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To sell N3DS units.
Eff that. Sure there's a couple N3DS games I want, but not enough to justify what is essentially a minor update to a system I already have. Making EB only for that system is just insult to injury.
(03-21-2016, 06:28 PM)Koopaul Wrote: [ -> ]So I've always wanted to make a fangame but I'm only capable of making sprites. How can I get people interested in helping me make something like that?

Start programming the game yourself and if its good, contributors will flock to it. People will not buy into concepts or mockups, but if you have something tangible and playable they will feel motivated to contribute. Just look at big projects like MOTHER 4.

It started out as a little pet project in RPG Maker by a couple of dudes, and has since ballooned into one of the best-looking and highly-hyped fangames ever. And that didn't happen overnight. Over the course of several years they switched engines multiple times, had people enter the project and now they have a fully-fledged team of spriters, composers, programmers, writers and PR guys. It's unlikely such a development cycle could ever be replicated by another fangame, but I've seen it happen often on smaller scales everywhere. In particular, that's how 99% of roguelikes were started up and many continue to be updated today decades later.

If you're willing to learn programming, I would start with Python/Pygame or C++/SDL 2.0. Until recently, I was in your position as a person who knew how to sprite but didn't have a lick of formal programming experience. I knew that if I used RPG Maker/Game Maker/Multimedia Fusion, I would eventually outgrow the engine and have to waste time learning a new one. So to skip that process, I decided to jump right into making my own engine. It's a much bigger struggle than using existing engines, but it's certainly worth it since you'll never have to switch and your game will ultimately run a lot faster.

Pygame is the easier of the two to learn, but it has some restrictions like a lack of vsync support. It's what I started with and it can certainly work for games, but its poor OpenGL support might dissuade you. However, since pygame is just a Python port of SDL 2.0, everything you learn about it can be applied to SDL 2.0. If you want to learn pygame, Bucky's Python tutorials and this book series are fantastic places to start.

If you're feeling masochistic confident, starting with SDL 2.0 is the way to go. It's a very powerful library that's used in many commercial games (just refresh this to get an idea) but its very difficult to learn. But if you decide to take that route, Bucky's C++ tutorials and these are pretty good.

Alternatively, you could try SFML which is harder than pygame but easier than SDL 2.0. I've never tried it myself but I've heard it's the newest of the three and very beginner-friendly.
http://gematsu.com/2016/03/hyrule-warrio...adds-marin

OH MY GOD I HOPE ONE OF HER ATTACKS SUMMONS THE WIND FISH
I'm hoping this will ultimately mean that Link's Awakening will get an enhanced remake down the line. Would love to see HD 2D remakes of the 2D games, that feature more polished engines and more beautiful worlds to play in. First two games need it the most, however, as they have aged the least gracefully.
Does anyone know how to sign out of Miitomo? Or are we just expected to not share a tablet?

Edit: Apparently there is no logging out and you are expected to have one Miitomo game per device. That's lame.
They must have just been thinking of phones.
(04-01-2016, 02:31 PM)Kriven Wrote: [ -> ]Does anyone know how to sign out of Miitomo? Or are we just expected to not share a tablet?

Edit: Apparently there is no logging out and you are expected to have one Miitomo game per device. That's lame.

uhhhh

So long as you created your Mii/signed in via a Nintendo Account, you should be able to clear the app's cache and it'll pretty much reset the user data. It's pretty much the equivalent of uninstalling and reinstalling each time, which is kinda drastic, but if you wanted to, you...could, in theory...?
It's a pain in the butt, the way it's set up. Fortunately I can personally install it on my own tablet (originally I used my mom's phone because I thought my tablet wouldn't be powerful enough, so I'll have to find out), but it's not an easy situation for households where the kids/parents/whoever share the same device. Having it so intimately linked with social networking means it should have come with a simple login prompt.

Earlier I was looking things over and it mentioned that clearing the data would erase the Miitomo coins on My Nintendo. Y'don't think deleting the app entirely will do that, do you? Particularly if I've logged in from a second device as well?
I don't really have very many friends so I'm passing on this Miitomo thing. It seems interesting, though.
(04-02-2016, 01:15 AM)psychospacecow Wrote: [ -> ]I don't really have very many friends so I'm passing on this Miitomo thing. It seems interesting, though.

Apparently you need a lot of friends to get a full experience...Most of the clothing is super expensive (for someone like me who doesn't spend money on apps) and you can only make cash by waiting a few days for the bonuses to collect. It doesn't surprise me in the slightest, because mobile apps do this kinda crap, but still.

Miitomo is basically a social network like Facebook if it were more like a simulation game such as Tomodachi Life. You can communicate with friends in pretty much the same ways you would on the internet.
I used an emulator to play Miitomo XD since i quit using a cell phone awhile ago.
MN9 is probably getting delayed again. Sorry for anyone here who backed it.

To be honest though, if I ever were to back a game, I wouldn't mind delays, as long as it eventually gets released. I say it's better to spend 3+ years polishing a game than starting development six months before the release date (don't pull a Sonic Boom). This is probably my lack of investment in modern games speaking, but whatever.

I will admit though, MN9 looks really great.
(04-05-2016, 03:59 PM)JazzGW Wrote: [ -> ]MN9 is probably getting delayed again. Sorry for anyone here who backed it.

To be honest though, if I ever were to back a game, I wouldn't mind delays, as long as it eventually gets released. I say it's better to spend 3+ years polishing a game than starting development six months before the release date (don't pull a Sonic Boom). This is probably my lack of investment in modern games speaking, but whatever.

I will admit though, MN9 looks really great.

I preordered it in November, and for it to constantly get delayed over and over, frankly,


is hilarious.

I mean they at least said "Ok, we're delaying Starfox and this is the LAST TIME. We promise" and it looks hella good
The problem with MN9 is that despite delays, the game has actually been stripped of promised features, and the game keeps being held back from release dates due to peripheral features (that hardly anyone cares about) holding back development, when the game could just see an earlier release and have those extra features patched in afterwards.

In addition, Inafune has been putting the cart before the horse constantly, trying to aggressively merchandise the MN9 property as if he were still working with Mega Man (a franchise that grew and EARNED merchandising). Oh, and the way he tried to piggyback off of MN9's success with a second Kickstarter before MN9 was finished and released was pretty douchey too.

On top of all that, the little amount of transparency with fans is ridiculous (and disgraceful when the fans are the investors).