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Addit
"Thou art deny the power of Aremen?!"
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I used to be a donut of the Silver variety

Then I became an Addit

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Gaming Advice With Professor Know-It-All: How To Become A Somebody In The Gaming Community And Get More Groupies

author=edchuy
Now, about that that RMN Strip Loose Comic ...


I-I'm working on it. Maybe next year I'll start pumping a few of these out again.

(Mmmm...now that whole "Chocolate World Space Martians" game sounds - and tastes - kind of interesting.)

Thanks for the comments, guys.
(I really should stop writing / finishing my reviews or articles up at 1 in the morning when I’m half there, physically and mentally.)

author=kentona
tl;dr version: whore yourself out, and others may whore on you!


#dirtythoughtspleasestop

My basic mapping commandments

Great tutorial, yuna21. And I’m with thatbennyguy where I hate having to navigate through huge massive clusterf*cks of maps that may look all stylish but are a pain to actually walk through. When I look at your maps, they achieve a very nice balance of simple and clean to visually pleasing without being too much of a chore to explore around.

I’m not the greatest when it comes to mapping. But after reading your tutorial on how to spice things up a bit, I think I might have learned something that I can use to improve on.

Interview: Volrath talks Labyrinthine Dreams, Dystopian Satire, and the Twins

Another marvellous interview.

(One of these days, I need to give Master Of The Wind a try, considering how many Misaos it won that one year.)

Methodical Chaos I -or- An Introduction to Randomness in Game Design

Great read, slashphoenix, really interesting stuff.

I guess designing a game that’s full of randomness or non-randomness is all right as long as the game is fun and entertaining to play. I guess some players might have a problem with a game generally relying mostly on luck to progress through it (such as playing a board game / card games) but some people really don’t mind it so much; I guess it just depends on the audience.

I generally like playing a lot of luck based games; and I also don’t mind playing games that focus more on skill rather than luck. Either way, as long as it’s used properly then it shouldn’t be much of a problem.

Interview: Deckiller talks Early Development, the Learning Curve, and Good Teamwork

Ah – Deckiller; the man of many talents! (And also makes one mean “Shadow Temple”.) ^^

I also never knew you were a Wikipedia Administrator too - that’s something I didn’t know!

- Keep these interviews comin', thatbennyguy!

Looking Back: Balmung Cycle Part I: The Messenger and the Heretic

*sniff*

I sure do miss Magi. :(

Gaming Advice With Professor Know-It-All: How To Deal With Negative Criticism / Feedback

Hey, I’m just like you. Even if I really didn’t enjoy the game and I thought that it was a complete waste of my time, I will still give it a compliment (even if there really isn’t anything to compliment at all).

And, yeah, bad reviews are going to happen. Luckily, with RMN, there aren’t too many negative reviews being submitted and accepted that are just two whole sentences explaining how much you should jump off a bridge. At the end of the day, bad reviews happen and there’s nothing you can do about it but to try and learn from your mistakes (even if the review isn’t totally accurate about exploiting those types of mistakes).

Besides, bad reviews can often sometimes be pretty amusing. :D

Interview: Ronove talks Art & Creativity, the Misaos, and "Ephemeral Prince: Fleeting"

…I wish that “I” was a Misao Stealing Prince. :)

Nice read. I wouldn’t mind the next one to be about “Nightblade” (now that he’s completed Phantom Legacy) or even “Me-Patra” (Pom Gets Wi-Fi creator) about some of her future plans and general reaction about her recent popularity.

Keep ‘em coming! I needz to know more about my favorite celebrities RMNer’s and what they're all up to.

Villain RPG: A Hero's Tale

Fabulous read.

I remember that when I was a bit younger and I was first starting out making games with RPG Maker 2000, I always had the intention that most villains were just simply there to, you know – TAKE OVER THE WORLD WITH A GIANT LASER WIELDING THINGY – AND LOOK SO INCREDIBLY BADASS WHILE DOING IT!!!

It wasn’t until I got much older and more experienced with general game design and storytelling that I started to really think about the whole general notion behind a villain’s overall scheme. “Why, exactly, does he or she want to take over the world? What does that type of person have to gain? Why did they get so malicious and spiteful towards everyone and everything in the first place?” I guess what makes a good villain a “good villain” isn’t just how incredibly badass he or she looks (well, that does helps), it’s all about the general motive behind their schemes. Without a true, logical motive behind what they are trying to accomplish, a villain just isn’t that extremely memorable, or even relatable, in the long run.

I mean, I guess you COULD create a villain for the general purpose of just “destroying everything because I just want to” if it’s a comedic type of game that pokes fun of itself or it needs warrant. But the best type of villains, and the most memorable, are the “Kefka’s,” the “Sephiroth’s,” and the “Ex-Deaths,” because they had a motive behind their goals and a interesting backstory to follow suit.

Gaming Advice With Professor Know-It-All: How To Deal With Negative Criticism / Feedback

I used to be like one of those “full retards,” until the Professor changed my whole outlook on life...

Now I just using my newly found accumulated rage directed towards other things, like sporting events – and the Cleveland Browns!!! :D

(Just kidding about that last part. No one would EVER be a fan of that pathetic, garbage excuse of a Football team.)