TerminusEst13, you don't need to give up.
The staff has already shared a lot of scores, it wouldn't make sense for them to ignore just a few users.
If I were you I would send a polite e-mail to info@rpgmakerweb.com asking about your score. Make sure to mention the name of your game and the...
Game name: Byte Ray
Comments:
"In short, we found the idea to be quite unique relative to other games in the contest, and were impressed with the 3D graphics, the responsiveness of the controls as you rolled down the perpetual slope, the overall physics, and the near-unforgiving nature of some...
I think you are reading too much into it, Dreadshadow.
It's not that the judging process wasn't transparent; it's that with this official feedback that they're offering it can be even more transparent, provided that people publish what they get.
Transparency itself just means being able to...
Alright. For those that want to share their official feedback, there is a thread for it:
http://forums.rpgmakerweb.com/index.php?/topic/32706-post-your-judging-scores-here/
This contributes to transparency and to the clarification of the judging process for the participants of future...
According to Deckiller's post in the "contest results" sticky thread, starting on Sunday (Oct 5th) the scores will be revealed to those that ask by e-mail:
When you get yours, post here!
It's very valuable information, especially if your project didn't rate well -- this gives us all a notion...
First I would like to see the results, see the kind of games that this particular contest is after and what the judges have to say about those games.
Right now we have no idea.
Then I'll know how to improve for the next time if I decide to join.
Now that I compared with how it's running here, I'm sure it's driver related. The opening animation here takes about 10 seconds, and then from the start of the gameplay until your reach the red walls it's just another 10 seconds.
You can see a video capture from when I submitted the game, the...
Hello Prince,
thank you very much for the feedback, especially about the jumping.
I understand your point about the smooth rolling box. That form is a "residue" from my original design when the player had to make tile-based movements, and a chamfered box-like shape looked better at that.
added a much simpler combo system that doesn't rely on a bunch of inputs. your basic attack can do 3 different moves with varying damage and you have a set rate to combo them. it's more like FF12 now or the Double attack from Xenosaga 3 (except it can do way more than double lol).
Well, for anyone who cares, Simone has been eating her prescription food for a few weeks and I’m cautiously optimistic it’s helping her quite a bit. She still hasn’t put on any weight but she’s not getting sick every day (has even gone a week between sick days).
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