ASHLEY_LACURE'S PROFILE

Not much to know, was an older designer known as Alucardxdemon, but I left the RM community a few year ago. I'm back now to simply complete one of my favorite projects and share it with this community.

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Nevada.png

This looks cool, but the tanks and the trucks dont match the cars.

World Ease of Use: Interactivity and You

Skyrim does it as well. Like I said earlier unless it distracts from gameplay, who cares.

Whatchu Workin' On? Tell us!

Hey guys I'm joking with yall, my sarcasm is hard to express over words, I'll add a smiley face next time. :)

Whatchu Workin' On? Tell us!

Darken and LockeZ-sama you are both so knowledgeable I'll make sure to express my false professionalism with Box Art instead.

World Ease of Use: Interactivity and You

My Argument:

Good topic. First I dont believe RM2k3 users all find a desire to use pictures. If they do its their game so I cant really say yes or no to their implementation of pictures unless they are not using pictures properly or the pictures clutter the screen, thus I believe my interactive system works well. When you walk towards something or if you are in the interactive objects general area (2-3 tile radius depending on the importance of the object) you will get the "press to interact". It doesn't take away from the game play, it doesn't slow the game down in anyway, and if anything it makes it clear what you can interact with.

Note: As said early FFIX does a great job of this. In my game some items you see on the map are interactive as opposed to some games where they are simply for show.

In terms of the exploration factor I don't believe a system telling you that you can interact with something limits exploration. Look at Skyrim, the game tells you what you can interact with but exploration is not based on the system telling you "here is a Smithing Iron" its based on the player actually going out and exploring the world. In my game for example, this system will pop up when you are close to an item that can be configured or provides a means of interaction other than just dialogue describing what it is.

Example: In this screen I am facing a mirror, while I can press enter the game will only give my some internal dialogue about something on the players mind. But if I turn to my left and press enter on the dresser I can change my character's outfit if I desired to.

I do understand why some people dislike HUDs, however in terms of interaction and my game this system works best.

The Screenshot Topic Returns

Wow my English has gotten worse since Ive left college, I meant interface. My bad man. Also read your game page, Finish this or I will break your bones. Or as Bane would say "When this game is done, then you have my permission to die."

Edit: Also the 2nd one looks the best. Try to keep your menus as simply and "tight" as possible it will make your menus look better.

Eden Gate

Hey if you dont finish this game do I have permission to beat you up?

The Screenshot Topic Returns

@Craze: The interact image will stay, its used to tell you what items on the map can actually be configured and used. Also in terms of the sprinting icon I have yet to finish the stamina system but a little green gradient will fill the white similar to DHM's system.

@Max: I made that in 2006 before I finished my hooked on phonics work book haha. But thats an old screen.

@LockeZ: I agree with you 100%.

@Lotus: Love the interphase, noded at it in your Game Page, so keep posting some screens.

EG5.png

I like the look of this man, wanna see some animation from enemies though.

RofNew4.PNG

I like the battle system, post a video so we can see this in action.