Added: 3 years ago
From: JForceGames
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  • i like the stop action idea. i might just have to try it.

  • Also... sorry, but those names are very bad. 'First Blood'... straight out of Rambo, which might give a good idea of what type of goriness to expect, but really... a little bit more creativity there would be neat.

    Also.. no one should call games "The Game", it just makes no sense.

  • Epic ending. "I hate white people."

    He should totally talk more if that's representative for his excellent sense of humor!

  • Woah, you guys finally got something going on. I never though you would get around to it, but I guess I was wrong.

    You get 5 stars just for that.

  • *thought

    And Lol @ ending

  • Wow, what drama :O

  • lol - you guys seem to be having fun, people are too serious... I like the vids you guys made...

    I love the style of game you guys are trying to create, and I feel the pain of your artist not wanting to add more pain to the game..

    Chunks flying off everywhere is the best... Maybe a multi buzz blade thrower to slice heads off that bounce to the closest zombie for a secondary head slice then the last hit on the 3rd zombie it embeds into them and knocks em down...

    Heaps of fun ideas...

  • That is a fun idea. We will have the bladerang which will decapitate people. It's just a boomerang though in episode 6.

  • i just watched all your videos in like two days. i think they are cool and funny. i just feel bad for the concept artist. every art video you guy make fun of him for like 8 minutes. i know you guys think its all jokes and stuff but most artist take that to heart and that might be the resend he doesn't want to work hard.

    fyi the artist wont be motivated when you guys start the new project he will feel kicked out. i love these videos keep them coming

  • game ever jforce still won the batttle

  • k... I think it was a good idea and a bad idea to upload this video! Why? Well, all the trashing jforce was doing and now theres a problem to making the best lndie game ever. The problem is a simple drawing was a player makes jforce like stupid and shows that Jforce is new to the field of gaming. Now on the other hand if jforce makes the best idie game ever then jforce would make milions of game development teams feel dumd as F**k. What Im trying to say even if jforce dont make the best indie

  • There's still a lot of "we're going to do this, and we're going to do that". You need to start showing what you're doing. I could make a hundred videos saying what I'm planning to do, but the real interesting stuff is what you have done and showing what you are doing.

    Oh, look up the game "platypus" it was all done using plastacine and a digital camera.

  • I'll try to put less talk and more walk in the show...

    And yeah I know platypus. The sequel is coming soon I believe.

  • hahah, "trouble in paradise", so cheesy.

  • JForceGames are hypocrites, I dislike hypocrites.

  • How so?

  • In your first video, you blame another show for being racist (because no black people were in it). In this video, you have a negro at the end saying "i hate white people". - hypocrisy!

    As why I dislike hypocrites - i believe they are scum, the worst type of liars!

  • Yes, Jesse is a racist. We know this. I mean, he's tried to kill me 3 times just TODAY.

  • Hey Jeremy, what kind of suit do you want to be buried in? (Hangs up phone to sharpen more knives.)

  • Hahaha Black guy at the end!

  • from the episode one i thought the game was going to look like mario now its going to look like robot chicken wow blew my mother fuckin mind lol and your doing to game art but cant even draw an ok circle lol you guys crack me up dude real shit

  • The SNES mortal combat used real-life pictures for the sprites too =)

  • . . .

    64x64 256 color sprites (of a 32,768 color template) being rendered at negative ass resolution (512x448) don't exactly qualify as 'real life pictures...'

    They may very well have modeled the sprites after real-life images, but the ingame graphics are FAR from it.

  • they were pictures taken infront of a gren screen,and digitized to work in game

  • With the keyword here being 'digitized.' The proposition in the video was referring to photo-realistic graphics--something mortal kombat definately didn't have. =P

  • well.that was also the super nintendo.this would be for xbox or pc

  • That's exactly my point, and why the comparison sucks ass.

  • Woops, wrong account. Me speaking above. =P

    -Marcel

  • Lol, just find some generic sprites which are all over the place and rework them since your crappy artists lmao

  • Great video,

    From the entertainment point of view the drama is good, makes your documentary more exciting.

    From the work point of view this sucks, he's a great artist so I hope things work out well for everyone.

    I'm looking forward to your next episode

  • Glad to see your working more seriously on your games.

    You should just go for public domain/ripped graphics for the prototype, since you will be focusing on gameplay not graphics.

    And a prototype should not take ~6 months to do, 1 month max(I was able to prototype a game in under a week)

  • The "prototype" will be a full complete game, just smaller than the bigger one. Even though we call it the prototype at times, that's only because of habit, because that's what it was originally intended to be, sort of.

    We have actually finished many prototypes, very small. Jonny is actually on his ninth prototype/version of our game.

  • Super Metroid.

    multiple iterations result from bad planning.

    Corporate process of development is exactly

    what this group would like to have:)

  • He didn't mean multiple releases. He meant multiple builds during the development cycle. A writer does not have an entire book rigidly planned out. They write, edit, revise, and repeat the process. Corporate development processes do not apply to indie teams.

  • Congratulations, this was worth my time.

    I am finally beginning to see some promise in the team. Good job.

    Jeremy: Do you plan to market "First Blood"? It sounds like the type of thing that would amount to a 'demo'. However I'm not sure Microsoft would allow you to release "free content" as I've got no idea how that works...

  • Oh yes, I will definitely market it. But it's really not a demo at all. It will be a full-fledged, complete game, just much smaller and way fewer features than the bigger game. But it'll have a complete story and everything. With bosses. We're still gonna try and keep it short though. We're thinking 10 levels.

    And yeah you can't release XNA games for free on Xbox. You have to sell them for $2.50, $5, or $10. But it'll most likely be free on PC.

  • I lol'd at the end

  • Good episode. The "First Blood" is like what we have been doing too. Like the little mini games and crap we have been doing with our engine lately. Looks like we are taking similar approaches. Keep up the good work, gentlemen.

  • Thank you, sir.

  • HOW DARE YOU HATE ME!

  • The actual photos in the game will not look good trust me...

    From what I'm hearing Jordan wont draw gore, which you want?

    Stick with art, not photos... trust me.

  • The not wanting to draw gore is the smallest issue with him.

  • What else is going on?

    You can PM me instead if you don't want everyone to see.

  • I shouldn't really talk about it. Let's just say commitment issues.

  • 800 - 1200 != 2000

  • Oh... it does... lol

  • show the meeting !!!

  • Nice video guys, although I hope your artist doesn't take things too badly!. At the end of the day some people are good at making game sprites, while others are better at art in general. I think it's a matter of people focusing on what they are best at and what is best for your projects development.

    Was wondering if you had considered 3D characters or rendered sprites? - I could send you a link showing a lot of benefits in this technique, don't want to post it here though, rather email you.

  • Yeah we considered that, but we're gonna stick with good ol' 2d sprites. We don't have good enough modeling skills.

  • I cannot fully agree with you here. The most difficult part is the whole game design also include the style and artwork and planning everything well first.

    Only than you can begin serious and aimed programming.

    Super Metroid for example was first ca. 2 years wholly planned and designed by the designers and existet only on paper.

    Only than the serious game-programming started.

  • Indie game developers prefer an iterative approach due to the fact that they cannot set specific deadlines for such things. Using Metroid Prime is a horrible example--nobody here is trying to duplicate the corporate process of development. Yes, planning is a major part of game development, but an iterative approach calls for, well, multiple iterations.

  • The iterative approach is okay for most thing. But by planning ahead on features you can save yourself a lot of re-coding stuff later on.

  • "TheGame" is already used by our game.

    As long as you didn't trademark the name before us you have to consider a new one... ;)

    What if you first develop your game before searching a name for it?

  • Did you pay for that name?

    Otherwise, they can use it all they want...

  • But is yours prefaced with "J Force:" ?

  • I'm sure I've seen loads of games called "xxx: The game" before. Mainly movie tie-ins. I wouldn't worry about it. Although it does give the impression that the game will be about the guys at j-force, but s with tonnes of guns and guts flying around the room.

  • I don't mean to stand on your toes, but if by 5 months you are talking about art style, you are in the pretext to fail.

  • I cannot fully agree with you here. The most difficult part is the whole game design also include the style and artwork and planning everything well first.

    Only than you can begin serious and aimed programming.

    Super Metroid for example was first ca. 2 years wholly planned and designed by the designers and existet only on paper.

    Only than the serious game-programming started.

  • True, but with indi games the process tends to be a lot more organic. This is especially true with a first project, as when skills develop it's a good idea to be able to go back and redo bits that are not up to scratch. I think the key element in these types of projects is that everyone gets a say in how the game should be. If there's no sense of ownership with every team member then there has to be a salary, listening to new and possibly beneficial ideas is a lot cheaper :).

  • I disagree. They have made plenty of progress on their game. They have quite a bit of programming and a basic framework done. Now that they have an engine/game to work with, they can worry about art direction. That's exactly how we're doing it. And they have also clearly planned out their design process. If anything this episode has convinced me that they are on the path towards success. Btw, Jeremy, you can draw too?

  • A little bit. If I have a reference image I can draw pretty much anything. Without one though, not so much. So I'm going to use reference images. Details in a future episode.

  • Guys, you give me something to rofl.

    But doesn't matter. Your general idea is good and indeed there is potential for cool and even innovative game ideas on top down.

    A wise decision you followed my comment starting with a humble game and then advancing.

    Read my PM. It probably will give some cool idea-impulses for your game.

  • FIRST! woooot!

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