BEN_RANDOM'S PROFILE

I'm Ben_Random. I've been around since 2008 but I didn't really get active here since Super RMN Bros. 2. That, an unfinished game, and a couple of contests sums up what I've done with game making on this site. I find that my main purpose here is writing. I have a few tutorials out there, as well as some reviews on Mario fan games such as RMN Bros. or Mario V.S. the Moon Base.

Now with the internet the way it is these days, you can probably use just this information to stalk me.

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Percys_House.png

I hope this isn't a Talking Time Bros. remake.

Cookie_Cave.png

Return of leaf mario!

Super Puzzle World

The new main image's bright colors draw me to the game more. I like it.

I am in the progress of the demo. The puzzles are very unique. Every level is different.

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author=NicoB
I like that your reviewing games outside the site, F-G. Helps to broaden the site's horizons some.


Agreed.

Story vs. Features

author=Emanzi
I like games with custom everything although its harder to make. I've played to many games with rtp and endless features ( scripts ).


custom everything.

I like that term.

CSS'ing your RMN Game Profile

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???

Sigh. This is probably another one of those jokes that I don't get. Sigh...

Story vs. Features

I see many games that are designed around an amazing feature, like a custom battle system, menu system, fusion system etc. There is nothing wrong with this at all, however, the focus of games should be story and/or game-play.

A game (or RPG to be more specific) is about achieving a goal or completing a task for entertainment and a good time. If a game lacks story and is focused around a custom menu system or something of that nature, where is the goal. You cannot complete a system. Your story doesn't need to be epic, plot twisting, drawing your player back for more, but it should be interesting to say the least.

Game-play is also an important feature. If you have an amazing story with antagonist vs. antagonist and mental conflict, but the dungeon mapping sucks, you have a problem. Even if your story is kick-a&&, bad game-play will weaken the magnetic effect that the player should have toward the game.

So where do features come in?

We now know just because you found a cool script doesn't mean you need to make a game for it, (That's what script demo's are for), but features are never-the-less important. A game can get boring if you are used to that blue-wall message screen that you see in every VX game. It can get disappointing when your game has a great story, but, unlike your MMO, you cannot change your class. Features add jazz to a game, they're a very useful feature. (no pun intended.)

VX for Dummies: The Event Screen

author=Versalia
How about:

A page is just an alternative set of coding (or even alternative graphics) for the same event. This page can be dependent on switches (a value that is "OFF" or "ON"), variables (a number value), or the existence of particular items or other events.

For example:
You have an event that is a Princess. "Help me," she says, "I lost my necklace." Now technically, this item doesn't "exist" yet because the player doesn't have it.

You make a new page, and you check the box Item: (Princess' Necklace) exists. It says "Thank you so much for finding my necklace!"

Now, whenever you talk to her while you have the necklace, she will say "Thank you so much for finding my necklace!" If you don't have it, she will say "Help me, I lost my necklace."


Note that this same series of events can be done in a single page with the Conditional Branch tool, but it is possible to do it across multiple pages, and you should be able to think of more creative uses based on this example.


Copying. (Will give credit.) You are awesome.

VX for Dummies: The Event Screen

author=Versalia
Very informative! I'm sure someone will find this useful.

However, the "Event ID and Page Manager Panel" portion is poorly-written. You state that you're purposely trying to avoid getting into specific commands, but then you describe how a page might be used with commands; and in avoiding going into detail, you end up making it sound more cryptic and confusing than it really is.


I fixed it. It still may need polishing though.

VX for Dummies: The Event Screen

author=Versalia
Very informative! I'm sure someone will find this useful.

However, the "Event ID and Page Manager Panel" portion is poorly-written. You state that you're purposely trying to avoid getting into specific commands, but then you describe how a page might be used with commands; and in avoiding going into detail, you end up making it sound more cryptic and confusing than it really is.


I know, it's a work in progress.