@ Swarm's, "My Personal Experience in KoGaMa"
Feb 11, 2015 2:22:44 GMT 1
De Lírios, ᅚᅚ ᅚᅚᅚᅚᅚᅚ ᅚᅚᅚᅚᅚᅚ, and 1 more like this
Post by Linkky on Feb 11, 2015 2:22:44 GMT 1
Even though I have some work to do at the moment for school, I'll just go ahead and make my timeline of experiences here on KoGaMa:
So, on the night of June 16th, 2012 at almost 7:00 PM, I got bored of making 2D 8-bit games and etc., on a game maker called Sploder, and was randomly searching something like, "3D game maker" on google, and found dull things like Roblox, which I actually joined in there back in Jan. 2012 and found that all confusing.
I tried some downloadable 3D Sandbox Creators, and thought they were also confusing.
Later on at maybe around 6:57 PM that night, I came across KoGaMa thinking, "This might be interesting". There at exactly 7:00:37 PM that night, I created my very own account. I also worked on my first game, "Bubbleisland" during the night and the next morning which was supposed to be a fun adventure game like Mario, with various obstacles, etc.
Later on within' the month, I saw very creative games like T-Payne's Rainbow Road game or whatever and God Creator's Lost game, and enjoyed that a lot. I saw that they angled many things in the game, and thought to myself, "How on the Earth did they do that?"
I then went back to my Bubbleisland project and tried to conduct that experiment myself. I wasn't able to do it sadly. All I could do was place blocks at the time within' minds of early creativity here on KoGaMa.
However, later on in July, I finally figured it out, while working on my 3rd game called, "Adventure Destiny". During the time, I also figured out how to create and sell my own models without any help. There, I published my first model, "Dachshund", (it was/is misspelled wrongly).
I made progress on publishing the map with new areas, and hell, I even learned on my own how to compose my own logic systems.
In the final area of the game, I started making a boss fight, along with a pattern in which you would need to find in the Castle of Hints to proceed to there.
Later on at the time, I screwed up the connections and systems so badly, that I quit KoGaMa for a month. If only there were some tutorials that I could reach easily at the time. I didn't know that there was a forum and etc., at the time. I was pretty dang stupid.
In September, I came back to find out that you could edit your avatar, instead of having a "blond-headed boy" wherever you went in KoGaMa, (no offense to blond-headed boys that play KoGaMa).
Not to mention, I sort of ABANDONED the project. However, I came back to it later on, and fixed up the system and etc.
It was then that I made it an official release! It also inspired me to make an Adventure Destiny 2, which I hardly even worked on. Lol.
Later on, I made another RPG/Adventure game called "The Weapon Thief". For one thing, that project brings me back so many memories.
Here are some facts about the times I worked on The Weapon Thief:
- I found it rather amazing/amusing the time when I conducted the Floating Island Area and the final boss fight.
- I pulled a tooth while working in the project.
- I heard the song "Home" by Phillip Phillips for the first time while watching Nickelodeon and building in that project, which got stuck in my head so much that I downloaded it on my iPod and couldn't stop listening to it during the many snowstorms at the time. I even still like it today for some reason. Lol.
- The Cover Photo that says, "What will you find?" Was inspired by a commercial that wouldn't stop repeating on Nickelodeon about new collectible toys at the time called the Trash Pack series. In fact, near the end of the commercial, it says/said in exact words, "What will you find?" It just somehow inspired me to take that slogan from the commercial. x)
When that was published, I had my own idea to start my own clan that worked out terribly.
I also got inspiration to make different games, along with a series I stopped long ago that was pretty popular, called "™ Deathmatch".
Later on in the summer, I was part of a very memorable clan with very memorable people called the KLU. I also had the most difficult times on the forums because of how my immaturity would make a lot of people ridiculously irate. It almost made me cry several times, over all of the hate comments I got on the topic of my immaturity level.
I also got hate comments about my games about how noobish they were and how small they were at the time.
I then started looking at the EBC games and many other games of how detailed they were compared to mine. It all left me in despair.
One day, I got a picture of a word called "inspiration" in my own mind.
I was a little inspired when one of the most detailed games came out on KoGaMa, "Self-Wish". Seeing all of the comments about how detailed it was actually brought up the word in my head. I then worked on some more projects, and came down to one of the most pretty crafty model uses ever that EBC builders used at the time: The brick model. It was basically some kind of detailed projectile representing bricks that came into mind into building castles, and so on, so fourth.
I then was inspired to make a mini-battle game of my own called "Castle Battlers". Even though it had some incredible detail, people still said that the game was still small, which really flattered me.
I didn't give up yet:
I actually went and tried out for the EBC, along with one of my bestest friends at the time, TheFallenGamer.
He went and developed a map for the tryout that we all found rather amusing. My tryout map was actually in-development.
I remember inviting Kris into it the night I first started working on it.
I was a very slow builder and hardly got anything done that night. I stood up until 5 AM and only got a small portion done that was actually pretty detailed. I had some EBC members look at the updates, give me a little recommendations and their current ratings; they were a meh, but then I was on my own.
I worked on updates about a month for it. When it finally released, I thought it was the bestest map I could possibly create. People found it amusing as well.
The day that I officially released it for EBC testing, many of my friends were around. Later on, Cubik came in. With a lot of witnesses around, he nominated me into the waiting list for the EBC. It basically mean't that I passed the test to get into EBC. I've never felt like so happy in my life at the time. It is one of the most major accomplishments I've ever had here on KoGaMa.
Not to mention, my friend Fallen also got into the waiting list.
Sadly, we both never got in:
EBC was later discontinued. Some members also quit KoGaMa, but still come around every once-in-a-while.
I was left kind of flattered that I never got a chance to be in the EBC, but I still am proud that I got onto the waiting list.
Over the months, I released a game that took me a month to complete called "RPG KoGaMa™ - Legend of the 5 Stars", which HARDLY got even any attention in which I worked my butt off on. It has some logic problems that I haven't still had the courtesy to fix after all of these months either.
I also released a KoGaMa remake of the Smash Bros. Melee map called, "Impulse Fight on Fourside!", in which I also worked my butt off on for about a month and it hardly got any attention, (well, it got a little bit amount of attention, but still not enough.)
Later on in the months, I started working on a mini battle map called "Crystalled". It was to-be the most detailed and creative game that I have ever built on KoGaMa.
I invited a couple of friends to help me, in which they worked a little bit, such as copying the crystal stuff, finding a good type of object for the core part, etc., and then one of the members in there messed it all up. They put a water box that I could not find.
They put it millions of blocks high and away in distance.
Being said, I thought that I would never be able to fix the problem and publish my game for once.
I gave up on it for a little while, and made a little space game, in which I developed an illusionary projectile so-called, "The Wormhole".
The idea became so popular, that the people of the BR Server COPIED IT. Hell, it was even just about 10x popular as my map here in US. It was more pointless than what I had, however.
The person who brought my idea over to the BR deserved his consequences. His account got deleted for some reason that I don't remember, but he made me so angry. I actually get angry whenever I see a game with my idea in it over on the BR.
There are like a lot of games with my idea in it over on the BR. Most of them think that the guy who stole my idea originally founded that.
Later on, I came back to my Crystalled project, and I asked for some help on finding the water box.
I later found the box thanks to the help of "smart KoGaMians".
I then continued building through my project. The lag and the amount of pressure plates, along with the correct placings of the plates took me DAYS. Most of my friends didn't come in the project to help me most of the time, so I was just about on my own from that point on.
Near the end of development, I caught a cold right after telling everyone the official release date of Crystalled, in which I had to take a break from KoGaMa. Talk about bad luck!
When I felt better, I re-announced the release date, and did indeed release on that day.
It got more than 20 likes in less than 1 hour. 1 FREAKING HOUR.
It got so many reviews in-game by popular builders at the time, making me feel like a king.
Not trying to brag really, but with over 800 views and 80 likes, it is also my most popular game in KoGaMa. It is probably also my most detailed and creative game in KoGaMa. I am still proud of it today.
After camping one day in April, I came back to see that I missed the Western Release over the week.
I then was actually inspired to make my own Western-Themed Map.
It took me about a week to create, with so many ideas in my head.
WestoGaMa was not the name I intentionally wanted in there, but it just somehow came up in my head.
So, I used that.
I published it, and it was not so popular within' the week, sadly.
I then re-released it with a horse update. It still wasn't as popular.
I then decided to spread the word more. That's when it became popular.
Nowadays, I still work hard on newer maps of mine, and they still hardly get any attention. Depressing, isn't it.
By reading through some "important" areas of my little story here, you can infer that you should never give up. There is hope.
I hope that inspires you a little bit there, Swarm.
So yeah. I hope you guys enjoyed my current KoGaMa life story, which covered all of the most current important parts of my experience so far just about.
Thanks for reading! (Now I have some homework to do.)
~ Daniel288Link
So, on the night of June 16th, 2012 at almost 7:00 PM, I got bored of making 2D 8-bit games and etc., on a game maker called Sploder, and was randomly searching something like, "3D game maker" on google, and found dull things like Roblox, which I actually joined in there back in Jan. 2012 and found that all confusing.
I tried some downloadable 3D Sandbox Creators, and thought they were also confusing.
Later on at maybe around 6:57 PM that night, I came across KoGaMa thinking, "This might be interesting". There at exactly 7:00:37 PM that night, I created my very own account. I also worked on my first game, "Bubbleisland" during the night and the next morning which was supposed to be a fun adventure game like Mario, with various obstacles, etc.
Later on within' the month, I saw very creative games like T-Payne's Rainbow Road game or whatever and God Creator's Lost game, and enjoyed that a lot. I saw that they angled many things in the game, and thought to myself, "How on the Earth did they do that?"
I then went back to my Bubbleisland project and tried to conduct that experiment myself. I wasn't able to do it sadly. All I could do was place blocks at the time within' minds of early creativity here on KoGaMa.
However, later on in July, I finally figured it out, while working on my 3rd game called, "Adventure Destiny". During the time, I also figured out how to create and sell my own models without any help. There, I published my first model, "Dachshund", (it was/is misspelled wrongly).
I made progress on publishing the map with new areas, and hell, I even learned on my own how to compose my own logic systems.
In the final area of the game, I started making a boss fight, along with a pattern in which you would need to find in the Castle of Hints to proceed to there.
Later on at the time, I screwed up the connections and systems so badly, that I quit KoGaMa for a month. If only there were some tutorials that I could reach easily at the time. I didn't know that there was a forum and etc., at the time. I was pretty dang stupid.
In September, I came back to find out that you could edit your avatar, instead of having a "blond-headed boy" wherever you went in KoGaMa, (no offense to blond-headed boys that play KoGaMa).
Not to mention, I sort of ABANDONED the project. However, I came back to it later on, and fixed up the system and etc.
It was then that I made it an official release! It also inspired me to make an Adventure Destiny 2, which I hardly even worked on. Lol.
Later on, I made another RPG/Adventure game called "The Weapon Thief". For one thing, that project brings me back so many memories.
Here are some facts about the times I worked on The Weapon Thief:
- I found it rather amazing/amusing the time when I conducted the Floating Island Area and the final boss fight.
- I pulled a tooth while working in the project.
- I heard the song "Home" by Phillip Phillips for the first time while watching Nickelodeon and building in that project, which got stuck in my head so much that I downloaded it on my iPod and couldn't stop listening to it during the many snowstorms at the time. I even still like it today for some reason. Lol.
- The Cover Photo that says, "What will you find?" Was inspired by a commercial that wouldn't stop repeating on Nickelodeon about new collectible toys at the time called the Trash Pack series. In fact, near the end of the commercial, it says/said in exact words, "What will you find?" It just somehow inspired me to take that slogan from the commercial. x)
When that was published, I had my own idea to start my own clan that worked out terribly.
I also got inspiration to make different games, along with a series I stopped long ago that was pretty popular, called "™ Deathmatch".
Later on in the summer, I was part of a very memorable clan with very memorable people called the KLU. I also had the most difficult times on the forums because of how my immaturity would make a lot of people ridiculously irate. It almost made me cry several times, over all of the hate comments I got on the topic of my immaturity level.
I also got hate comments about my games about how noobish they were and how small they were at the time.
I then started looking at the EBC games and many other games of how detailed they were compared to mine. It all left me in despair.
One day, I got a picture of a word called "inspiration" in my own mind.
I was a little inspired when one of the most detailed games came out on KoGaMa, "Self-Wish". Seeing all of the comments about how detailed it was actually brought up the word in my head. I then worked on some more projects, and came down to one of the most pretty crafty model uses ever that EBC builders used at the time: The brick model. It was basically some kind of detailed projectile representing bricks that came into mind into building castles, and so on, so fourth.
I then was inspired to make a mini-battle game of my own called "Castle Battlers". Even though it had some incredible detail, people still said that the game was still small, which really flattered me.
I didn't give up yet:
I actually went and tried out for the EBC, along with one of my bestest friends at the time, TheFallenGamer.
He went and developed a map for the tryout that we all found rather amusing. My tryout map was actually in-development.
I remember inviting Kris into it the night I first started working on it.
I was a very slow builder and hardly got anything done that night. I stood up until 5 AM and only got a small portion done that was actually pretty detailed. I had some EBC members look at the updates, give me a little recommendations and their current ratings; they were a meh, but then I was on my own.
I worked on updates about a month for it. When it finally released, I thought it was the bestest map I could possibly create. People found it amusing as well.
The day that I officially released it for EBC testing, many of my friends were around. Later on, Cubik came in. With a lot of witnesses around, he nominated me into the waiting list for the EBC. It basically mean't that I passed the test to get into EBC. I've never felt like so happy in my life at the time. It is one of the most major accomplishments I've ever had here on KoGaMa.
Not to mention, my friend Fallen also got into the waiting list.
Sadly, we both never got in:
EBC was later discontinued. Some members also quit KoGaMa, but still come around every once-in-a-while.
I was left kind of flattered that I never got a chance to be in the EBC, but I still am proud that I got onto the waiting list.
Over the months, I released a game that took me a month to complete called "RPG KoGaMa™ - Legend of the 5 Stars", which HARDLY got even any attention in which I worked my butt off on. It has some logic problems that I haven't still had the courtesy to fix after all of these months either.
I also released a KoGaMa remake of the Smash Bros. Melee map called, "Impulse Fight on Fourside!", in which I also worked my butt off on for about a month and it hardly got any attention, (well, it got a little bit amount of attention, but still not enough.)
Later on in the months, I started working on a mini battle map called "Crystalled". It was to-be the most detailed and creative game that I have ever built on KoGaMa.
I invited a couple of friends to help me, in which they worked a little bit, such as copying the crystal stuff, finding a good type of object for the core part, etc., and then one of the members in there messed it all up. They put a water box that I could not find.
They put it millions of blocks high and away in distance.
Being said, I thought that I would never be able to fix the problem and publish my game for once.
I gave up on it for a little while, and made a little space game, in which I developed an illusionary projectile so-called, "The Wormhole".
The idea became so popular, that the people of the BR Server COPIED IT. Hell, it was even just about 10x popular as my map here in US. It was more pointless than what I had, however.
The person who brought my idea over to the BR deserved his consequences. His account got deleted for some reason that I don't remember, but he made me so angry. I actually get angry whenever I see a game with my idea in it over on the BR.
There are like a lot of games with my idea in it over on the BR. Most of them think that the guy who stole my idea originally founded that.
Later on, I came back to my Crystalled project, and I asked for some help on finding the water box.
I later found the box thanks to the help of "smart KoGaMians".
I then continued building through my project. The lag and the amount of pressure plates, along with the correct placings of the plates took me DAYS. Most of my friends didn't come in the project to help me most of the time, so I was just about on my own from that point on.
Near the end of development, I caught a cold right after telling everyone the official release date of Crystalled, in which I had to take a break from KoGaMa. Talk about bad luck!
When I felt better, I re-announced the release date, and did indeed release on that day.
It got more than 20 likes in less than 1 hour. 1 FREAKING HOUR.
It got so many reviews in-game by popular builders at the time, making me feel like a king.
Not trying to brag really, but with over 800 views and 80 likes, it is also my most popular game in KoGaMa. It is probably also my most detailed and creative game in KoGaMa. I am still proud of it today.
After camping one day in April, I came back to see that I missed the Western Release over the week.
I then was actually inspired to make my own Western-Themed Map.
It took me about a week to create, with so many ideas in my head.
WestoGaMa was not the name I intentionally wanted in there, but it just somehow came up in my head.
So, I used that.
I published it, and it was not so popular within' the week, sadly.
I then re-released it with a horse update. It still wasn't as popular.
I then decided to spread the word more. That's when it became popular.
Nowadays, I still work hard on newer maps of mine, and they still hardly get any attention. Depressing, isn't it.
By reading through some "important" areas of my little story here, you can infer that you should never give up. There is hope.
I hope that inspires you a little bit there, Swarm.
So yeah. I hope you guys enjoyed my current KoGaMa life story, which covered all of the most current important parts of my experience so far just about.
Thanks for reading! (Now I have some homework to do.)
~ Daniel288Link