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Randy & Manilla (Help for developing)
#31
The Alpha version of Randy & Manilla is also available to download in:

itch·io: https://ofihombre.itch.io/randy-manilla

Indiexpo: https://www.indiexpo.net/es/games/randy-manilla

IndieDB (File with Artwork): https://www.indiedb.com/games/randy-mani...ly-artwork

But nevertheless, something made me take a bill after the end of his Kickstarter campaign (I think that is why), apparently the situation of the alpha version (although it has improved in some aspects), it's even worse than in the Pre-Alpha, nobody, almost absolutely nobody has downloaded it for days.
Why does nobody want to try the game and give me their opinion so I can improve it after playing?
Why, when I do things better, are they less interested in seeing me? should be the opposite.
Apart from the fact that there are other titles much more interesting than this, what I dislike most is that there is no one to give me the opportunity to give the necessary support for my project. Not receiving support or downloads for weeks or months in a row could inevitably lead to its cancellation just because the idea of the game itself doesn't work, And this picture of down is what I feel:

[Image: hat_kid_and_vanellope_meets_manilla_by_o...Tq0kd0UukY]
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#32
Information 
The last campaign on Kickstarter, didn't succeed, due to all the problems that involved him, and even made nobody want to download the alpha version. But Randy & Manilla they don't give up easily, this time he returns to another campaign in Indiegogo: https://igg.me/at/randymanilla/x/22731077#/
with a much smaller objective and with the advantage of "flexible goal", it will be able to obtain what is necessary to improve the development of the project despite not reaching his goal.

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#33
Information 
Not forever, it's obvious that Manilla & Venny are intended to be a reference of Vanellope Von Schweetz as for the designs, but the rest of the characters (Terra-Qubiters, E-Mailer & Randy), if they are more or less my own designs, nor is it that they are the final models, surely some of your designs will be changed in the future.
If you suspect that Randy & Manilla just for having a style similar to Wreck-It Ralph, Disney could accuse me of plagiarism just for that, perfectly also other games like Cuphead could happen the same just to be inspired by one of their IPs.
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#34
(11-22-2019, 06:05 AM)ofihombre7 Wrote: [Image: hat_kid_and_vanellope_meets_manilla_by_o...Tq0kd0UukY]

Just wanna say that the image is very cute, especially the Hat Kid there Smile Your way to express your feelings through that image you made is very original, and I am feeling the same sadness you're having to not get what you expect.
I don't know what else to say, but really if you like what you do keep up.
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Thanked by: ofihombre7
#35
Smile 
Thank you Ivenal, lately you are being a little more understanding with me, and clearly all the bad situations they are having during the development of the game have been my fault Ouch!, I had high expectations with this game without knowing well the reality that was going to crash after, and now I have to settle for what I can improve in my development methods, and I also had some bad communications when it came to showing the project that I'm doing, at least I haven't gotten into such big excuses (as in some of my previous games, neither much less like Masuda with the controversies he had in Pokémon Sword/Shield), but well, it's never too late to correct yourself.

As a thank you I would ask you to analyze the alpha version of Randy & Manilla from the link that I had already sent to you in Discord, but well, it's not always time to play.
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Thanked by: iyenal
#36
(11-26-2019, 01:58 PM)ofihombre7 Wrote: Thank you iyenal, lately you are being a little more understanding with me, and clearly all the bad situations they are having during the development of the game have been my fault Ouch!, I had high expectations with this game without knowing well the reality that was going to crash after, and now I have to settle for what I can improve in my development methods, and I also had some bad communications when it came to showing the project that I'm doing, at least I haven't gotten into such big excuses (as in some of my previous games, neither much less like Masuda with the controversies he had in Pokémon Sword/Shield), but well, it's never too late to correct yourself.

As a thank you I would ask you to analyze the alpha version of Randy & Manilla from the link that I had already sent to you in Discord, but well, it's not always time to play.

I would be pleased to test, but yeah unfortunately "Time is the most valuable thing a man can spend" and currently I am going a little bankrupt Smile However I'll always spend my time following your development updates as an encouragement to your work.
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#37
During these days I have been finding for someone to try the game in its alpha version, and in the end I got it, a user named Fujinai Channel he kindly made my petition to make a gameplay of the game in which I'm developing:



After watching your gameplay, I realized the main problem when going through the selectable Net-Cubes, and it is the lack of signaling to go towards them, since only for the color and the letters weren't sufficient identity, so I put the next solution:

[Image: randy-manilla-net-cube-routes_orig.png]

In this screenshot a series of interconnected routes are shown that indicate the ship where the selectable Net-Cubes of the game are located (since only with the color and the title aren't enough), With this method, players can be guided with greater access to the selectables Net-Cubes, and avoid getting lost or making mistakes when touch with a generic Net-Cube on most occasions. In addition to that the controls of the ship have been polished a bit for the next version.

in addition to other things that I have put to give a little more detail:

[Image: 20191202-111348_orig.gif]

[Image: 20191202-113004_orig.gif]

[Image: venny-loopsuit-s-car-r-m_orig.png]

With these examples and with so much going from campaign to campaign, it almost made me forget that for simple things I'm perfectly capable, all I need is to have a little imagination, but for complicated parts (music, very complex scripts, cutscenes or 3D characters), I will always need help to develop it.
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