NEWBLACK'S PROFILE
Great, great minds, against themselves - conspire.
Earfbound
Don't get too discouraged.. RPGmakers with some degree of quality (and more importantly, originality) occupy a strange place (imo) between your regular indie developer and FF-emulating teenagers and D&D Fanatics. Because of the strangeness of that "position" I think it's hard to be taken seriously on either side.
FF/D&D ("traditional rpg") fans will pan a game like this for not being enough of an RPG. Indie game fans would probably be turned off because it's too much of an RPG (and was made using RM).
That's where I stand on it anyway. Do some promotion, get cult status!
FF/D&D ("traditional rpg") fans will pan a game like this for not being enough of an RPG. Indie game fans would probably be turned off because it's too much of an RPG (and was made using RM).
That's where I stand on it anyway. Do some promotion, get cult status!
Cleft of Genesis
This game's got style. Does remind me of Phantom Legacy and one other project on here I can't remember, though.
CC Terminal Demonstration
I like this system. A music changer/list could be cool.
I hope this has it's own tutorial in-game! Some icon differences and/or more labels would be really helpful.
I hope this has it's own tutorial in-game! Some icon differences and/or more labels would be really helpful.
Rpg Maker 2003 Item classification NOOB Question
I have
"Seed"
&
"Skill Scroll"
Instead of Material & Unique. Translation differences have rarely come up around here. Probably because the help file on your version of 2k3 should use the terminology that your 2k3 uses so.. It should all be gravy given enough time to familiarize yourself with the engine :).
On a weird note.. I have had instances of the terminology in my RM to change at times (I think this is because I've had RM2k3 multiple times and the RPG_RT is different in the projects from years ago because my RM2k3 was slightly different then.) - All the spells and skills changed names, and I think the item classifications did too :/
"Seed"
&
"Skill Scroll"
Instead of Material & Unique. Translation differences have rarely come up around here. Probably because the help file on your version of 2k3 should use the terminology that your 2k3 uses so.. It should all be gravy given enough time to familiarize yourself with the engine :).
On a weird note.. I have had instances of the terminology in my RM to change at times (I think this is because I've had RM2k3 multiple times and the RPG_RT is different in the projects from years ago because my RM2k3 was slightly different then.) - All the spells and skills changed names, and I think the item classifications did too :/
Ugh, I can't get a picture to follow my hero properly.
I got enough information from all of you guys' replies to figure it out (and do it multiple ways!) so thanks a lot everyone.
Ugh, I can't get a picture to follow my hero properly.
I was wondering if anybody knew the easier, simplest way to have a picture follow your hero?
I've been messing around with variables and move picture parallel processes but I can't seem to get it to work properly.
I want the center of an image (which will be covering the whole screen) to stay PINNED to my hero sprite constantly. I'm pretty sure I've seen it done plenty of times before or at least similar things.
Yes, it's for a crappy overlay lighting effect.
Thanks guys :)
I've been messing around with variables and move picture parallel processes but I can't seem to get it to work properly.
I want the center of an image (which will be covering the whole screen) to stay PINNED to my hero sprite constantly. I'm pretty sure I've seen it done plenty of times before or at least similar things.
Yes, it's for a crappy overlay lighting effect.
Thanks guys :)
items.png
I think the new menu is pretty flash. But I don't like the "being able to see the map" thing as much as I thought I would now.
Maybe if I could make the screen tint to monochome when the menu was called then it'd be sweet .
Maybe if I could make the screen tint to monochome when the menu was called then it'd be sweet .
Rpg Maker 2003 Item classification NOOB Question
I think you must be using a different version or translation of rm2k3 to me because most of those terms seem... Not there on mine. I have "common item" which is basically any generic item with no in-menu or in-battle use.
Switch items activate a switch operation (turn a switch on or off) when they're used.
Switch items activate a switch operation (turn a switch on or off) when they're used.
Unusual Concepts In RPGs
@Corfaisus - Just a suggestion: try making a copy of the tileset in the "tileset" tab where everything except the walls are passable and have that tileset switch on when you're in "edit mode" and then after furniture is placed have it switch to the version with normal passability settings.. OR.. Enable phasing mode whilst carrying an object and disable after placement?
In Dark Chronicle (sequel to Dark Cloud) you rebuild like.. 6 entire towns.
In Dark Chronicle (sequel to Dark Cloud) you rebuild like.. 6 entire towns.
References in gaems
How does everyone feel about references in games? I'm talking anything, references or allusions to literature, music/lyrics from songs, art, other games, other RM projects (I've seen that a fair bit). Do you guys see it as a homage or a cheap shot at trying to be clever?
Personally I tend to always be leaning toward wanting to include more and more subtle and not-so-subtle references or allusions to things into my projects (I guess fan games are one giant homage and are full of references and/or allusions to other games). It just feels like an easy yet effective way to create a feeling of narrative depth in an otherwise pretty "pulled out of your ass" storyline or theme.
I suppose it could come across as amateurish but we are, afterall, amateurs here.
Whaddya think?
Personally I tend to always be leaning toward wanting to include more and more subtle and not-so-subtle references or allusions to things into my projects (I guess fan games are one giant homage and are full of references and/or allusions to other games). It just feels like an easy yet effective way to create a feeling of narrative depth in an otherwise pretty "pulled out of your ass" storyline or theme.
I suppose it could come across as amateurish but we are, afterall, amateurs here.
Whaddya think?











