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The Statistic Instruments: City of Bones

author=kentona
You forgot that Desert Nightmare also overtook the 3rd spot.


heh.

Statistic Rim

Hero's Realm: 21610
Desert Nightmare (English Translation): 20815

I'm coming for you, kentona.

May the Stat Force Be With You

I'm old and I don't know anyone on this website anymore.

But January is the month that cares (about stats)

lol i have one of the top 5 downloaded games now

Misao Recognition

gimme my misaos

And it's hard to hold a stat in the cold November rain

Oh, apparently I have one of the top 10 most downloaded games now.

The Screenshot Topic Returns

@dookie: good shit dude

Why rm2k3 is terrible for action games

Hi! This is my story.

I was once very interested in trying to make an action-based RPG style game in RPGMaker 2003. You can see some examples of that: here, here, and here. These 3 are only a small selection of a large collection of action-based games/demos that I released or worked on over the years I've been involved in the community. I've attempted to create such an action system at least 15-odd times, each time using different inspirations, ideas, mechanics, controls, etc. I would finish the system, then ditch the project entirely for a new one.

After playing with them for a long time, I realized something: I was wasting my time!

The inherent flaws in the program do not allow you to replicate the accurate game feel that many of our favorite action games do have. There has not been a single RPGMaker 2003 game to replicate the proper "game feel" and smoothness that games like Link to the Past provide. I'm NOT saying your game is supposed to be Link to the Past, or copy its exact mechanics, but almost every single GOOD handheld or console action-game has a tightness of control and feel. This is where games like Link to the Past, or even games like Mega Man, Soul Blazer, and Terranigma, shine and make them fun and playable. Of course, these flaws only appear when you are trying to bend to the program to do something it wasn't meant to do!

The problem itself is not the tile-based movement. The tile-based movement, however, does compound with the real issue, which truly is the collision detection. Every single 2k3 action game out there is either extremely easy, extremely difficult, or extremely tedious. No game has the naturalistic, smooth control of a real action game and battles always feel very awkward and terribly forced. They're either some sort of cheap button mash or some tediously slow crawl. At the point at which you have the ability to create something like a pixel based movement, you'll have this incredibly unwieldy and tedious system. When you're at that step and at that level, why don't you just move onto a higher-level program with real action capabilities? It's fun to bend the limits of 2k3, but some things... just weren't meant to be bent.

Once I realized this fact, I was able to peacefully move on with my life. So go on, you can move on with your lives too.

The end.
-an "ABS veteran"

The Rare/Obscure RM Games Request Topic

Okay, I've fixed that.

The Rare/Obscure RM Games Request Topic

I've begun updating my previous posts with download links to all your requests.
I've also already filled up my locker with uploads, so they're now on MediaFire. I also threw some more games on the lists, and put links to stuff that I had previously uploaded as well.