LIMITATIONS
Posts
author=Max McGee link=topic=2668.msg53641#msg53641 date=1230924238Welcome to Enterbrain products. For every awesome feature they add from maker to maker, they pointlessly remove 2.
1. RMVX's Tileset Structure. I HATE only being able to have like five tilesets. It is a HUGE step backwards from rm2k3 when I could have however many I wanted. Whose boneheaded fucking idea is this?
author=TooManyToasters link=topic=2668.msg53645#msg53645 date=1230927832author=Max McGee link=topic=2668.msg53641#msg53641 date=1230924238Welcome to Enterbrain products. For every awesome feature they add from maker to maker, they pointlessly remove 2.
1. RMVX's Tileset Structure. I HATE only being able to have like five tilesets. It is a HUGE step backwards from rm2k3 when I could have however many I wanted. Whose boneheaded fucking idea is this?
Since LodVX uses mostly RTP for mapping (I think the rtp looks pretty good) I have absolutely no problems with this, and all extra tiles easily fit into the extra "e" file.
Of course, if you dont' want to use RTP, you'll either have to replace the current tiles or use a script workaround.
I think i can do anything just trying it...
Anyway, my actual limitations are RGSS progaming, spriting, music and maybe dialogues and characterization.
I like creating worlds and events, but the thing i like more is all the gameplay elements... i think im making something rally interesting.
Anyway, my actual limitations are RGSS progaming, spriting, music and maybe dialogues and characterization.
I like creating worlds and events, but the thing i like more is all the gameplay elements... i think im making something rally interesting.
FFFFF
Storylines. I've been brainstorming for days and so far all I have is an evil guy that does evil things because he's an evil dick.
Storylines. I've been brainstorming for days and so far all I have is an evil guy that does evil things because he's an evil dick.
Original or compelling storylines, believable characterization and inability to create nice looking graphics and music. Also, my habit of glossing over game aspects that I find secondary (ie- story and characterization and good looking graphics).
Actually, I don't consider myself that bad of a writer. It's interactive storytelling that trumps me. Thus my approach is to do a minimalist story - just do enough to get people to move to the next quest.
Actually, I don't consider myself that bad of a writer. It's interactive storytelling that trumps me. Thus my approach is to do a minimalist story - just do enough to get people to move to the next quest.
















