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Lack of Participation: The Largest Problem Facing Our Community, and Why It's Your Fault

I think this has some very good points in general, but misses on part of why a novice developer might post a game in the first place - to just get a game out there and get some feedback. What may feel compelling or intuitive to the solo designer could be received badly on a larger scale, but without feedback, the novice will never know which gameplay elements to refine, or even how to do so, which leads to the problem which completes the fault of this circular argument: if a community expects that games developed by novices to be bad, even if they do have compelling gameplay, reasonable scope, and unique presentation, then they'll never be given fair chance in the first place. That's the catch-22. What you're calling for is fair, but effort must still be taken on the part of the community at large to play through these broken, half-completed games, even if the experience is less than fulfilling.

In a perfect world, you can decry the lack-luster efforts of novice developers and their games will improve, making them more desirable to play, and the community, having sensed this shift, will review these games and give the authors the feedback they crave. Unfortunately for you and myself, we live in the real world, where you can blame novice developers all day long, but unless they get specific advice on their own games, they won't know what to fix or how to do so, and the games will not show any marked improvement.

To be clear, I don't think that the community should have to suffer through boring games either... but if the growth of a community depends upon new members, then a community must acknowledge that a new member's first efforts will be sub-par by virtue of inexperience, and yet support those developers in hopes of them improving to the point where they can contribute in a more meaningful way.

Positioning of bosses

Bosses should be used where appropriate. That's not necessarily at the end of a dungeon - sometimes the dungeon itself is a sufficient challenge to test a player.

The Dragon Quest series is an excellent example. Boss fights are relatively infrequent compared with other games, but those fights are significant. The random battles can often be very challenging in a Dragon Quest game, especially when measured out over the course of a long dungeon where resources are limited and damage begins to mount. A tough boss at the end of a Dragon Quest dungeon simply isn't necessary much of the time.

So what, IS a boss, really? It's a unique type of challenge that tests the player's combat skill - this test is to gauge either if the appropriate lessons were learned in the areas leading up to the boss, and/or to determine that the player is ready to face what comes afterward (to say nothing of story-line importance, which blurs a lot of lines). Defeating a boss is a visible sign of progression, just as, if not more poignant than any amount of exploration or power gain. Keeping those factors in mind, regular boss fights aren't always necessary, but a well-placed, well-constructed encounter can keep a player feeling like the game is moving forward.

Release Something! Day [Release Thread]

Elar: Tales of Heroes (working title only... maybe Tales of Elar? Maybe just Tales of Heroes? we'll see...)



Tales of Heroes is a story-driven RPG with heavy influences taken from Final Fantasy, Dragon Quest, Lufia, and D&D. The game download has been submitted and will be linked here, pending approval.



Features include: random battles, a mana/resource system that encourages skill use while also requiring some balance and forethought, "bounty" system for money-making, and large maps that encourage open-ended exploration (not implemented in the demo).

Battle Transition is interrupting my BGM

You can't actually use the default XP interface to keep the music continuous from the map to the battle event, as it's scripted to stop the map BGM by default, even if the map and battle BGMs are the same. However, I managed to find the line of script that stops the map BGM.

Open up your script editor and go to the Scene_Map class, then look for the line that reads:
$game_system.bgm_stop
It should be around line 168, but I did some editing in my process of trial-and-error, so I'm not 100% sure :) You can delete this line, or simply add a # in front of it if you're paranoid that you might need to re-enable this particular line of code at some later point in time, which is what I did.

I ran some quick tests and this worked flawlessly. Of course, that may not hold up in the long run as I only played around with the change for 5 minutes or so, but my map music continued on seamlessly when the battle BGM was the same - even playing the transition SE didn't interrupt the flow of the music, which was a happy surprise - and at a later point when I wanted my battle BGM to be different than my map BGM, this worked correctly as well.

Team Project

I'd be interested in helping with this. I wouldn't call myself adept with RPG Maker by any means, but I'm competent in its use. My strengths are in story and character development, as well as balance. Mostly, I'm at a point where I think my dev skills can improve better with collaboration than solo. If you'd like me to give you a hand with anything, let me know.

A text question [RMXP]

author=myersguy link=topic=479.msg6455#msg6455 date=1198040840
I know this was possible in RM2k3, but I think they may have removed it. Anyway, I was wondering if it is possible still to make text that automatically closes after a certain amount of time using RMXP without scripts. I am sure scripts could probably do it, but they always fail when I try to use them.

Hmm... interesting dilemma...

I haven't tried anything like this before, but I feel like it might be possible. I'll let you know if I figure anything out.

Battle Transition is interrupting my BGM

That doesn't really address the issue.

I want one single track of music to continue from map, un-interrupted through battle, and continue through the end of battle back into the map screen, all contiguous. The problem is that no matter what I try, I can't seem to script an event so that music will continue uninterrupted when a battle process begins. I don't want to change anything - I want it to keep on playing. Think the FF6 segment when Sabin, Cyan, and Gau travel through the underwater tunnel back to Narshe.

Battle Transition is interrupting my BGM

Battle Transition is interrupting my BGM

I'd like to keep my BGM playing through without being interrupted and then restarting when a battle event is processed. I can remove the victory fanfare ME at the end of battle to keep the BGM playing through from the end of battle back into normal play, but removing the SE for battle transitions doesn't seem to work. Help please! ;D

Release Something! Day [Dec 24th] - Sign Up Thread

I just registered for this site - this looks like as good a place as any to make my first post.

I should have a demo ready for Elar: Tales of Heroes (title tentative :P) . . . assuming I don't get caught up revising the same minute details I've been fine-tuning for the last several weeks ;D
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