BACKWARDS_COWBOY'S PROFILE
Gaming and game design are my hobbies. I've spent the most time with VX Ace and 2k3 (prior to Steam release), but the only thing I've ever finished anything with is 2k.
Psychology was my first degree, but being responsible for depressed kids was too stressful. So I got a Masters in Healthcare Management and now I'm responsible for depressed adults!
Psychology was my first degree, but being responsible for depressed kids was too stressful. So I got a Masters in Healthcare Management and now I'm responsible for depressed adults!
Search
Filter
What's the First Videogame you've ever played?
I vaguely remember a Super Mario game. I don't know if it was NES or SNES, and for all I know it might have been one of the early Donkey Kong games. My real dad was really into technology and video games, so I imagine that's how I got into it.
Square-Enix Decides To Give All SaGa Fans A... whole new game! Imperial SaGa, that is. (and it's not online!)
author=Darken
People still make games for the Vita?
My thoughts exactly. I would have thought they'd do 3DS or NEW 3DS (Because it's fun to get excited people confused. Thanks, Xenoblade!), considering Square Enix has a huge fanbase on 3DS thanks to Bravely Default, and the loss in potential processing and computing power is made up for in the number of sales it would make.
Unfinished RPGs
Final Fantasy II: I got it on the iPhone (it's just a port of the PSP one with touch controls) and just never got into it. It's just too different from all of the other Final Fantasy games.
Final Fantasy XII: Working on it. I had stopped a long time ago because I got stuck at a boss.
Final Fantasy XIII: Never started. I just left it lying around because my brother tried it and told me it was complete shit. I figure I'll get around to it when I'm recovering from foot surgery all summer.
Baten Kaitos Origins: Disc 2: Point of No Return
Class of Heroes: It's like Etrian Odyssey for people who hate fun.
The Last Story: I'll get around to it eventually.
Final Fantasy VIII: I hated most of the characters.
Dungeon Explorer: The 80's were hard.
Dungeon Explorer Sequel: Neither the DS or PSP one had the appeal of the old TurboGrafx one.
Persona: I got to the final boss and decided to consider it finished.
Hoshigami: Ruining Blue Earth: No.
Rondo of Swords: Up there with Hoshigami in terms of how-fucking-hard-can-a-game-be?
Persona 2: They censored Hitler and that was really just a downer. I wanted to fight Hitler.
Rogue Galaxy: My old PS2 cooked the disc.
Final Fantasy XII: Working on it. I had stopped a long time ago because I got stuck at a boss.
Final Fantasy XIII: Never started. I just left it lying around because my brother tried it and told me it was complete shit. I figure I'll get around to it when I'm recovering from foot surgery all summer.
Baten Kaitos Origins: Disc 2: Point of No Return
Class of Heroes: It's like Etrian Odyssey for people who hate fun.
The Last Story: I'll get around to it eventually.
Final Fantasy VIII: I hated most of the characters.
Dungeon Explorer: The 80's were hard.
Dungeon Explorer Sequel: Neither the DS or PSP one had the appeal of the old TurboGrafx one.
Persona: I got to the final boss and decided to consider it finished.
Hoshigami: Ruining Blue Earth: No.
Rondo of Swords: Up there with Hoshigami in terms of how-fucking-hard-can-a-game-be?
Persona 2: They censored Hitler and that was really just a downer. I wanted to fight Hitler.
Rogue Galaxy: My old PS2 cooked the disc.
Making physical copies of your game
It really depends on the file size of your game. If you're bothering to distribute it in disc form, I imagine it's going to be played by people who might not have the RTP installed. Including the RTP with your game would increase the file size like crazy. Most typical CD/DVD Roms that you can buy without having to order them from the internet hold a few gigabytes of data. It would take a few minutes to create each disc, assuming your game fits on the disc. A dozen or so would be no problem. You could also include an AutoRun.exe type of file to make your game play when the disc is inserted.
The most time consuming part of the whole operation would be making custom disc cases and inserts for your games.
The most time consuming part of the whole operation would be making custom disc cases and inserts for your games.
Things I've Learned
As far as improving the issues with variety, at least in FFX's case, bumping the active party size from 3 to 4 would solve several issues right away. The biggest problem was that if there were three enemies, and each required a different character to kill it (unless you wanted to spend eight turns bashing a slime with a sword), you had to swap out all of your party members which prevented you from using who you wanted to use. By increasing the active number of members to 4, you could always have one or two that you actually like and weren't using out of necessity.
An alternative would be to limit the number of specialized enemies to only one or two per fight, with the others being basic enemies. I understand flying enemies being able to avoid non-ranged attacks, but an enemy that is simultaneously flying AND resistant to magic? That restricts you to smacking it with a blitzball. The character customization tried to offer a solution by allowing any character to learn any skill or obtain any stat-boost, but with the exception of two characters who had stats suited to multiple skill sets, it required excessive amounts of grinding unless you waited until the endgame. The system was also hurt by the fact that only party members who actually took an action in battle gained experience, so if you had to swap out to fight a certain group of enemies, your options were either to not let that character gain experience, or waste a turn or two swinging at and missing an enemy to qualify for experience.
TL;DR Version:
-Variety requiring you to switch just to finish regular encounters is bad. It's fine for bosses or stronger enemies, but there is no excuse why a high-level warrior can't off a low-level slime in one hit after 30 hours of gameplay.
-If you have enough party members that it's enough for two separate parties, then even those who were on the sidelines should be gaining experience to avoid awkward level gaps between party members or certain characters falling into complete disuse.
-Give the player an alternative to having to switch, such as items that cast spells at like 70% power so they don't have to always switch to the mage.
-Don't add useless characters with gimmicky abilities for the sake of variety. I don't care if my beastman can learn monster skills if they're all just the same move with a different animation dealing less damage than my mage's spells.
An alternative would be to limit the number of specialized enemies to only one or two per fight, with the others being basic enemies. I understand flying enemies being able to avoid non-ranged attacks, but an enemy that is simultaneously flying AND resistant to magic? That restricts you to smacking it with a blitzball. The character customization tried to offer a solution by allowing any character to learn any skill or obtain any stat-boost, but with the exception of two characters who had stats suited to multiple skill sets, it required excessive amounts of grinding unless you waited until the endgame. The system was also hurt by the fact that only party members who actually took an action in battle gained experience, so if you had to swap out to fight a certain group of enemies, your options were either to not let that character gain experience, or waste a turn or two swinging at and missing an enemy to qualify for experience.
TL;DR Version:
-Variety requiring you to switch just to finish regular encounters is bad. It's fine for bosses or stronger enemies, but there is no excuse why a high-level warrior can't off a low-level slime in one hit after 30 hours of gameplay.
-If you have enough party members that it's enough for two separate parties, then even those who were on the sidelines should be gaining experience to avoid awkward level gaps between party members or certain characters falling into complete disuse.
-Give the player an alternative to having to switch, such as items that cast spells at like 70% power so they don't have to always switch to the mage.
-Don't add useless characters with gimmicky abilities for the sake of variety. I don't care if my beastman can learn monster skills if they're all just the same move with a different animation dealing less damage than my mage's spells.
[RMVX ACE] When compressing game data.... do i enable "Include RTP data" if using charecters created from charecter generator?
author=derpeyman28author=MarrendUsing RTP tilesets requires me to check "include RTP data" right? Edit: What does RTP mean?
Files made with the build-in generator aren't part of the RTP, so, no, they would not be included if you check that box. However, generated files are typically saved in a corresponding sub-directory, and would be included if you check that box or no.
"RPG MAKER VX Ace Runtime Package (RTP) is a collection of materials. It contains graphic, music (.ogg) and dll files which you can use when creating your own games with RPG MAKER VX Ace. So please ensure to install this RTP before you install RPG MAKER VX Ace. Using this RTP, you can reduce the total size of your game files created with VX Ace. If you want to play the games created with VX Ace, you need to install this RTP before you play the games." - RPG Maker Web
It's just the default collection of resources, including sounds, graphics, and everything else that is not imported by you. If you are using the default tilesets, then yes, you need to include the RTP.
Things I've Learned
author=Craze
so you're saying that changing characters won't add variety to a bad game? why do peole in this forum keep assuming enemies are gonna be boring? =| i saw it plenty in the miss topic too... people just assume everything is ff6 (and thus poorly constructed) and give their opinions based on that.
kind of a pessimistic atmosphere for gam mak :<
FFX was the opposite of FFVI, but to the point where it was also bad. You had to switch to certain characters all the time because most of the enemies in the game had attributes like Flying, Resists Physical, Resists Magic, Armored, Fast, etc. With something like seven characters, it became a pain swapping through everybody to finish a battle against three or four enemies. And then they went and applied the attributes to the bosses, so several boss fights became restricted to three characters capable of dealing decent damage, plus whoever you were using as a healer. It's the perfect example of variety gone wrong.
Let's Talk about Map Design
Dragging us back to shops, does anybody else absolutely despise the department store that is present in almost every Pokemon game? You have to ride an elevator or climb stairs to go to twelve different registers just to buy the things you want, and the things that you are going to buy the most often are almost always on the upper levels. Actually, I remember Earthbound having an annoying shopping mall or two as well. Lots of empty space between registers, loading between floors.
I feel like shops should be limited to their function. If you're going to have a mall, then it should either contain several stores not just registers, and also have a purpose beyond "just run through seven screens whenever you need a first aid kit". If it's going to be big, it should be a central hub as opposed to just a shop.
As for large landscapes, deserts are almost always huge. That's the entire nature of a desert. Just massive expanses of sand, dunes, cliffs, canyons, and cacti. Final Fantasy XII had several deserts, and you spent the first several hours of the game in them with the exception of a sewer and a plain. Even worse is that they were all connected despite being identical, although it made emerging into grasslands and a jungle just that much more fulfilling.
I feel like shops should be limited to their function. If you're going to have a mall, then it should either contain several stores not just registers, and also have a purpose beyond "just run through seven screens whenever you need a first aid kit". If it's going to be big, it should be a central hub as opposed to just a shop.
As for large landscapes, deserts are almost always huge. That's the entire nature of a desert. Just massive expanses of sand, dunes, cliffs, canyons, and cacti. Final Fantasy XII had several deserts, and you spent the first several hours of the game in them with the exception of a sewer and a plain. Even worse is that they were all connected despite being identical, although it made emerging into grasslands and a jungle just that much more fulfilling.
The official English 2k3 version is out!
I'm having a hard time believing that the first RPGMaker that I learned to use is actually legal for me to own now. I might just spend $19.99 for the nostalgia.
Is the WiiU really that bad?
Now that the Wii U's E-Shop or whatever they're calling it this update is being given Nintendo DS, GBA, N64 and Wii games, I think Nintendo is actually switching over to a more nostalgia-based sales plan. Combined with the new Cross-Buy feature introduced, and the announcement of Club Nintendo's successor, I think Nintendo is looking to make it even better for gamers as opposed developers.
Also, they're starting to develop for iPhones and Androids. So we might see some Mario or Pokemon games popping up in the App Store within the next two years.
And not super relevant, but after losing money in the Year of Luigi, a chart or something was released that showed Nintendo could keep losing money for over 30 years consecutively before going bankrupt.
Also, they're starting to develop for iPhones and Androids. So we might see some Mario or Pokemon games popping up in the App Store within the next two years.
And not super relevant, but after losing money in the Year of Luigi, a chart or something was released that showed Nintendo could keep losing money for over 30 years consecutively before going bankrupt.













