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[Poll] All Hallows' Event II: Theme Poll

author=SnowOwl
@Anaryu
I can't see why you would get the idea it would be RPGMaker only. I'm pretty sure it's not.


Because some of the prizes are sponsored by RMW. : )

[Poll] All Hallows' Event II: Theme Poll

author=Craze
Anaryu
I voted for Other and want a Open Theme just centered on something Halloween or spooky or ghostly or something. Having at least 3 themes to choose from wouldn't be too bad either.
we got five to choose from!

louiscyphre and i are going to do monster horror. survival attack. whatever. and it will be better than dragon's descendants I SWEAR (hey remember wine and roses yeah okay pretend that was my latest game)

...now i just need to finish my current project in the next few days so I can do THIS game lololoilaksfl.d,mng.as

Oops, yes, yes we do.

This is a something I just assumed, but we don't have to use RPG Maker for this do we? (ie. it's okay to use other engines?) Answer is in progress.

[Poll] All Hallows' Event II: Theme Poll

author=LockeZ
I voted on the poll, but I'm against event games existing. They always suck so bad. You can't make a game in a month. Or, at least, someone who's only working in their free time can't make a game worth playing in a month.

I wonder if we could do something else besides games for the event. Like, a single battle. Or a cut scene.


Almost every game I've created was for an event - they may not be the next super-graphics-eye-candy-hit or 30-hour epic, but you can pack a lot of gameplay in if you know how to schedule things, and it gives people a chance to to experiment with new ideas and gameplay, so I think they're worthwhile. Also it gives the community a boost of activity.

I voted for Other and want a Open Theme just centered on something Halloween or spooky or ghostly or something. Having at least 3 themes to choose from wouldn't be too bad either.

Avarice

author=icovoc
Hey Solitayre/Anaryu/Krissana, played this and really enjoyed it (factoring the battle system in maybe more than Aetherion, though I'm still really looking forward to the expanded edition of that game). Makes me wonder what you guys could do if you were to make something outside of a contest, considering it only took two weeks for something as awesome as this.


Something like this is in progress with Aetherion. It's been a long time in the works and gone through a lot of revisions because we're not doing it in RPG Maker and we're learning a lot of new things as we work on it. More news on that hopefully soon.

Avarice was a lot of fun to make, glad you enjoyed it.

Doing something outside contests is tougher - no strict timelines and more time means we want to actually polish things instead of just make an idea a 'demo reality' like this previous games.

SkyE

author=NoxieNation
This game is amazing, good work! I just wanted you to know that I have a youtube channel where I spotlight RPG Maker Games. I recently spotlighted Skye if you want to check it out :) Hope you like it.


Holy cow this was awesome! I can't believe I didn't notice this one before (probably opened the update in a new window but forgot to look or something.)

Thanks so much for the review and glad you enjoyed it. : )

author=The_Stillborn_Child
Too Short.


Agreed!

Cast Aside

@Kentona: Maybe, but it was episodic too, and obviously not completed (and some blogs were about next revisions) - makes sense he was confused!

@meisam: I really do love this project and want to revisit it eventually. Sadly the scope of having a huge party and a bunch of tactical combat also means the amount of resources necessary to make it is much higher than normal. Glad you're enjoying the games!

Cast Aside

That's a really hard question to answer.

Would I like to complete this game? Yes. It's perhaps my favorite.

So why haven't we?
1. RPG Maker XP is old and painful to work in - I liked the map editor, but a lot of other parts were really annoying and frankly I don't know if I have my keys for it anymore : )

2. We boxed ourselves in! The last puzzle I came up with was my favorite (the mine and the battle) and I got stuck for months building the next big puzzle and realizing I wasn't making anything fun or challenging, just tedious. The artist kept hitting a brick wall when trying to get a unified style for the characters we both liked too. There are like 6 or more revisions for the faces and we weren't happy with the last either.

3. Other projects have become a higher priority. I like the story best in this game to be honest, but we're in the middle of another major project which is taking all our time and is a ton of work. I'd like to remake Cast Aside some day, but it's going to be a long time in coming.

TL/DR - The short answer is: No, we're probably not going to finish this. And that makes us very sad.

Steam VX Ace Giveaway - Part 1 (Tagline challenge) - Winner announced

RMN: Make, Play, Live.

The Screenshot Topic Returns

author=slashphoenix
Well, someone already posted basic word-wrap code that measures the size of the current TextMesh and can tell when it extends past the dialogue box, it won't be too hard to automate it and it'll be a lot more reliable than trying to measure it myself.

The one thing I do want to do is expand the string editor in the Inspector to a box instead of a single line, which will involve some Editor code but probably isn't too complex.

Making a custom editor in Unity is actually a LOT easier than you might think. I built a basic event system for handling things like dialogue, it's worth the effort!

The Screenshot Topic Returns

author=slashphoenix
This may not seem that fancy but NPC DIALOGUE YESSSSS

Only if you aren't using Unity does this seem so easy.

I'd skip word wrap and just do the line-breaking yourself, RM and the other tools don't really have it.

Put your effort into improving the editor where you enter the text, maybe even implement word wrap in that instead.