HOW TO SUCCEED
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Hey Craze,Buy an RM* Maker, practice for five years, find an audience and ignore three quarters of their advice and criticism.
I just tried you game, Visions & Voices and I kind of liked it but I was hoping you would give me some advise on how to make a game work please either write me a mesage back or email me at -email- or IM me at -sn-.
Thanks,
-guy-
Worked for me!
Discuss.
post=98642
The 3-tile rule.
What is the 3-tile rule anyway? Everyone mentions it, but I've never seen anyone explaining it, though the fact that I've never been a member of an RPG maker community up 'til now might have something to do with that.
post=98635
...ignore three quarters of their advice and criticism.
1. Boobs
3. overlays
4. three-tile rule
Making a list of everything you want to make for the game helps massively: and I mean EVERYTHING (don't just write "CBS" as a pointer on the completion list, you need to write down all the individual HUD elements, the font graphics, the individual parts needed to be coded such as message boxes, transition effects, damage algorithms, item useage and so on... then make sure you remember sound effects and graphics for each of those bits if they need them too). Write down everything. EVERYTHING. E-VER-Y-THING. I cannot stress that enough.
At this point two things will happen; one, you will understand the enormity of the project you yourself have laid ahead of you (and realise just how much time you need to dedicate to this labour of love in order to make it work), and two, as you go through checking all the completed things off your list, your enthusiasm will grow as you have literally a list of all your completed achievements to date on it, further enticing you into completing your game. Things can and will be added to this list from time to time as you think of them and sometimes that can be a little deflating when your list starts growing more than you get finished on it, but in the end it's what I would consider to be the biggest thing that helped me finish all the completed games of mine at least.
Just to clarify, this is not a bragging list; it's not something you can then post later on and boast about what you've accomplished already. This is purely to benefit YOU and YOU ALONE. If you start showing off what you have already before you get anywhere substantial your motivation will very quickly dissipate after "cashing in" on the early praise and everything feels more like a chore after. I learned this all too much from prior project attempts, the ones that didn't get completed.
(Sorry Craze, was this too long for your topic?)
At this point two things will happen; one, you will understand the enormity of the project you yourself have laid ahead of you (and realise just how much time you need to dedicate to this labour of love in order to make it work), and two, as you go through checking all the completed things off your list, your enthusiasm will grow as you have literally a list of all your completed achievements to date on it, further enticing you into completing your game. Things can and will be added to this list from time to time as you think of them and sometimes that can be a little deflating when your list starts growing more than you get finished on it, but in the end it's what I would consider to be the biggest thing that helped me finish all the completed games of mine at least.
Just to clarify, this is not a bragging list; it's not something you can then post later on and boast about what you've accomplished already. This is purely to benefit YOU and YOU ALONE. If you start showing off what you have already before you get anywhere substantial your motivation will very quickly dissipate after "cashing in" on the early praise and everything feels more like a chore after. I learned this all too much from prior project attempts, the ones that didn't get completed.
(Sorry Craze, was this too long for your topic?)
It's not too long - I agree entirely with your post. Karsuman and I set a three-week deadline for V&V but we spent 2-3 days just talking about how it was going to WORK.
post=98702post=98642What is the 3-tile rule anyway? Everyone mentions it, but I've never seen anyone explaining it, though the fact that I've never been a member of an RPG maker community up 'til now might have something to do with that.
The 3-tile rule.
I'm curious about it too. Can somebody explain it to me?
post=98825
At this point two things will happen; one, you will understand the enormity of the project you yourself have laid ahead of you (and realise just how much time you need to dedicate to this labour of love in order to make it work)
(and get discouraged, which you'll have to get over by just doing it)
V This is wrong don't listen to my babbling.
I am not an expert but I beleive the three tile rule is the idea that using only a single floor tile to blanket a map doesn't look good, and that for best aesthetics you must use three different tiles for best visual effect.
I am not an expert but I beleive the three tile rule is the idea that using only a single floor tile to blanket a map doesn't look good, and that for best aesthetics you must use three different tiles for best visual effect.
I am pretty sure it evolved from BL's old mapping class at GW.
Basically, if the tile is the same beyond a three-tile stretch, you fail atlifemapping.
Basically, if the tile is the same beyond a three-tile stretch, you fail at
post=98843dryynnnn WRONG ANSWER
I am not an expert but I beleive the three tile rule is the idea that using only a single floor tile to blanket a map doesn't look good, and that for best aesthetics you must use three different tiles for best visual effect.
post=98846
You don't "get" the 3-tile rule. You live and die by it.
To expand on this, the 3-tile rule both precedes and encompasses the universe. While the 3-tile rule cannot be expressed, it's adherents hold that it can be known, and its principles can be followed. We must focus on the value of following the 3-tile rule and of the ultimate uselessness of trying to understand or control it outright.





















