Music is not there for the character to hear, but for the player to know the character's mental and emotional state. But unlike with the pain and the physical effort of game characters, experiencing their internal thoughts and feelings by the player is often the intended result. That's the immersion.

Porcupine Princess
The story of two lovers separated by different beliefs.



Let's Draw a Comic! Bun-Bo 2: Chaos and Order -BEGINS!

Dudes if there's space add me!

RPG Maker 2000 Value! Is now out in English!

I have to seriously question why the names are not the same. It's surely not that hard...

... but it is a minor problem if you know what you're doing.

The difference is to make it consistent with the newer RMs, making transitions back and forth easier. The event command names also reflect this.

Quick question in regards to the legal English RTP. If I download this, will it replace the non-legal version, or will it be in addition to?

It would replace it in registry unless you change folders I think. Hard to tell.

The Golden Age of Game Making

I like my idea too much I think I'll fold orz

The Golden Age of Game Making

I got an idea going :D

Money and Motivation

I know what you mean how hard it is to keep working on something prolonged. It's why I changed the way I work too. Episodical releases. It keeps the motivation, feedback and will to keep going.

Or you can just make a commercial game and consider it as a a sideline profitable business.

"Retreat and Attack from another direction" as it goes.

Money and Motivation

From personal experience.

1.) Trust+ Proven Discipline + Money = you can actually get something out. The chances of someone flaking is really low. I find that real professional artists, programmers or composers are fast and can maintain a standard of quality, ofc it depends on your standards of quality too. So asking a hobbyist isn't really reliable 50% of the time. (Like I used to be ahaha with backstage 2 orz)

I won't lie but money actually helps me stick to finishing something. I'M OLD aaaaaaaaa.

2.) Discipline, not motivation. = I think this is self explanatory. Motivation is fleeting. It's time to work as a professional and keep trudging on without having to rely on it.

3.) When commissioning others, make it that it works your workflow. Do not depend on them on huge tasks. If you absolutely have to, leave it like breadcrumbs that won't make them feel overwhelmed. Although if they're professionals, this shouldn't be a worry anyway.

4.) Be firm. Don't be wishy washy about it. People tend to be lax and overestimate how much they can put it aside. You will be busy. Disappearing won't help at all with the situation. You don't have to be working on the game but you have to make sure the hired help is working (and getting paid). If they deliver their side of the work and you got back from...the clutches of evil...then at least you have materials.

5.) Work smart, not hard. Make your shit modular or reusable. If you don't want to work on x game anymore, at least the shit you made for it can be reused for another game. It's why I made sure the Luna Engine gets created so I don't have to be stuck with one layout for a project and remake the same thing on another project.