Description

What're We Cooking?


A full game cooked up in two weeks (and a weekend)! The cookoff begins on February 1st and wraps up on February 17th where all games must be submitted before the end of the day. Check the event page (and your account's timezone) to see when the event ends in your local time.

The Kitchen Suite

The tool of choice is RPG Maker VX Ace Lite! It is the free but feature limited version of RPG Maker VX Ace. The restrictions of Ace Lite are as follows:

Maximum Database Entries
  • 10 Actors
  • 10 Classes
  • 126 Skills
  • 16 Items
  • 60 Weapons
  • 60 Armors
  • 30 Enemies
  • 30 Troops
  • 25 States
  • 110 Animations
  • 4 Tilesets
  • 10 Common events
  • 100 Switches
  • 100 Variables
  • There are no other database restrictions


Map & Event Limitations
  • 20 Maps
  • 10 Events per map
  • Call Common Event is disabled


Script Limitations
  • The script editor is disabled.
  • The 'Script' event command is disabled. Other script commands in Assign Variable, Condition Branch, and Move Event are still enabled.


These are strictly implementation restrictions that you are free to work around. Need more than sixteen items? Make your key items weapons nobody can equip! Want more than ten playable characters? Perhaps when one leaves the party you could overwrite its name and stats with your new character! Twenty five troops too limiting? Make a troop that adds random enemies via battle events!

Please note: While it is possible to add your own scripts to a game through devious means the spirit of the Ace Lite restriction rules in this contest. Injecting scripts is not allowed beyond using the enabled script calls for their intended purposes. Of course changing the database caps through other means is also right out. Any game found violating these restrictions will be disqualified.

You can download RPG Maker VX Ace Lite here.

If you want to see what you can do under such restrictions Deckiller has made a game in Ace Lite called Kolmesarta. Feel free to check it out!

Your Ingredients!

Everything in the kitchen is allowed! There is no theme to the cook off besides obeying the restrictions of Ace Lite. There are no resource limitations for this contest as Ace Lite does not restrict what you can import into your game. Whip out the spice rack! Prepare the vegetables! Go hog wild! It's a free for all!

Nobody wants a half baked morsel though. The only requirement beyond using RPG Maker VX Ace Lite is that the game must be complete. Only finished games are wanted here!

For the Tastiest of Them All

We've got four judges reuniting to sample the delicacies of all participants: The RTP Princess Liberty, The Amazing Artist Nessiah, the Makerscore Master Deckiller, and the Ludicrously Lazy GreatRedSpirit! Their number one game will received a boxed copy of RPG Maker VX Ace generously donated by Liberty! The lead developer of the winning game will be contacted by Liberty to make shipping arrangements.

That isn't the only prize though! After submissions are closed there will also be a two week voting phase for all members of RMN to vote for their favorite game! Voting will be open from February 18th to March 11th. The winner will receive their choice of any item excluding RPG Maker VX Ace from the RPGMakerWeb.com store courtesy of RPGMakerWeb!

There is always the achievement badge for participating too! One of a kind will not be made available again! Submit to that completionist tingle and take part!



Sponsored by


RPGMakerWeb.com




Donut clip art from SweetClipArt.com.
Other clip art from Clker.com.
Hai Yo © Konami.
Cooking Master Boy is by Makoc

Details

Achievements

Registration

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Teams Members Entry Votes
Blue Coral Games
  • 12
Nachtheulen
  • 3
In Depths of Pain
  • 0
Oshun mak my gam for me D:
  • 0
CERN - Common Events Research Network
  • 3
DRAGONSEVEN
  • 0
Stallentaurus
  • 0
Doggie Dayz
  • 1
Dark Horse
  • 0
Small Dwemer Lever
  • 2
NeriAl
  • 4
Day Ja Voo
  • 0
Alchemy: A Bit Overused? NEVER!
  • 0
Echo Dragon
  • 1
The Heartfelt
  • 2
I lost a whole week D:
  • 0
Mekalist Productions
  • 1
Centridus
  • 0
DyingAge
  • 1
No Stars Over Bethlehem
cant game make today too busy
Dude with a Machine Gun
Why Not
In Depths of Power
Might as well.
Cooking With Kung-Fu Panda
M.S. Prima Vista
My name... is... NEO!
Just making the list look bigger
Little Busters!
Order, Resolution and Industry.
Trying For Fun
White Petal
The Liquorice Wall Spikes
A Hill Reborn Games
S.K.Y. Art and Design
Thank God I can't script anyway
Titan
I'm here to win whats rightfully mine.
The Best at Failing
Needs More Slime
ManOnAMission
Single_Seacliff
Aerial Interactive
Team JonRPG
PIRATES!
DarkAcers
Our Legend
Winter's Call
indiebond's Team
24 Hour Frenzy!

Posts

Okay, so I got as far into Deception as I can without wanting to kill myself. No offence, man, but that game is pretty long and if I'm to fairly judge all of these games I'd better get my ass into gear. 10 episodes is more than enough (imo) for the time being.

So this is what I'll be doing - if I get to 10 episodes with no end in sight, I'll shelf the game for the time being and might come back to it after I've played the other ones. That way the shorter games aren't missing out on being judged and I don't get too tired of playing the same game over and over again (thus depleting my enthusiasm for playing any of the games.)

That said, finished Doggie Days today (though it's gonna take time to upload both Doggie Dayz and Deception) and started on Dragons' Descendants. So far, so good, though I've got a headache - whether from the small font or just playing games all day, I'm not too sure. >.<;;

I'll post more tonight and play more tomorrow. (I'll edit in the playlists for Deception and Doggie Dayz in here when they've finished loading.)

Oh, and here's a list of the games I've played so far:
Grumpy Knight
Rew House
Alchemy
Depression
Deception
Doggie Dayz
Cherry PrIncEss
Dragons' Decendants
*

Still got quite a few to go. Hopefully they're all pretty short. ;.;
author=Liberty
Okay, so I got as far into Deception as I can without wanting to kill myself. No offence, man, but that game is pretty long and if I'm to fairly judge all of these games I'd better get my ass into gear. 10 episodes is more than enough (imo) for the time being.



Yeah, I had said it was long...
I watched 6 of your videos so far, and in response to your commentary (monsters trying to rape you and such), your starting party was definitely challenging!

The first dungeon (there are many, all others have a save but the last one) had no save point because hey - first dungeon.

At first you can save in the town to facilitate party selection (if you get two knights and don't want them for example, you can save right away and try again). Subsequently, as per the 'classic' style I was trying to emulate (old school FF games) you can save only in the field or at a statue save point.

The doors (you mention that there are door Events/NPCs) I would have put in place if there was not the limitation to the number of events per map. As it is, the lite version limitations are such that having an NPC door sucks up the events in a real hurry... so every town would feel like the pub in the first town (no people, just doors).

The spacing you mention for the interiors of the buildings in town is duly noted. I tried to mimic the size and shape of the external buildings in the (pre-gen) maps that I was using with the interiors in this game.

And, as to the remark about not being "Special"... the number of random encounters as you wander about is proportioned to the bosses later on. If some one likes grinding, encounter frequency could be altered... but the bosses are pretty challenging if your party is under leveled.

Thank you for taking the time to get to where you did... If you finish, I would appreciate any other feedback.

Also, do I not get points for the scope of the game, given the time limitation of the contest? I had asked about this at the outset - and everyone said it was 'open ended.'

Thanks again!
Craze
why would i heal when i could equip a morningstar
15170
JBrow
Also, do I not get points for the scope of the game, given the time limitation of the contest? I had asked about this at the outset - and everyone said it was 'open ended.'


execution execution execution

(i haven't played your game yet, jus' sayin')
I'm not sure about the other judges but my own judging focuses more on fun than length. I'm pretty easy-going and fair, though - even if I didn't particularly like a game, it might still get a good score on other fronts instead.

Don't worry, it's all pretty fairly done~

Anyway, I ended up sleeping off the headache a bit (it's still hanging on, the stubborn bugger) so I'll start uploading more now. ^.^

Let's Judge Deception Playlist

Let's Judge Doggie Dayz Playlist
author=JBrow
The first dungeon (there are many, all others have a save but the last one) had no save point because hey - first dungeon.


What's that supposed to mean? :/
author=calunio
author=JBrow
The first dungeon (there are many, all others have a save but the last one) had no save point because hey - first dungeon.
What's that supposed to mean? :/


It's meager by comparison to the others. If you shmooze around the first floor and get the presents there, then go back to town and grab some items and heals, then come back and foray on down to the second level, you get a chance to save.

author=Craze
JBrow
Also, do I not get points for the scope of the game, given the time limitation of the contest? I had asked about this at the outset - and everyone said it was 'open ended.'
execution execution execution

(i haven't played your game yet, jus' sayin')


kk thanks... Mayhaps I fell into the trap of making the epic quest too soon in my development experience :)
Except I got killed off a few times and had to do the dungeon over and over again.

Yeah, it's probably best to get some experience before you actually go full haul into a huge game.
author=Liberty
Except I got killed off a few times and had to do the dungeon over and over again.

This. Even SMT wasn't this cruel.
You know, as much as I liked the idea of the quiz and random peeps, you probably would have been better off making some characters instead and fitting them to the battles. That way it probably would have been better balanced with less likelihood of getting killed off before the first boss fight.

Like I've said a few times already - take a fight and multiply the difficulty of it by 2 or 3 times. That's how hard someone else playing your game will find it. You know all the enemies attacks. The player doesn't.

Also keep in mind that while it's nice to present a challenge now and then during battles, too much of a one will end up in multiple deaths and the player no longer feeling excitement when battles appear. Instead they will feel dread and then boredom.

Add easier, filler fights if you must, but always remember that while you want to keep the player challenged, you also want them to get to the end of your game eventually. To do that they need to feel that some progress has been made.

Backtracking through areas that are constantly hard no matter what level you get to really hurts the players' feeling of progress.

I might actually write an article on things to avoid when making a game, but then I do believe there have been any number of articles just like it so what's the point?
The goblin dungeon is nothing. Wait until you get to the ice dungeon. ;P ...Actually, I didn't die too much on this game (But then again I got Simon and Kory as my main two characters, and once I learned Radiant Blade the game became much easier). Its main problem is that the dungeons are insufferably long. But hey, at least is a beatable game.

Edit: @Nessy: You got Clay. He's good. He hits twice, boosts your attack, and learns Shout. Shout=All enemies stunned for free.
My Let's Judge begged to differ as well. I don't think I have any AOE spells and most of them are buffs! I also checked the database to see if my duelist will stop sucking. I saw I will get a measly fire weapon by the end so I said fuck it. <_<
author=alterego
The goblin dungeon is nothing. Wait until you get to the ice dungeon. ;P ...Actually, I didn't die too much on this game (But then again I got Simon and Kory as my main two characters, and once I learned Radiant Blade the game became much easier). Its main problem is that the dungeons are insufferably long. But hey, at least is a beatable game.

Edit: @Nessy: You got Clay. He's good. He hits twice, boosts your attack, and learns Shout. Shout=All enemies stunned for free.


Simon's the ninja right?

I got the very same starting party. It's not a bad one. And I got the cleric as my third member, so when I finally get 2 people with Recover, it'll be great.
author=alterego
Edit: @Nessy: You got Clay. He's good. He hits twice, boosts your attack, and learns Shout. Shout=All enemies stunned for free.

which means I have to grind at the very beginning of the game with little incentive or equipment for motivation?

no thank you <_<
or go get the rule book ;)

there are six players per play through, by the by, and several optional side missions... getting the mithral armor and weapons kind of breaks the game...

On my test run I got the radioactive crystal AND the Murasame sword equipped to the ninja with a mithral claw in the other hand and it was just absurd...

thanks for the feedback :)
author=Archeia_Nessiah
It's your game, you know all the secrets. Naturally, a normal player would barge in knowing nothing. That is like encouraging meta gaming (knowing stuff outside the game) when you shouldn't. That's bad game design.


Agreed. Meta gaming kinda takes the fun out of the game. It's like if you're playing RE4 and you know that going into the shotgun house at the start triggers more enemies and the chainsaw guy, so you can avoid all that if you don't go in there. Kinda ruins the fun.

And thanks for giving me an article to read that'll prevent me from studying. XD

On my end, I already got kinda yelled at by a friend (ok, not yelled at but he was pissed) about a few things in my game that weren't clear enough... How the enemy cover system wasn't explicit enough, how he had no idea that status effects could still work despite the attack doing no damage, and how he had no idea the last boss's super gimmick only works a limited number of times.

All of which I had to promise to fix. x_x
author=Liberty
You know, as much as I liked the idea of the quiz and random peeps, you probably would have been better off making some characters instead and fitting them to the battles. That way it probably would have been better balanced with less likelihood of getting killed off before the first boss fight.

Like I've said a few times already - take a fight and multiply the difficulty of it by 2 or 3 times. That's how hard someone else playing your game will find it. You know all the enemies attacks. The player doesn't.

Also keep in mind that while it's nice to present a challenge now and then during battles, too much of a one will end up in multiple deaths and the player no longer feeling excitement when battles appear. Instead they will feel dread and then boredom.

Add easier, filler fights if you must, but always remember that while you want to keep the player challenged, you also want them to get to the end of your game eventually. To do that they need to feel that some progress has been made.

Backtracking through areas that are constantly hard no matter what level you get to really hurts the players' feeling of progress.

I might actually write an article on things to avoid when making a game, but then I do believe there have been any number of articles just like it so what's the point?


Thanks for playing... just got through the whole video playlist (For Deception). I could go through and pick apart every point (wah wah wah) but instead I will try to keep it objective!

Some things that you point out as negative were on purpose ("mapping errors" that you encountered in the 8th video - the earlier one was a mistake, large stores, and the weaker fire breath skill come to mind).

Some things that were a large portion of the game only occurred after one grabbed the airship (Crafting system).

Some areas you explored and belittled were accessible early on in the game, though occupied and relevant at a later point.

To be fair, the game is long. The encounter frequency may be over-the-top for some one who does not want combat strategy to be significant to game progression, but that would take 5 minutes to modify in order to allow completion and judging of the overall game rather than just 1/3 of it...

That being said, I appreciate you taking the time to make your process transparent and accessible.

The spelling falcion is not altered, by the by, from the editor package but Leather Hat (initially leather hap) is... :)
Incidentally, I prefer the games I play to be fun, since, you know, escapism and all that jazz. Yes, even (especially) in competition games. Which games are stuck in your memory the most? The really bad ones and the really great ones. The boring ones don't really remain there and for a competition game you want to either wow with greatness or make people groan in horror. At least you're guaranteed notoriety.

Quick test: How many of you know what I'm talking about when I say "Heir of the King", "Final Tear 3" or "Blockland" ?

Frankly, if you had a crafting system thrown in it should have been there from the start. I think I mentioned something along the lines of a starting town being the place where you need to inject at least some knowledge about systems, to let the player know what may occur later down the road, what to look forward to.

It also didn't help that you were just shoved into a town with no real knowledge of what the hell to do, either. I mean, yeah, I've been guilty of the same thing (cough*Incarnation*cough), and yes, I gathered that the sewers would come in to play at a later date, but that doesn't excuse them for being a boring maze of boredom. Your maps were far too large.

There's no excuse for having a weapon store that is about, oh, 25 tiles long and only a carpet and few shelves for decoration. You can't just say 'Oh it's designed that way diliberately' and shrug it off. It's bad design, pure and simple.

If you wanted the battles to be around the same but keep the boredom out of the game you could have made them fixed battles at certain points in the areas and given more experience/gold per battle. That way the game would have been more about passing challenges that were interesting instead of boring battles that would wipe the floor with you.


One last thing you should probably keep in mind:
I'm pretty damn easy to please - namely because I will actually give a game a chance long after others have given up and groaned in frustration. I'll always find SOMETHING good to point out in a game - any game. Even the afore-mentioned horrors had some things I expressed good stuff about.

So, yeah.

But at least now you've probably learned more about what not to do in a game. Any experience where you come out a little wiser is never wasted.
^.^
Quick test: How many of you know what I'm talking about when I say "Heir of the King", "Final Tear 3" or "Blockland" ?

ooo ooo ooo! I know! I know! Pick me!