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author=kentona
so um.... why is one team comprised of 50% of the active English RM memberbase across the entire Internet? It looks like someone is trying to game the system...


Did you read the rest of the thread? That has been discussed at length I think. : )

Screen3.png

author=Incarnate
you should be consistant. one sprite has a shadow while another does not.


The shadow is for your currently controlled character only (when you have multiple characters you can pick which you're controlling, the 'shadow' zips to them.)

Send Statistics a Valentine

I'm finally out of the top 10 list of Maker Score!

I guess I'd have to actually "make" some stuff to get ranked up there with the elites again! : )

Whatchu Workin' On? Tell us!

Wilfred the Hero

Beautiful!

I've been working a lot in Unity and working on an RPG as well, but these graphics are fantastic, you must be pretty skilled at modeling and the textures, gives off a very soft and smooth feeling, I'm really impressed at how well everything fits together and looks as good as any modern title (and better than most!)

I was a bit thrown by the weird way the camera would zoom in/out at times, but I think with more world to explore I'd get used to this, so probably just wasn't long enough for me to adjust to how this would feel.

I tried this on two machines:
1. My gaming PC - ran smooth as silk
2. My Mac (on an external monitor no less) - this was unplayable
- My Mac isn't very powerful, but it's not a really old machine either, probably about 2+ years old and was pretty solid at the time, would need to get specific stats.

Feedback:
1. The world was amazing, no complaints on anything.
2. Graphics were fantastic and smooth.
3. Menus - I liked the look and the font was clean, but I couldn't quickly go up/down or do things, was a slight pause that made it feel unresponsive.
4. Combat feedback is a bit more extensive:
- I couldn't tell if it was frozen for turns or not, combat was very confusing because an enemy would be walking over to hit me and I'd kill them with a skill when they got to me, but I wasn't sure who was actually hurt or not, might want to let people complete the attacks before moving onto the next or have a better feedback system so players can tell who got hit, etc.
- Seemed very jumbled, the animations were mostly cool but I think the attack animations need to have a bit more pause at the apex and hold while the skill starts so you don't feel like they twitched their arm in the air and then there was an icicle.

Overall however it's an amazing demo and I look forward to the finished product with some more polish!

Is this what I should expect from the best of the best RMXP titles?

Reading it from start to finish like this, I feel like this is almost a trolling attempt, or to get some drama going?

You only call out one RMXP game, you don't play any other examples point out, and you make a lot of generic statements about the glories of the 2K/3 makers.

You also tote your own opinion over the list of reviews from people who have (for the most part) played all of the game versus your few hours into it the first of many chapters.

One of the keys to completing a game is not constantly redoing your early works over, and MotW is the greatest example of a long RM game (the only I can remember) - this was in development for like 7 years! I'm sure they could greatly improve the early aspects, but rehashing the past to never finish a project with great promise is a plague upon all amateur game developers.

So excuse me for stating it so, but if you don't like it that much and don't plan to give it a fair chance and write up a review to support your opinion, why are you harping so badly on this one instance an RMXP in general? And if you really are just in it for the games, why would you care so much about which editor it was created in? (And just it just by games posted on this site...)

Sadly I was kind of hoping for a more useful discussion since I worked in RMXP and was curious to see some attention towards an editor that's been forgotten with time.

Aetherion

author=the13thsecret
It's been four months since the last update. On behalf of us watching for the expanded edition, I was wondering if we could hear some sort of progress report? Like if the game is on an indefinite hiatus? I'm sure we would all appreciate it.

I enjoyed the game very much, and I'm sure many people are curious about the expanded edition.

The 'expanded' version is very much in development, just probably not quite like you think it is.

Here's a preview of the one of the new dialogue portraits:


Sadly I can't show any in-progress screenshots (though there is plenty to show!)

We also have a new secret team member to help with the dungeon and exploration area aspects.

Rainfall: The Sojourn Kickstarter ad !

The video and couple of cycling screens and images are impressive looking. I'd expect more substance in a project before I'd invest (I'm working on something of my own and don't plan to post a project before I have a fully working demo, etc) but you sold it well!

A few warnings from someone who manages software projects with budgets for a living and has done so for over half a dozen years:

Money changes the whole playing field in any project, software in particular.

1. Have your plan mapped out completely, you build the design docs, everyone agrees and sticks to them
- You promised a lot of incredible things like smooth, revolutionary combat and AI and puzzles that fit the world, if you just plan to wing it and mess with it as you get there you'll come to regret it and it'll eat up time like you would NOT believe
- Balance your stats out early in a spreadsheet - 'winging' the difficulty and how stats/skills/etc work, as well as enemies, throws off balance like nothing. Even if your balance isn't perfect, if you used a spreadsheet to work out stats and build some common metrics (like X number of average hits to defeat, and min/max attack value ranges, etc.) you can tweak it without breaking the game if you keep it all calculated nicely.
- I can't stress how you need to know those numbers and features before you build, so I'll add another line.

2. No new features until it's working - scope creep is the ultimate enemy and will eat your budget

3. Get "who gets how much money and how and when" worked out early and get everyone to agree - no feature is ever implemented in the amount of time people will think they can do it in, as a rule we take a dev estimate and double it MINIMUM, so if you use an hourly rate kind of approach you'll be in trouble

4. Your advantage here is that it's a hobby and you've got some funds to work with - this is also your main disadvantage, up until now no one expected anything but to do their hobby, now they have money, be careful of how that can change mind sets

5. Be careful with your team, if someone decides they're sick of it and leaves the leader is on the hook, not them, know what to do if that happens

6. Use small goals to motivate your team - give them something small to work on, one at a time, and then get it working in the project. Big things make people feel like they have as much time as they need and they'll lose focus; small ones they feel good about completing and can handle. Do not leave it up to them. :)

7. Version Control. That's right. Do it now. Github is a good place to start. (ps. Make sure you stay in control of the files so that if someone does disappear you don't lose whatever work they DID complete.)



There's a lot more you should be doing, setting milestones and dates and such, but it won't happen with a team of hobbyists. So do what you can and be prepared for the worst and have a plan for when it does.


Finally, a word to you as the project lead. Bad shit will happen. You won't care about the money and you'll either want to write the whole project off and forget it happened, or you'll experience insane amounts of stress in trying to work with people to get something done. Either way you will wish you didn't spear-head this and you will experience ridiculous amounts of stress and fear and frustration and shame.

Tough it out, it's never really as bad as it looks (okay, maybe it is as bad as it looks, but it's not the end of your life, it'll just feel that way.)

(Also, when you start to make concessions to people in the hopes that maybe they can pull off something like a miracle, be warned that it is likely not going to happen and remember that a solution is all that matters, not blame.)

Boutalles Review

Sweet review, got two in short order!

@Solitayre: Boutalles was intended to be a high-mechanic walled game; like the Disgaea series and similar games where you need to play and experiment to learn more, I left really deep mechanics and just enough tutorial to let you explore as far as you wanted. I don't think mechanic accessibility has been too bad in most games (World Outside and this one are probably the worst of the lot!) but this time it was intentional.

I don't think additional tutorials would have helped much, what it really needed was more content to make that curve more gradual!

Also, the theme of the contest was "What can you do with RPG Maker VX Ace?" - so powerful and new mechanics was my secret plan to win (basically exactly what you said, a "proof of concept"!)

Spoilers: That plan apparently sucked.

NOTE: That's not really an excuse, there are certainly dozens of things I can do to improve this game, I actually have a version where that combo system was removed and replaced with something more logical and simple, but I have bigger ideas for the actual Boutalles+ (since I really enjoyed the humor and want to expand on the characters more.)



@Craze: I'm not sure I follow what you mean, but I think I do. And if so, what it lacks and OC had was actual, lengthy, content. All my later projects are definitely very tightly packed mechanics and story. The mechanics feel thrown on you and you don't have the time to adjust nicely, and the story feels compressed and rushed.

Sadly that's a side-effect of fitting too big a scope into too small a timeline. Outlaw City was like a 2+ month project, and since I couldn't do much with mechanics or the systems I focused on making an RPG - much more effective. My other games are mostly all really just compressed stories in a tech demo.

Finishing a game of real length is a much different and bigger challenge than completing something like a contest game, and it's one I'm still struggling to complete. I've found what throws me off the most is not having all my resources so I can just grind through the game-creation, I often have to wait or know I'm lacking certain resources, so I don't move on the project until I get them, but then they don't get done because I'm not far enough to NEED them yet... vicious cycle!

If I misinterpreted what you mean by "Fucking Weird" and hard to get into - please let me know. It's kinda hard to follow but after I thought about it I think I understand the issue.

Boutalles Review

author=Adon237
Oh this game was a very enjoyable one, and the intro was downright hilarious!


I loved that intro. Too bad it's kind of an 'inside' joke for the RM community. : )