everythingstaken's blog

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Smush Bois Demo (old)

This is a version of my project Smush Bois.
I mostly have it here for people to download and playtest.
I may add more, I may not? I'll update it if I do!

Right now there is a more updated version of Smush Bois at Wonderville in Brooklyn, if you want to check that out. It's up for another month (until May 31st).

Please give feedback below!
Don't be afraid to critique it! I went to art school, I am tough! :-)

It's a 2-4 player game I made for Play-NYC as a commission for "Graffiti Games".
It's like no-wave smash bros? (tell me if that's corny)
Josie made the music, it's really great.

Download The Game Please (this is really just for a couple people to play if interested, it's kinda prototype-y)

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Goal: Smush the other players and don't get smushed.
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Controls:
Player 1: A (right) S (left) W (shoot) D (smush)
Player 2: right (right) left (left) up (shoot) down (smush)
Player 3: H (right) F (left) T (shoot) G (smush)
Player 4: L (right) J (left) I (shoot) K (smush)
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Move: (left and right)
Smush: (down) *when on top of someone, this is how you kill them
Stun Blast: (up) does not kill players, just stuns them
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Thank you for reading.

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Daytonite Demo

So, I've been working on this sorta action adventure arcade game for a while. There are 5 sort of games inside of it as it is and I want to playtest them before I continue making it. If you have joy to key and a guitar hero/rock band controller, you can use that to make left and right the strum bar and A-G the color buttons to play this.






Don't be afraid to be critical.

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New Games?!?!

On the right side is a list of 20-21 games I want to make before August. It's sort of a schedule for myself for when they should come out and how long it should take to make them.

This is also a good opportunity to ask for feedback. I get some comments sometimes on my games, but I was wondering how people thought I was doing. Give me some criticism. Come at me!

I'm not quite sure what's on the right side of the paper. Also, I didn't draw that cat.

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Bike Game

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So yeah, it's almost been an entire year of me working on this game (not consistently, but off and on working on this game) and the end feels very far away. My goal of this game was originally to make a game in a week which happened, but it kept getting more and more complicated and more and more a representation of real life in a way which makes it very difficult to work on. I want to have more than GTA/Final Fantasy/Legend of Zelda level of attention to detail in this sort of narrative and exploration driven action adventure game.

The game takes place in my home town and in my neighborhood and surrounding areas and you can explore every house and business. I feel like I should have a lot of modular areas, but I'm not letting myself do that.

Yeah, so what do you think of these screenshots? and how would you go about making this game? and have you ever worked on a game for this long or with the level of detail that this game has?

I feel like most games with this level of scale made by one person never get finished.

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"Hobbyist Games"

I've been making games on my own consistently for a little over a year now. I used to make games with friends in high school and middle school, but I never finished anything until I started working on my own. I have always wanted to make video games for as long as I can remember, but through the years my confidence in abilities have kept me from actually perusing my goals. I partially never made games because of this stigma where I thought the games I made had to have a specific level of quality or something, it was a fear of not knowing how to program at all and being intimidated by coding languages and different software. This fear is a different fear that I think some of the friends that I worked on games with had. Most of them did not want to waste time working on games if they didn't get some sort of reward after like being able to sell the game or have some sort of wide recognition for making the game. I have always felt that because there are so many people in the world and on the internet that do or make anything (and a lot of those who make games) that expecting recognition is an almost futile effort and an effort that is earned in plenty of failure like any other activity that humans do.

Anyways, since I started using GM and KnP and MMF2 my life has improved in the way that now I am making video games and that part of my life has been fulfilled to some extent, however I have learned just making games is not enough in a way. I have come across different obstacles like, "I want to be making games basically all the time instead of just in my free time but not work in the games industry", "I want to make very large scale games, but I feel like I don't have the time to do so", "I don't know how to really program very much", and "I would like to make games, but not sell them".

My questions to you is what do you do for a living and would you ever want to work in the games industry, and if you don't why?

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uuuuuuuuuUUUUUUUUUUUUAHAHHHHHHHHH: Good v Bad and questions I have

Great Opinion and Speculation also Introspection, no Questions are Answered, only Asked:

So, I have been making, like, 3-4 games for the past few months and haven't really released anything because I'm not using the "gusto" that is required to be a glorioustrainwrecker. But, is gusto related to speed? I think it is. Speed shows confidence. It seems ironic or coincidental (lol) that I am nervous about making a trainwreck. Is this going to be a so good it's bad trainwreck or a so bad it's good one or is it going to be a it's a bad BAD trainwreck. What is good and bad?

"It's all in the eye of the beholder", lol, what a cliche, but (let's get back to the point) we all know what is culturally "good" and culturally "bad". Because I am making games on this site, you the reader is probably making games on this site, we are aware, yes, this is where bad/good things should be, this is the house in which trainwrecks sleep, this is the context of the things we are making and the house gives us that context. This context is what separates "genuine failure" from what happens here. Does this box limit us? It is freeing and limiting at the same time. One side says everything bad that you do will be in the context of "it's supposed to be bad", so nothing is bad. On another side if you do something good will it be good? Depends on the context, what is good? Will genuine good weaken intended bad? Will unintended bad weaken intended bad? What is good on www.theglorioustrainwrecks.com and what is good outside of www.theglorioustrainwrecks.com? Are they the same good? Is good outside of www.theglorioustrainwrecks.com good on www.theglorioustrainwrecks.com?

It seems "good" on www.theglorioustrainwrecks.com is usually "bad". "Bad" comes in several different forms. One form is a self aware "stupid" (when the game is disguised as if the person making the game is not aware of the cultural mainstream of what "good" games are) I.E. games in the Mr. Cat series. Another form is a clear parody of a mainstream trope I.E. games by sylvie and jams like the Flappy Bird Jam. The third kind is an "I don't care attitude" I.E. Klik of the Month Klub games. These different perspectives for the makers of "good" on www.theglorioustrainwrecks.com can and usually are mixed at different levels to create interest.

Do "bad" games have to be jokes to be good. Are "bad" games with "intended badness" automatically jokes. Should everything that is "bad" be laughed at? Are there "serious" and "bad" games on this site or elsewhere? Why don't my hotlinks to www.theglorioustrainwrecks.com work?

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Target Tennis

tennisBoundries.PNG

I have always liked 2-Player 1 Keyboard style games, so I thought I'd make something kind of cooperative that I could play with a friend or something.

I haven't really ever designed any levels for a game that I've made before, so it's fun doing trial and error sort of situations of what is fun and what is too difficult. I am also wondering how important is difficulty in games in terms of accessibility. I always love a challenge, but for the case of a lot of my friends, they wouldn't be able to stand to play something like this for very long. I guess it's an audience thing.

The concept of this game is that the two players have to keep this ball in volley while hitting targets with the ball without having the ball leave the screen. I thought it would be a fun game to try to coordinate with another player in order to strategically bounce the ball.

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