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Topic review (newest first)

Yesterday 10:09 pm

yeah i truly agree that Link Between Worlds has an amazing OST!
Hence myself actually arranging Lorule Field for 4 violins xD

Yeah some of the dungeons are pretty tricky tongue I thought it had this nice straight forwardness so I didn't have any particular trouble to it.
I can't remember which are my favourite dungeons...But coz I'm going through it again in Hero's mode...maybe i can recapture those favourite elements xD


Yesterday 8:15 pm

I wrote articles on indie game development for school.
(My study has nothing to do with indie game development lol)

Maybe to some of interest, I'll write a condensed version of the story here:

Indie game development[/b]
[i]What are indie games

Indie games are games developed completely independently from big companies such as EA. Square Enix and Nintendo. These developers usually work in a small team on their own savings to create their own game without restrictions of bigger companies. One of the most succesful indiegames is: Minecraft.

Indie games often start as modifications of existing games. Some games, such as Unreal Tournament, had a lot of modifications. This was encouraged by the developing company by releasing a development kit (such as unreal engine). The reason they encouraged mods was because gamers would release new content for the game throughout the weeks/months/years, keeping the game longer relevant (the game would be sold for longer).

Distribution of indiegames mainly happen digitally now and thanks to the internet, sharing indie games have become a lot more easier. It has been on the rise as well.'s crowdfunding mostly goes to indiegames.

Developing your own
When you make an indie game, it's not enough to have a unique idea.
You need to be able to support that idea with an artstyle and mechanics.
If neither of them are there, your game will not be a succes.

If you have no skill in art or programming, make sure you find the people who do have skill in it. Besides having multiple people with multiple talents working on their part of the game, they can also go around and give feedback to each other, which is also immensely valuable. Never ignore feedback, no matter who gives it. Do something with it.

Do not ever underestimate the development of an indie game. You quit your job and live on your life savings. If it's your first indiegame, you will make mistakes that need time to be corrected. Do you have money for that time? It's highly likely that you or somebody in your team has to take a job to pay for their bills. Save as much time as possible and don't create mechanics that already exist and are free/pay to implent/use.

Marketing is essential for making your indie game a succes. If people do not know about your game, how are they supposed to find/buy it? Marketing is just as important as development. Go to indie game conventions and have people try the game out or try to spread word of it through facebook.

Know when to back down, because if your game failed, then let it go. No, not Frozen. What even is Frozen? Never seen that movie.

Yesterday 7:58 pm

My brother let me borrow his 3DSXL. He has A Link between Worlds so... of course I played that.

I finished it in 3 days.
Total rupees 13433
Died 8 times ("Oh I'm already dead? What? I should find fairies.")
Never brewed a potion. Who does that? Catch a fairy and if you run out of fairies: Don't die.

I died like over a 100 times in a Link to the Past. Ok, I finished that game a decade ago. So maybe being older helps me judge situations and solve puzzles quicker.

A few A Link Between Worlds dungeon took me 20 minutes. The desert dungeon was the longest dungeon probably.

The water dungeon is my favourite dungeon tho.

Turtle dungeon was just confusing. I had no idea what I was doing in the skullwoods. but I finished that dungeon in 20 minutes as well.

A Link Between Worlds has probably best OST, though.
Remixed, spiced up versions of A Link to the Past OST and lots of original soundtracks.

Also playing OoT 3D Masterquest (currently @shadowtemple) on the side and my bro has Castlevania and MarioKart 7 as well.

Yesterday 8:25 am


We can all guess just how complex it is to develop Super Smash Bros on two separate platforms and it sounds as though it has taken a toll on Sakurai’s life. Writing in his weekly Famitsu column, Sakurai says that development of Super Smash Bros has destroyed his private life as he’s had to put so many hours into fine tuning the Nintendo 3DS and Wii U version so it’s a quality product. Here’s what he had to say.

“As a result, I work from mornings to late nights, even on weekends and holidays. I hardly have any free time, let alone time to play other games.”

“Towards the end, there were instances where I would work for 40 hours straight and then take 4 hours off to go home and sleep.”

“I’m not young anymore so I can’t push myself like I did then, but I feel that the busyness due to the sheer amount of features [in the games] was much greater this time around. My routine was trying to complete my daily work every day while doing my best to maintain my health day after day.”

“I’ve passed my limit long ago.” Sakurai wrote. Even after the Wii U version of the game comes out, Sakurai still has follow-up work to do. “I wish I had time to think about what I want to do from here, but that doesn’t look like it’s going to be the case.”

“I believe I should be thankful that I am given such funds to be able to use such iconic characters and content that represent Japanese games with such freedom, and have multitudes of people across the world play with them. I’m not depressed and I continue to remain healthy and positive, but developing Smash Bros. is beyond hard.”

After reading this, I really do respect Sakurai. He really put ALLL his energy into making these two exception games for the public. I think he paid it off so much! But I hope he takes it easy, like now...we gamers are so used to delays and we do at times what quality over quantity, especially for the Smash series.

Rushed games don't always end up as good games

30 Oct, 2014 9:39 am

10 things nintendo wants you to forget about zelda! … elda.php/2

29 Oct, 2014 8:53 pm


29 Oct, 2014 5:24 am

Wii U - Mario Kart 8 DLC: Excitebike Arena

25 Oct, 2014 10:03 pm

YES IKR!?!?!

omg the Smash Tour is such a cool idea! And classic mode is like Whoaaaaa! XD

25 Oct, 2014 7:13 pm


25 Oct, 2014 5:42 am


But im gonna start with the first one den make my way up! big_smile

25 Oct, 2014 5:26 am

Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza

If you guys haven't seen it



23 Oct, 2014 1:20 am

HYPED FOR THE DIRECT. the Youtube song was... okay.

22 Oct, 2014 12:08 pm


Nintendo of America has announced that they’re looking for a lead graphic engineer for their next video game console. The job description reads, Nintendo Technology Development is looking for a lead graphics architect in the system-on-chip architecture group in Redmond, WA. The group is responsible for the architecture of Nintendo’s game console SoCs. The graphics architect plays a key role in determining the SoC architecture.

The job responsibilities are:

Evaluate HW graphics (GPU) offerings from SoC solutions available in the market based on performance, power, and silicon area.
Evaluate the performance of the SoC solutions for both proprietary and standard graphics APIs.
Determine workloads and simulation models for both performance and power characteristics of GPUs.
Keep track of GPU architectural improvements in the industry and devise strategies to incorporate them for future Nintendo gaming platforms.
Act as the graphics architectural evangelist working with global Nintendo teams for future and on-going programs
Work with external SoC vendors as the Nintendo focal point for graphics GPU architecture.
Should be prepared to work through architecture, design, validation, and bring-up stages of SoC design in cooperation with internal and external teams.
Summary of Requirements

The ideal candidate will have had experience working directly in a GPU architecture and design team with significant responsibilities.
Low power and SoC design experience would be a plus.
The candidate is expected to have good architectural insights and the ability to apply that for setting future graphics direction for Nintendo.
A bachelors degree (graduate degree preferred) in computer science/engineering or electrical engineering.
5+ years of lead or architectural role experience are required.

22 Oct, 2014 12:04 pm


Nintendo of America has confirmed that Hyrule Warriors will have Amiibo support in the future. In a tweet uploaded to fans of the Koei Tecmo and Nintendo cross-over title, the publisher disclosed that the Link amiibo figure will be compatible, with more information to be revealed soon. Given the DLC that’s promised to fans later this year and in early 2015, Link’s amiibo support may yet be bundled within an update. Though it does beg the question as to whether we may see Zelda amiibo support offered in the hack-and-slash game as well. Will Hyrule Warriors’ amiibo inclusion affect your purchases? Let us know your thoughts in the comments below.

thoughts guys??

I think it's pretty neat idea, especially if you're gonna play at someone elses house with the same game and you would like to use your character with your certain high level with locked in gadgets, badges and well as your weapons xD

21 Oct, 2014 10:28 pm

It's a cute fansong of a game.
The people in the comments are quite harsh.
His balls haven't even dropped yet.

Yes, everything is off key but I kind of like it XD

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