Re: NESMaker Kickstarter - Make NES games without coding
Posted: Sun Jan 21, 2018 12:04 pm
I think games are fun!
NES Development Forums
https://forums.nesdev.org/
Erockbrox wrote:It just depends on if people want to sell or share their own resources when they make homebrew games.
Yeah, it's not like developers program tools that enable themselves to create their games with a few clicks. Many things in the games are probably included by hand. Also, many parts are written specifically for this very game.calima wrote:The tools used by "pros" don't even resemble Game Maker.
While i agree principially, nes homebrew has been on a steady course of organic growth (with the occasional growth peak as a consequence of popular titles such as battle kid, super bat puncher, and i expect HH'86 is one such, too) nowhere close dwindling.slobu wrote:Classic gaming evolves or it turns into a negative mess with a dwindling population of "experts".
In 2600 land, Batari Basic made it really easy for people to make games. Like NES Maker, a talented and dedicated developer can make something awesome with it, or somebody can just release some quick and dirty garbage. It's a little bit different from NES Maker (Because it still requires programming), but it does handle all the hard work for you, so that making an Atari game becomes a breeze.FrankenGraphics wrote:
I don't know what happened in the 2600 homebrew scene, but ostracizing someones' creative output just because it was made with a process-cutting tool doesn't sound very friendly - or productive.
Console Proles would argue that this is part of why consoles have lockout chips, so that the console maker can sort out the absolute crap and allow desirable games to surface more easily.dougeff wrote:Also, with the low quality issue is another problem. You get lost in the flood. When lunar magic came out, 1000 Super Mario World versions came out. 900 of which are probably not good. Which ones? There might be some website that tracks all the releases, and ranks them, but it's very slow to try to figure it out for a casual observer.
A planned future title of mine will be in the style of Dragon Warrior 1. nesmaker presumably will be able to pump out games like this easily, yet, I am still planning to do the entire thing myself including the engine even if it functionally seems 100% the same as what nesmaker could make. This is truly proof to me I do this for no other primary reason than the pleasure of coding and creating, itself. Everything else is just extra. Even if there are 100 similar games out, I'm still willing to compete against those, because I believe in my ability to tell a unique story, write good music, etc.dougeff wrote:Well, this brings up another point...
I like to do things that haven't been done yet. I don't want to remake a game that already exists.
If 100 people make a sci-fi RPG NES game, then I would be 99% less likely to make one. I would make something else, but not that.
Which doesn't mean much when 90% of the console's contemporary library was shovelware alreadygauauu wrote:But the 2600 homebrew scene is still thriving, despite the existence of some quick and dirty garbage games.
I think the uniqueness is that you've combined a familiar subgame with a boomerang subgame. Not to mention the inventory/ability subgame. Shatterhand as an example doesn't do that. Often, unique features are "simply" new combinations of smaller, non-unique features. Identifying and combining subgames can sometimes be the key.GradualGames wrote:I know some have said the owl in my game is original, but I mean it's not really, tons of games with familiars already existed
I sympathize with this sentiment.punch wrote: I really don't want to see the "learning how to program old consoles is archaic, a waste of time and borderline wizardry" mindset coming back with full strength after the organic growth of programmers and projects for the NES we had with so many new people coming in willing to learn and produce a finished game.