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Screenshot Survival 20XX
The first screenshot reminds me of Pandora at night, from Avatar. I love ice blue -- it goes really well with the other colours that you've chosen.
Screenshot Survival 20XX
author=Pulits
Seriously? Nobody took notice of these screenshots?! I'm struggling to resist the urge to use a hashtag here...
Looks fantastic, Pulits! Really digging the art style -- I much prefer smooth graphics over pixellated. Would love to see some in-game shots with added effects.
Showcasing an RPG at a convention table
I've never even been to a convention before, let alone exhibited at one. Sounds like a cool idea, though. I'd definitely be interested in hearing stories from people who have.
Is your project commercial, Darken?
Is your project commercial, Darken?
EasyRPG Player 0.3 released!
I was reading about this recently. I thought the project had been left to rot, to be honest... Glad to read that you're still working on it! Is it able to run VX Ace games, or is that still a way off?
Remember your "Dream Game?" How did that turn out?
author=Pizza
14 years and still going strong.
Same here. I first started using RPG Maker in 2001, but there's one project that I began in 2002 that I always came back to but never finished. Probably because it was the only project that had a clearly defined beginning, middle and end in my head.
As for the concept of a "dream game", I think a completed game alone would sufficiently satisfy most people here. I'm glad I waited because my abilities have evolved so much over the last decade and it's far more likely that I'll build a game that I won't be embarrassed to play in another thirteen years' time.
Going commercial, when and why?
Flappy Bird was huge, and you could easily remake it with RM. Like someone else wrote further up...
The right people have to see it at the right time, then they'll do all the sharing. I just read an article about people who got fired from their jobs for sending out a controversial tweet. One girl had only 170 followers. She tweeted a distasteful joke, then one of her followers shared it with his 15,000 followers and it spread from there. Most fires start small.
Personally, I believe that amateur game-making shouldn't be about money. "Back in the day" the software most of us used had been cracked and translated without the permission of the developers. We didn't have the option of going commercial.
But that's my opinion. If you want to sell your product, go right ahead.
EDIT: Just realised that I didn't answer your question. You should go commercial when your game is completed. I wouldn't buy a bottle of coke containing only the postmix. As for the reason why, that is your question to answer. If you want to go commercial then it's your choice, not ours.
author=LockeZ
It's all about marketing.
The right people have to see it at the right time, then they'll do all the sharing. I just read an article about people who got fired from their jobs for sending out a controversial tweet. One girl had only 170 followers. She tweeted a distasteful joke, then one of her followers shared it with his 15,000 followers and it spread from there. Most fires start small.
Personally, I believe that amateur game-making shouldn't be about money. "Back in the day" the software most of us used had been cracked and translated without the permission of the developers. We didn't have the option of going commercial.
But that's my opinion. If you want to sell your product, go right ahead.
EDIT: Just realised that I didn't answer your question. You should go commercial when your game is completed. I wouldn't buy a bottle of coke containing only the postmix. As for the reason why, that is your question to answer. If you want to go commercial then it's your choice, not ours.
Why do minigames exist?
author=LockeZ
And frankly I thought FF13 was perfect for the first forty hours of hallways.
Didn't you think some of the areas were a little too large? The Palamecia? Or that bloody tower on Gran Pulse? FF13 was the worst in the series for protracted length. The problem is...
author=turkeyDawg
Other genres don't go on for 30+ hours straight, though.
Personally, I feel conned if the game is made longer just to give me the illusion that I'm getting my money's worth. Mini-games really help to counter-act this, as I'm technically getting several games for the price of one.
Grand Theft Auto is the perfect example. It took me two weeks before I got started on GTA 5's main story because I was enjoying the exploration and mini-games so much.
Why do minigames exist?
author=Trihan
FF8 just wouldn't be the same without Triple Triad. Just sayin'.
I was thinking about this yesterday evening, strangely enough! In fact, Triple Triad pretty much answers Craze's initial question: mini-games provide a temporary distraction from the monotony of an extended experience. Never too long that they become monotonous themselves, but just long enough to give you a break from the core game. Novelty within a repetitious system.
Does anyone remember the Space Invader intro to Ridge Racer? It had nothing to do with racing ("the core game"), just a lil' something to keep you entertained as the game was loading.
What do you love/hate seeing in a game?
This...
... and this...
... go hand-in-hand. The problem with RPGs is that they're expected to be lengthy.
I hated 'Breath of Fire 4' for committing both of these sins, which is a shame because I really enjoyed the first 10 hours. I had to spend another 10 hours just to get to Fou Lou, then when I reached him I was too underpowered to defeat him.
I concluded that if the developers had made all of the mini-games in the second half of the game optional, the journey to the heart of the Fou Empire would've been a lot less arduous. I was clearly not the only one that felt this, as IGN's review of the sequel, 'Dragon Quarter', criticised the relatively brief narrative, believing that it could've been bolstered by making most of the -- now optional -- mini-games mandatory.
Unlike the folks at the IGN office, I have a lot less time to spend trekking around a Mode7 map on a floating mollusc looking for materials to forge a sword that I don't even need...
author=Zephyr
I hate when a game warns you about something or some place and the game pretty much forces you that way to progress the plot...
...You need to infiltrate the castle and use an underground path. Path blockage sets you on a detour...
...And of course you're being forced into activating, triggering the biggest plot detour in the game.
... and this...
author=Reijin
As far as things I hate goes, the worst thing is when a game forces you to grind.
... go hand-in-hand. The problem with RPGs is that they're expected to be lengthy.
I hated 'Breath of Fire 4' for committing both of these sins, which is a shame because I really enjoyed the first 10 hours. I had to spend another 10 hours just to get to Fou Lou, then when I reached him I was too underpowered to defeat him.
I concluded that if the developers had made all of the mini-games in the second half of the game optional, the journey to the heart of the Fou Empire would've been a lot less arduous. I was clearly not the only one that felt this, as IGN's review of the sequel, 'Dragon Quarter', criticised the relatively brief narrative, believing that it could've been bolstered by making most of the -- now optional -- mini-games mandatory.
Unlike the folks at the IGN office, I have a lot less time to spend trekking around a Mode7 map on a floating mollusc looking for materials to forge a sword that I don't even need...














