decades of them. Actually a lot of what's in this game are enemies I remember drawing, and songs I wrote during music lessons as a kid, intending to use them in a game (I just started making songs for real about three years ago, this is my first time using them for a real game).

The game is about 1/3 finished, this is just a demo of my beta. The three white fences, in front of three unfinished forts on the world map, block off areas that aren't done. Hoping to have it 2/3 done next month and put another demo out.

The wasps are pretty simple, just flying enemies that follow arrows, and some chase you. Those pink bombs are a whole set of different enemies that switches types depending on how many times they're hit, or a timer. So they seem like one enemy with changing behaviour, but they're really changing enemies. I'm going to add a little more to their AI later with some commands.

I've got a little more made now - here's level 14, "Cactus Crawl", which is right after getting the wall jump upgrade - and this level forces you to use it a lot:

In this video there's also new enemies, music, sounds effects, and new level start/complete songs. I'm making progress quicker than I expected!
Introductions / Re: Oh...hi's been a minute
« Last post by Alley on November 16, 2022, 02:49:37 AM »
Oh my, how do I begin this re-introduction?
Well, first I wanna say that I'm sorry for dropping out like I did. I won't go into any details, but let's just say I had to step back for a minute, and completely disconnect for awhile. It was for personal reasons I won't get into, but the point is that I'm back, with a new goal and purpose to make 3D art.


Hi, Christian Game Maker! :)

Yeah, I agree, that the tools may not be the final solutions for not-that-successful developers to move on and I feel I even may have a similar reason why I have not done anything with PB for long already although I would not be called Invasion: Going Personal canceled but rather less prioritized right now. Too bad I have made so little progress it can be considered equal to being canceled.

I am really glad you finally realized it is really pointless to turn someone into something you are because you really can't turn someone into something else if people you are trying to turn something into are probably at least the same confidence in their own view like you are and so I don't think it is very understanding to think everyone else for sure is wrong and you are right. Of course, I think you are still a very nice person and you wish everyone the best and this is what I think you deserve to be remembered at most.
Also, your game ASM was not that bad... Maybe not the best but for sure not the worse. Rather one of the best ones made and the system you all made was definitely over most of the projects made for Explore section. I think, just some graphics improvements and bug fixes could make this project that good I would enjoy it even next to lots of commercial games because I really like retro. Your religion ruins nothing when you just can give some intense and fun experience into your game and you even don't need any rude language like Invasion has here and there. Because those games have just different plots and characters, these can be different fantasies but not better or worse than others.  O:-)
Works in Progress / Re: Spy Island - Demo V 1.2
« Last post by Alley on November 16, 2022, 02:26:00 AM »
I played now a whole thing(to a time when it reached another version). Didn't update because it would have ruined the whole progress. From what I played I saw it is really special, and enjoyable, definitely a game over a long time that I bother to play just to get an experience from start to end. :) Although, I suspect you are not the best at making a system but from what your skills are you are using those better than most people or even better than I do. You are very good at design and with your other skills that may not be the best, it is enough to make you able to make one of the best games. I have seen some good developers and some not that-good ones but didn't expect some of these ones who can put all their skills together so professionally it makes that good result. The only problem is that I think it is unbeatable because I seem to have beaten every single level in a row but nothing happens. However, I think it is not up to you completely because this is what is the one reason why I lost my motivation next to other problems. Although PB is a fantastic editor it is made basically by one person and when one thing gets fixed another thing may get bugged and so our games must be improved over and over.
I thought I am ready now to update your game but won't play again for now because time is limited and your game is not the easiest one which is not bad but I want to do more things also. When time passes and I am ready to try again I try to let you know about the problems. :)

Note that I am even not sure if you really are not that good at making your own system because I have even no idea how did you make your wasps and am even not sure if I know how you made your pink enemies on a bike. Just the bosses and some other things seem simpler and more classic than some other projects which made me think you are a rather very dedicated person rather than ready for action... You are still very good also with timelines, command prompt, and stuff... Just for not letting you think I would think you are not in making customs. :D
Introductions / Re: Oh...hi's been a minute
« Last post by CGM on November 14, 2022, 09:05:03 PM »
Thank you all for your kind words and support!

To be clear I won't be actively pursuing developing games in any engine for now. That chapter is pretty much closed right now. 3D artwork is my #1 priority and probably will be for the long term.

My biggest problem with cancelling ASM was that I was very invested in the project, and I didn't want to end up like many other people who have plans to finish a game, then it never gets finished. But alas, that is what has happened.

Good advice, and that's exactly what I've been doing. :)

Yeah, in my years of logo making I've learned that it's a good idea to have both detailed and non/detailed versions of logos.
Works in Progress / Re: Spy Island - Demo V 1.2
« Last post by WidgetKitty on November 14, 2022, 02:59:09 PM »
~Version 1.2 Update~

I just updated and fixed several small things in the game, and a tiny bit of new content. This is not a major update, mostly fixing things I noticed watching @Gizgord 's play through.

Here's what's been updated:

Some easier levels:


-A few levels have been made a little easier, especially levels 4, 7, and 11; they're supposed to be the easiest path, and were a bit challenging for that. Level four especially has changed a lot, with the wind element removed and platforms not so tiny:

Zoom and item fixes:


Many athletic-style levels are zoomed out a little more, to see what's ahead (while the Camp Challenge was zoomed in, to focus on each trap), so stages like level 9 are better. Also some item problems were fixed, and you can't cheat to get that 1-up anymore:

New first Challenge Zone:


My first "Challenge Zone" was kind of rough to start, so it was moved up, then swapped with an easier one, then I made a new level to be the first challenge instead, so now there's eight of them. This one is an easier start to this "side quest":

Other small fixes:


-Some hidden or far-out areas have more rewards.
-The boomerang message command in level 4 now works, explain that it collects coins & items
-A few enemies with sporadic movements were fixed, so they do as intended now
-Some unfair enemies removed
-Armoured skeletons can be jumped on now
-Minecart enemies have less HP - easier to get their coins



Not much yet, I'm in the midst of designing the next three forts still, tweaking the music, and adding some features. Thinking I'll have these forts and six-to-eight new levels ready for the next big update, beta v 2.0 - and I intend to pick a title for that one! Planning this update for the end of the month, and I'll post other progress in this thread.

For now, here is how one of the forts is coming along:

Thanks for taking a look guys! If anyone wants to try the game out, or update and see if it's any better, let me know what you thing, or if you find anything that needs fixin'!

WidgetKitty out!
Introductions / Re: Oh...hi's been a minute
« Last post by Gizgord on November 14, 2022, 01:44:57 PM »
 :'( Long time no see.

Pursuing 3D, right? I'm happy that you do. I was happy about it way back when you first started sharing your models and renders.

Considering Godot? Fair enough. You'll be better off when you get good at it. As for me, PB is just a side-hobby, I'm not actually interested in game development.
I just want you to know that you canceling ASM is not a big deal. Really, PB is a side hustle to everyone of us. Don't beat yourself up about it, use it as a learning experience: in how to manage the scope of a project. Consume other media as to not skew/limit your viewpoints and find more inspiration. Manage expectations to your ability and available time... and so on.
You've grown to dislike your old stuff, calling them cringy. I'm not saying they weren't  :-X, that's your call to make. But... would you be in this position, still doing 3D, if it wasn't for them?

My favourite logo variant is the second last.
Introductions / Re: Oh...hi's been a minute
« Last post by War on November 14, 2022, 12:23:15 PM »

Introductions / Oh...hi's been a minute
« Last post by CGM on November 13, 2022, 11:23:12 PM »
Oh my, how do I begin this re-introduction?
Well, first I wanna say that I'm sorry for dropping out like I did. I won't go into any details, but let's just say I had to step back for a minute, and completely disconnect for awhile. It was for personal reasons I won't get into, but the point is that I'm back, with a new goal and purpose to make 3D art.

I'm not leaving the Platform Builder community, I'll still be around. But I won't be as invested in Platform Builder like I used to be anymore, and ASM hasn't been worked on much since 2020. It's on indefinite hiatus. So, you can consider it cancelled for now, the project is dead. I'll explain why.

I went back to it not too long ago to re-evaluate the project to really see if I knew what I was doing, and if the project had enough substance to really continue work. I came to a conclusion. I'd need to completely re-build the game from scratch in something that isn't Platform Builder (scripts, sprites, everything) because the quality I always wanted ASM to be just wouldn't work with the PB. I did some research, and decided that were the project to continue, it would be developed in Godot.

The biggest reason I've decided to cancel ASM is because I don't have the will, desire, or ability to finish it. As I compared ASM to other successful games, I came to the conclusion that there was nothing truly unique about ASM to separate it from any other platformer that's out there. While I coded a lot of mechanics and functions, a lot of them were buggy and just weren't designed that well. The game was very unbalanced. I would beat my head over the level design, as I knew that was key to a successful game. I never could come up with good levels that complimented my game mechanics.
I realized that ASM was a hodgepodge of a ton of different ideas that didn't connect, and every level was going to be a completely new learning experience for the player, which is bad design.
As I did more research, played more games and things, I realized that there's a flaw in Platform Builder. The character controller sucks. I'm sorry, but it just does. I'm not saying it's bad, it could just use a serious overhaul. I've played games with far better controls. TBH, when developing ASM, I spent almost no time actually playing games to see what was out there to compare it so. That's not to say I didn't play games at all, I just spent very little time doing it, which really warped my perspective of what a respectable videogame is. (I was out of touch with videogames I suppose you could say, especially indie games)

ASM just simply had no direction, and I didn't even have the plot figured out. Looking back, the plot for the game was just...really dumb and cringe. I would want to completely revamp the plot, and pretty much start from ground zero.

As you all know, I am a Christian just like the developer of Platform Builder, and I want to share my faith whenever I can and do it respectfully. But I've realized that nobody wants to play a game that almost forcefeeds you what I believe, and why I believe it. (I don't want to just tell you what I believe, I want it to be clear why I believe it as well, because if you don't know the why, you won't except the what)

If ASM was to be finished, it would be a paid product. I wanted the game to be free originally because I knew people would be upset if they paid for a religious game that they were offended by. Yes, ASM was supposed to be a game that would share my beliefs in a way that I would hope people weren't turned off by. While I still want to do this, I don't want to be as forward as I planned on being. Where the gospel is still a central theme, but it's just not in your face. Why on earth would I have wanted to/want to do that? As I've said before, I believe with all my heart that people are in danger of being judged by our creator for our actions. We cannot be saved from the wrath of God by works, it's only by what Jesus did on the cross. It means a lot if people will just listen to what I have to say, but they don't have to believe it. I don't want to force my beliefs on anyone.

Even before I knew about Platform Builder, I always wanted to pursue my life long dream of being an animator/artist. My 3D art is my #1 priority RN, and I'm currently open to doing free commissions. I'm now going to be known as Computer Graphics Maker. (CG is a common acronym for Computer Generated, or Computer Graphics) I know it sounds dumb, (honestly Christian Game Maker sounds really dumb as well, but that's what you get for coming up with the name on the fly with no intention other than to create a bug report on a forum) but I've gone by the alias CGM for years now, and I just couldn't give it up. So, yeah. I'm still going by CGM, it just stands for something different, now.

If you want me to make a logo or animation for your YouTube channel or whatever it might be, just contact me. I will not accept any projects that I deem to be inappropriate. Also since I'm not being paid, I'm not usually going to be in too much of a hurry to get a project done, though I'll do my best to get whatever it is finished in as soon as I can. If you have a deadline, I can do my best to meet that deadline.

I can do modelling, animating, rigging, (I try to avoid rigging if I can, it's just a boring time consuming process that I don't particularly enjoy,) characters (those take quite a bit of time to make, though) and environments.

I'm not a professional yet, I'd say I'm intermediate in this field right now.

Anyway, it's good to be back and I hope this community grows and more people end up using Platform Builder. But I recommend switching to Godot if you've mastered Platform Builder and are serious about actually making something that's serious. Platform Builder is an excellent learning tool, but it's not much more than that in my view. I'm not at all saying you can't make something awesome in it, it's just that if you wanna broaden your horizons and unlock freedom to create whatever you want without relying on the next Platform Builder update and not pay anything, Godot is the way to go. It's free and open source, works great, and many people who switch from Unity and Unreal Engine to Godot end up loving Godot more. Also, Godot is currently developing a game changer update that will severely improve it especially when it comes to 3D games. Yes, you heard right. It's capable of creating fully 3D games, or, if you want, 2D and 3D hybrid games. I found this to be a great resource for getting started with learning it's own language, GD Script. It supports other programming languages, but the one it comes with isn't that hard to learn if you're comfortable with Platform Builder's command prompt.

I'm glad to see that this community is still about as active as it pretty much has always been, and it's good to see these new faces.
Anyway, thanks to everyone for the support for my projects and the help you all have been. I hope you all are doing well, and God bless. This is a pretty great community, and I want to thank all those that I've gotten to know a little bit on here.

Oh, and one last thing. What do you think of my logos? I literally threw it all together in about 2 and a half hours just last night. ...also, let's have my 3D avatar be a thing of the past...I don't plan on resurrecting that. It's really rather pointless, and not the most professional thing. Maybe in the future, but not now.


General Discussion / Re: Red Mist: Rivers of Blood
« Last post by Wizard Indie Games on November 09, 2022, 05:39:15 PM »
Thanks, Gizgord.
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