Search for new games to share.
Syntax for writing comments.
Frequently asked questions.
Community rules and guidelines.
I have some skills in Clickteam Fusion 2.5. I decided to make a free Platformer game for peoples :)
I need some Developers, Designers, Musicians and Artists. Who are ready to help free of charges. I can do the developing thing alone. I'm just not skilled on Making Music and Arts (Game Background, Characters Sprites...etc) But Developers are highly appreciated (**P.S. Please check what you must have to apply)
**For Art Designers (Drawings) :
Crew Count : 2
Comment has been collapsed.
Does this looks like a good character to start off? http://imgur.com/a/bDGLH
This comment was deleted 6 months ago.
Rude people :,(
You came to the wrong place as an idea guy.
A few - but also a lot who made really good points.
If you're looking for serious devs, go to Reddit they will help you.
You're doing nothing here, waste of time.
EDIT: Found it: https://www.reddit.com/r/gamedev
If he needs serious devs then he needs some kind of an actual plan instead of just asking for people to do everything free of charge with no idea other than a 'platformer game' on the basis of "we'll think how to publish the game after"...
Well yeah i agree with you, plan you work first. Maybe on Reddit he will find some help.
He needs a plan and then he needs to ask for help. His current 'proposal' is only going to get the same reaction on reddit or anywhere else as here.
Sixes, I want to build a car that runs on potato peels.
Get to work.
Ask on https://www.reddit.com/r/vegancars where there are loads of serious veggie car devs all falling over themselves in their rush to help random people with all their potato powered land vehicle needs and expecting nothing in return other than vague intangibles.
If that is the best white collar workers can manage then I pity them. When I was a mechanic I could spend a whole day lying on my back underneath a vehicle sniffing petrol fumes straight from the tank.
Hehe, well played, sir. Well played.
Break's over. I expect potato car plans on my desk by 6am.
You actually made me click it. shame
I must admit that some people sound rude, but others only wanted to help you. They showed you some aspects to think and take care of.
Even if I wanted to, I can't help you, because I don't have any needed qualifications, but I wish you all the best for the future and your project!
Yeah a lot of them left comments that are there just to humiliate you, thats how they are, on the other hand a lot of people left very good advice that you should follow if you want to make this game a reality, good luck.
Another little idea here :
Before you move on to full projects, try just making random prototypes until you get a feel for what you want to make. While you might want to make a platformer right now, you might find it unfitting or too frustrating to build around at your current level of ability. Hell you might even find it boring to make. Making even a simple game can take quite a bit of your spare time, so finding something that doesn't feel too painful can be a crucial step. I'm actually tinkering with a platformer prototype in my spare time, and it's super slow going just because I'm working out the best way to have the various states interact (along with overcomplicating things with stuff I really don't need, like a tiny amount of acceleration when just walking, or dealing with ramps and character rotation when the prototype is probably better off without them).
I'm actually making a point of doing a whole solo "make garbage prototypes deliberately" event for myself, because I have some time off work coming up, and I really need to work on just completing my prototypes instead of discarding them when a new idea comes up. Instead of trying to make something fun while I'm still a total amateur, the idea is to make super dumb and overly simple prototype games and just wrap them up, so they can be played start to finish (whatever that entails, be it a single room, or a single level with a boss at the end), and treat it as a done deal. Bonus points for making them deliberately retro, complete with intentionally dumb music, bad translation, and other such tropes.
I'll probably fail this task I'm setting myself because I over-analyse and stress about inconsequential details too much, but just learning to go with the workflow rather than battle yourself and end up procrastinating? That's a vital lesson I think. Kinda the same with art, or any other creative or design-related talent. Practice is important. Finding your style and your own flow comes as a natural extension of that. Learning good code formatting is optional but probably good too, haha.