BACKWARDS_COWBOY'S PROFILE

Backwards_Cowboy
owned a Vita and WiiU. I know failure
1737
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!
Last Quest IV: The Prequ...
RPG Maker 2000 adventure for the Golden Game Mak Contest

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RPG Maker: XP vs VX vs VX Ace

author=turkeyDawg
Yanno, speaking of the SFC version, out of curiosity, has anyone here ever bothered with any of the console versions? I know they've made RPG Makers for the Playstation 1 & 2, which were released in the US. More recently I've seen versions for the Nintendo DS and I think 3DS, too, at least on the internet.

I had RPG Maker III for the PS2 a while back. The soundtrack was great, and is available as DLC from the official website for I think $19.99. The mapping was a bit weird, and if I remember correctly, you just carved tunnels out of a big chunk of map for dungeons, and placed houses within a walled area for towns. One really good thing was that enemies had levels, so you could have a recurring villain who wasn't a separate enemy every time. Entering text was the worst thing in the world though, unless you had the super rare PS2 Keyboard. One game took up an entire memory card though, and to distribute it to a friend you would have to give them the software and the memory card so they could play it. Great concept, poor execution. I would like to see them make a 3D PC RPG Maker, but with all the other software available today, it wouldn't be very profitable.

But right now, Ace would probably be the way to go. When it came out, it wouldn't have been worth it, but since everything has been ported over script-wise, and with the new Steam support and the company's attempts to break into a larger market, it's probably going to become the most widely supported version ever.

Who Wants Some Steam Coupons?

After crafting several badges over the past week or so (made possible by a foil copy of a RMVXAce card), I have a bunch of coupons that are expiring in a few days, and have no intention of using them. So if anybody wants them, I have the following:

Expiring March 3rd, 2014:

50% Off Gary's Mod (Expires 12:16:56 EST) (Expired)

Expiring March 5th, 2014:

75% Off Galcon Fusion (Expires 19:13:54 EST) (Expired)
66% Off Eversion (Expires 20:03:43 EST) (Expired)
90% Off Serious Sam HD: The First Encounter (Expires 20:07:45 EST) (Expired)

Expiring March 7th, 2014:

66% Off Duke Nukem 3D: Megaton Edition (Expires 12:43:11 EST)

If you want any of these, add me on Steam (same username as on here) and just let me know which ones you want. Absolutely free, since they're just going to expire in my inventory. First come first served, and I'll try to keep this updated as they go.

Steam Workshop

author=kentona
so ummm... how does one SUBMIT things to the workshop, anyway? Keep in mind that I don't have the "steam" version of RPG Maker VX Ace.
You can get a free Steam Key from the Support Staff at RPGMakerWeb if you have a proof of purchase (like the confirmation email or whatever). Once you have the Steam version, there is a new option under "File" called "Manage Game" or something, where you can upload the file and select an image for it, and set it to "Play Only", "Play and Edit", or "Resource".

I have noticed though that because of the Steam sale and the addition of the workshop, there are dozens of threads popping up on Steam along the lines of "I can do nothing except write a plot. Who wants to make my game for me?" and people asking how to use every single aspect of the maker to make games way outside of their skill level. I mean, you see that here sometimes, but it's really bad on Steam now.

Nudity in Games

The fact that you said you can't see nipples or genitals in your first post kind of covers you pretty well in terms of what you could and couldn't get past any kind of censors. The PS2 JRPG "Mana Khemia: Alchemists of Al-Revis" and the sequel both had dozens of nude monsters (all female and all humanoid) that had no nipples or genitals, and the first game received an E10+ rating from the ESRB, while the second received T because of stronger language. So non-detailed nudity in games isn't really an issue if your game has above an E rating. Especially if it's culturally faithful, such as the use of a "swastika" (actually an old Japanese & Indian symbol or something) used in "Bleach: Third Phantom" where a disclaimer was in the game's manual explaining the symbol's history. Even several RTP monsters throughout the decades have been nude, but either non-detailed or covered by mist and such so they weren't considered "nude".

Do RPGs need a story?

If your game has either no story or minimal story, it should at least have an interesting environment for the player to be able to make their own story. There was just something about climbing a snowy mountain in Skyrim, having your horse killed in a bandit ambush, killing the bandits and watching the sun rise while weeping over the corpse of the horse you stole fifteen minutes ago that made the game so much better. Or surviving a night of Creeper attacks in Minecraft, climbing out of the safe room under your basement, and packing up what was left of your belongings in search of a new location to restart your farming life.

None of that stuff is purposely inserted into the game. The only parts that were meant to happen were "bandit ambush" and "creeper attack". The rest is unique to the player, and won't necessarily happen every time. It gives the player character a story other than "Dragonborn saves world by killing dragons that he is apparently distantly related to, being Dragonborn and all", or "Pixelman named Steve hits rocks with a pickaxe, kills pig using carrot". Minecraft is the only example I can think of right now with absolutely not story at the beginning, and Skyrim's story is completely optional outside of the intro/tutorial.

Intellectual Property Means Nothing On Mobile

This is a similar situation to the whole Apple VS Samsung debate where they can't figure out who owns the rights to rectangular screens or batteries. Or Sega's infamous directional arrow copyright. I've personally played both Candy Crush and Candy Swipe, and can honestly say Candy Swipe is complete garbage as a game. I made a two-player pong rip-off in C# in only three hours when I was 17, yet this guy supposedly took months or years to make Candy Swipe. Candy Crush is a colorful, well-designed game (in terms of gameplay, not money) that appeals to casual gamers, who might be willing to spend three or four dollars to unlock the next set of twenty or thirty levels every few weeks or months. The only similarity is the use of candy in both gameplay and the name.

The ratings for both of the games have been brought up (Candy Swipe) or brought down (Candy Crush) by the uneducated masses of reviewers who are giving one or five stars because they read an article about the existence of more than one candy-themed game. Look up "Candy" on the App Store. HUNDREDS OF GAMES. OH NO. LAWSUIT! What's going on here would be like all of us suing each other because we all used the VXAce character generator to make similar characters. If anything, Hasbro, the owners of the old board game Candyland, should be suing everybody for making a candy-themed game. The only "intellectual property" anybody owns are the deformed characters in Candy Crush, who are iconic to that one game.

If Nintendo and Sega managed to get over everything that they allegedly took from each other with only a few lawsuits, then there shouldn't be any reason to fight over the mobile candy game market. Whoever has the better game is going to win no matter what any court decision says, because people don't buy or play games based on name anymore. Just look at every Sonic game in the past ten years.

[Poll] Game Titles

author=pianotm
author=LockeZ
author=RedMask
Mashetani Liberation vs The Land of Mwanga
The former gives me the impression that the game is about action and battle. The latter gives me the impression that it's about exploration and discovery.

So, I'd say to pick whichever one fits your game's genre better. I don't know enough about your gameplay to tell you that.

With the original list of titles it was easier to pick one without knowing much about the game, because they were all similar. With these two it's basically up to you to decide if the game is more about the liberation or the land.
Maybe if we knew more about what the game was about. To be honest, "Land of Mwanga" doesn't put me in mind of demons or liberation, and I thought that was what the post said the game was going to revolve around.

"Land of Mwanga" sounds like a child's game to me for some reason. Sort of like "Club Penguin" or "Wizard 101". I'd stick with "Mashetani Liberation". Not only does it relate to African spirituality, but it sounds more exciting while "Land of (Enter ANYTHING Here)" sounds really generic and almost like a name generator made it.

Are achievements a poor way to increase game length?

I think somebody should conduct a study into whether or not achievements affect a video game's sales. Does not having "Achievements/Trophies" listed on the back of the box decrease the chance that somebody will buy your game? Does a lack of trading cards decrease the chance of a Steam game selling? And if this proves true, does the number of available achievements/value of the trading cards have a further effect on the sales? Since not too many people can really defend the opinions for either side of the situation, I think something that actually could ruin an indie designer's livelihood would change the whole perspective on whether they are good or bad.

Are achievements a poor way to increase game length?

I'm seeing a lot of "Achievements Show You Did Something Cool/Hard", but maybe 10% to 20% of achievements in nearly every game with achievements that I've played are actually like that. Most games, such as Fallout and Call of Duty, have achievements like "Reached Level X" or "Completed Mission/Quest X". Those are things that nearly everybody does and often don't matter. I sometimes feel like the game designers think I'm stupid when I get an achievement that says "Beat Level One" on my profile, since not only does everybody have it, but it requires little to no effort or skill. In addition to that, many games have an achievement for every difficulty of every mission, although many exclude Very Easy/Easy from the system. I understand something like Fallout: New Vegas's "Beat The Game on Hardcore" achievement, or Tales of Graces f's "Beat The Rockgagong", since those actually require effort and not everybody has done it. But when a game has 52 achievements, and I have about 65% of them just from playing through the game normally, then the reward system is either being abused or is just too easy.

Some casual gamers might prefer this, since they can feel a sense of achievement despite not playing through the game or only playing rarely, and the achievements might keep them going, but as somebody who was once a hardcore gamer, I feel like most achievements are kind of worthless now. And even worse are the "You Started the DLC!" achievements. You're basically buying your next achievement. There was one Call of Duty game where you could get three or four achievements in the main menu alone. And with Resonance of Fate, there was an achievement for completing every story chapter. To be fair, the game wasn't exactly easy, but when I'm rewarded for completing the tutorial with something besides, y'know, being able to play the game, I think it's time to reflect on what the industry has become.

What elements from existing games would you like to see reused?

author=Desertopa
I believe the Fire Emblem games use this extensively, but I haven't played most of them.

The best example for that is Fire Emblem 7 with the character Nino. You get here a couple levels before the final battle, and she's a level 5 base class. She has some of the best stat growth and max stats of all magic-users, but getting her to the max level without her dying was a challenge. Also, perma-death was mandatory in that one.

author=Crystalgate
The way you switch characters mid-combat in Final Fantasy X. I have seen a bunch of CTB scripts, but I feel that it was the character switching that made FFX's combat into what it was. Further, I think that FFX only scratched the surface of what it's system could accomplish. I would really have liked to see more games use it and explore the possibilities that system presents.

Mana Khemia I & II used a much more sophisticated version of that system. You could switch on a character's turn, or you could switch right before an enemy attack. The incoming character would take the hit, and with every character having unlockable switch-in abilities, it added strategy to it. If your main damage-dealer was low on health, they could still come out to fight, and then switch out once the enemy attacked. You could also switch in during your attacks, and the incoming character would also attack, and then stay out. There were also switch-in abilities for attacking.

I think Mana Khemia had a really good handle on a lot of features, like item crafting, strategic battles (Especially the second game, with its Hard Mode feature), optional sidequests that had meaning (Several endings! Yay! Also, some skills and hidden potential were unlocked this way), some decent challenging endgame content, and a central hub that you could either choose to explore or navigate with a menu. Also, skill points.