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Community Fangame Project 2017, Putting the "C" back in "CFP"
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 [us]
 Post subject: Re: Community Fangame Project 2017
PostPosted: Thu Sep 07, 2017 10:15 am 
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Huh? What? Huh?
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this project is open for anyone to join and contribute to!

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 [us]
 Post subject: Re: Community Fangame Project 2017
PostPosted: Thu Sep 07, 2017 9:50 pm 
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New Sprite Design!
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Then, count me in! :D

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 [ma]
 Post subject: Re: Community Fangame Project 2017
PostPosted: Mon Sep 25, 2017 7:49 am 
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It's dead

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 [ie]
 Post subject: Re: Community Fangame Project 2017
PostPosted: Mon Sep 25, 2017 11:54 am 
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a righteous CFProtagonist.
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it's not "dead", it's in a state of "DUDE WE NEED A PROGRAMMER RIGHT F*ING NOW".

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 [us]
 Post subject: Re: Community Fangame Project 2017
PostPosted: Mon Sep 25, 2017 6:35 pm 
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Kootie Patootie
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SilverVortex wrote:
it's not "dead", it's in a state of "DUDE WE NEED A PROGRAMMER RIGHT F*ING NOW".

We have programmers, it's just none of us are excited about programming online multiplayer functionality.

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 Post subject: Re: Community Fangame Project 2017
PostPosted: Fri Oct 06, 2017 2:27 pm 
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Always have a Shy-Guy in your avatar
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Any news on this lately?

If you're still stuck because of the online multiplayer, you seriously need to evaluate your project's scope. If you have a team member who's highly skilled at programming Internet-based player-to-player functionality (and plenty of motivation and free time), that's terrific. However, if you don't have a team member with proven experience making online multiplayer games in Game Maker, you need to move forward with something less ambitious.

Online multiplayer is notoriously difficult to get right. I don't know of any games on MFGG that have done anything like that before - and if they did, they're nowhere near as complex (and fast-paced) as a fighting game. Even AAA games have a hard time getting online multiplayer right (whether because of programming flaws or network issues). Game Maker probably isn't the optimal tool for online functionality, either.

Again, I'd love to see online multiplayer happen, but if you don't have anyone who can program it, you would be wise to make your project plan less ambitious. Focus on making a fun game that provides a great player-vs.-AI experience and supports local multiplayer. Then, once the core game is complete, you can see if you can add online multiplayer.

I've seen it happen over and over again, on MFGG and elsewhere - promising community projects that die because of unrealistic ambitions. This game has a lot of great ideas and great art, and I don't want this project to be the next entry on the list of community project miscarriages.

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 [kp]
 Post subject: Re: Community Fangame Project 2017
PostPosted: Fri Oct 06, 2017 3:39 pm 
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I'm number 1!
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Honestly when it comes to fangame projects I think having online multiplayer as an entirely separate project from a singleplayer experience is the way to go. (though I guess working on online after the singleplayer is complete isn't bad either)

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 Post subject: Re: Community Fangame Project 2017
PostPosted: Fri Oct 06, 2017 5:01 pm 
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Huh? What? Huh?
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it's been made a point in the group to focus on local PVP, but no progress has really been made yet. if anyone would like to help out on this front, you're more than welcome to

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