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vacant sky's failure and the trends of selling rtp to stupid humans

The RM Community has always valued originality in art and design because it's how we differentiate ourselves and establish our superiority.

We hate things that encroach on our territory or are more popular than we are.

We hate seeing other people do something we don't have the guts to do.

We hate people who do it before we think of it.

We're sour when someone's work that doesn't seem as hard or as sacrosanct as our own gets them more acclaim or, worse yet, they "sell out" and get MONEY.

We treat making games as a hobby, but then get mad when others try to turn it into a profession by using skills other than amazing pixel art or mind-bending plots, because to us that is the "important part" of our "art." (Even though every other "art" has the same problem and the commercialization is always heavily criticized, yet remains much more profitable.)

We want to ignore the fact that marketing, management, and other skills are just as important in the field of actually selling a game versus just making one, and it's a bitter pill that reality makes us choke down and then bitch about in our community forums.


It's true that my hackles and anger rise seeing some of those projects get funded, "I've done way more creative stuff in my sleep!" my mind screams. "What about all the hours my wife put into art work?" (Which is pure shit to the art aficionados because it's 'anime' anyway, but still...)
"Look at the quality of this stuff, I can't believe people would put money towards this!"


If people are willing to pay for these awful things however, it's our own fault.

Why aren't we making and selling these "things we could do so much better" - if it's that easy and we're that good, we should put our money where our mouths are.

But we almost never do. It takes so much time to make the resources, we have jobs, quality can't be rushed, we're not using pre-made resources so it takes longer, we don't want to release something until it's perfect, the list goes on.

I've been on the front-line of business because I started along with a small company founded by a business genius. I stuck with them at a low pay initially because I KNEW how good he was and he knew I was loyal and hard-working; it's paid off quite well and I have a stable and well-paying job.

Watching our company grow, what worked and what didn't, seeing other companies, etc, I learned that excuses are just that. Results are all that matters in the end.

If your goal is to enjoy making your hobby game, then a good result is you enjoy it. And if you do enjoy it, who cares that some other RM game is making 20K for doing "nothing?"

If the goal if wanting to prove you're above all these hacks that don't conform to your vision, then you'll be dealing with a bitter draught as these 'hacks' sell or get funding for games you wouldn't waste spit on.

Thankfully we have the happy times regurgitating how shitty and unoriginal and cheap everyone else is in our close-knit little communities! That ego stroking is our safe haven, our calm center in the storm of mediocre games. And hell fires upon any that would disturb it!

RPG Maker VXAce Nugget Crash Course Results (4/4)

author=GreatRedSpirit
I just noticed the article text says 23 entries made it but there were 24, 21 not counting the judges entries


Boutalles was one of the last games I played during crunch time. When I started to experiment with the synthesis menu after dinking in the forest for a bit the very first thing I tried did a CtD. Mix that with not saving and the wind from my sails evaporated. I can tolerate and enjoy bugs (I play Sonic 2006, Binding of Isaac, and Paradox games, hell the changelog for Paradox games is some of the funniest shit I read) but CtDs are my kryptonite and nothing saps my will to play games like they do.


Not sure what to say, I included a notice in the contest thread about the bug specifically and how to avoid it for the judges. I was surprised you hadn't saved, but after that many games I'm sure you just wanted to be done. :)

RPG Maker VXAce Nugget Crash Course Results (4/4)

author=Deckiller
It was the synthing, the lag in the forest, and various combos/button inputs not working. I would hit the combo buttons and nothing would happen, or I would hit the combo buttons in order and they wouldn't register on screen.


I know the one Synth bug, can't speak for lag in the forest (can lag be considered a bug if it's not common?) without seeing it (odd other games didn't lag up since the map doesn't have additions besides the particle engine, so just plain old VXAce mapping.)

As for the combo buttons not registering, you need to pace it with your attacks (think like a fighting game) - if you're sure it was a bug I can make a simple version that displays an input timer and we can test, but this is not something anyone else has mentioned.

The place in the forest where you learn to synth isn't even halfway through the Forest dungeon, the first of 4 dungeons. No one even beat the first boss or even unlocked any extra classes or anything. T.T

RPG Maker VXAce Nugget Crash Course Results (4/4)

My only complaint is how Deckiller still hasn't provided me with the list of "bugs" that he keeps mentioning. :(

I have had one other person mention lag on another site, have confirmed with 10 other people that they had no lag (including some artists from my wife's side who played it) so I guess I don't know how to help on that side. Even on my crappy old laptop it runs at a smooth 60 FPS.

There was one bug I warned about in the thread, the Synth one, and how to avoid it (since you need to do something the complete opposite of the system to get it) but other than that I still really want to know what this list was so I can fix it. :(

I didn't realize one avoidable crash bug meant the entry would be shelved, so kinda sad no one finished it (especially due to the overall length, there are several pretty lengthy dungeons we put a lot of effort into!)

Boutalles

author=Deckiller
I was going to do a video playthrough "Let's Judge", but I was in one of my early morning rambling moods and the game froze a couple times during combat. :< The scoring will take a hit because of the bugs, but it's still one of the top entries and a great achievement for two weeks.


You're not accidentally pressing the 'A' key on the keyboard to pause combat, right? (I didn't have time to add a warning or something on the screen.) In this case everything except the music is completely paused, even animations.

Other than the pause issue, I've had no report of combat actually freezing, so if you have more details please let me know!

The only known bug from the original release was if you tried to synth a completely blank item on the left (and you selected one of the blank lines on that blank item) it would crash.

ks_screen12.png

I actually liked the old art, the new style looks really empty to me.

Although, that's just my opinion, if you like this better then hope it implements smoothly. : )

ks_screen12.png

Not sure if this is replacing the old one:
http://rpgmaker.net/games/3304/images/19469/

But if so the old one looked 100x better and more interesting. : (

The theory of velocity and movement

Just an interesting tip, I used 4.5 for normal walk speed. It's faster than 4, but not so fast you zip past things.

You can only set that using code, like $game_player.move_speed = 4.5 (or just @move_speed = 4.5 if you're modifying it in the player class) but you might want to try that value and see if you like it.