ADONISIEGFRIED'S PROFILE
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RPGS... you've beaten
FF6
FF7
FF8
FFX
Chrono Trigger
Chrono Cross
Breath of Fire 4
Wild Arms
Persona
Lunar (the silver star story)
Vagrant Story
Xenogears
Tales of Symphonia
Zelda, Ocarina
Zelda, Twilight Princess
Pokemon (I beat like 3 of these in the gameboy but i forgot what versions they were)
FF Crystal Chronicles
Baten Kaitos
Mass Effect
Star Ocean, The last Hope
FF7
FF8
FFX
Chrono Trigger
Chrono Cross
Breath of Fire 4
Wild Arms
Persona
Lunar (the silver star story)
Vagrant Story
Xenogears
Tales of Symphonia
Zelda, Ocarina
Zelda, Twilight Princess
Pokemon (I beat like 3 of these in the gameboy but i forgot what versions they were)
FF Crystal Chronicles
Baten Kaitos
Mass Effect
Star Ocean, The last Hope
WoTDscreenshot5.png
How did you find rpgmaker.net and why did you stick around?
about a year ago I bought a ps1 from ebay and decided to replay all those rpg classics that i used to play when I was younger. This triggered a whole chain reaction, and I ended up here thanks to google search
Making –BELIEVABLE- Dialogue (edited version 3.0!).
Scan Enemies with Only Events
Making –BELIEVABLE- Dialogue (edited version 3.0!).
Krysty,
I am currently trying to better the dialogue in the game I am making (or trying to make). I like some of the stuff you say here like for example creating a simple profile for each character before you actually drop him or her into the game.
I do not know ANYthing about writing; lately all I write is my name on tests and then everything else is numbers, as I'm sure happens to some people around here.
Can you, or anyone else here give me other pointers as to what to do in order to avoid dropping the player into the game and have him control the main character right off the bat without knowing a thing about the character in question? I thought an introduction would be good for this, but I do not want to bore people with long scenes or anything like that.
In the other hand, is it fine to let the player familiarize himself with the character as the story grows? Without particularly having to know anything about his/her traits once the game starts?
I am sorry for the long post but I am sure you guys won't mind giving me your opinion.
So, in a nutshell, I know how my main character and some of the supporting cast behave and have laid out their basic traits; I am just having a problem presenting this to the player, or knowing when to present it.
I am sure this all depends on the story in my game and what kind of game I am making. At any rate, I hope to release a demo early next year and have people give me feedback. Thanks in advance!
I am currently trying to better the dialogue in the game I am making (or trying to make). I like some of the stuff you say here like for example creating a simple profile for each character before you actually drop him or her into the game.
I do not know ANYthing about writing; lately all I write is my name on tests and then everything else is numbers, as I'm sure happens to some people around here.
Can you, or anyone else here give me other pointers as to what to do in order to avoid dropping the player into the game and have him control the main character right off the bat without knowing a thing about the character in question? I thought an introduction would be good for this, but I do not want to bore people with long scenes or anything like that.
In the other hand, is it fine to let the player familiarize himself with the character as the story grows? Without particularly having to know anything about his/her traits once the game starts?
I am sorry for the long post but I am sure you guys won't mind giving me your opinion.
So, in a nutshell, I know how my main character and some of the supporting cast behave and have laid out their basic traits; I am just having a problem presenting this to the player, or knowing when to present it.
I am sure this all depends on the story in my game and what kind of game I am making. At any rate, I hope to release a demo early next year and have people give me feedback. Thanks in advance!














