BOBKERFUFFLE'S PROFILE
I'm Bob.
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Shine
Although I can't really give your game much criticism since I haven't even made a game myself. (Mostly from my own laziness and my inability of specific skills.) So, if you want to feel free to take my comments with a grain of salt!
I thought this was quite interesting! A bit confusing at parts, but interesting nonetheless! I found myself emerged in the story, and I must admit, it was a neat concept, I only had a few problems with the game and most of it was just my pet peeves talking. (E.g. character expressions, the appearance of maps, passing of time, etc.) I think your story writing was great, though! I did find a few plot holes but still found myself able to continue due to how intriguing your story was.
Other than that, I didn't really have any qualms about it.
Questions:
Do you ever plan on making a part 2? If so, do you plan to make it similar to this one or will the next part add more gameplay? (Regardless if you add more to it or not, I'll probably end up playing it anyways.)
What is the purpose of the Shine? Will we ever find out?
Why was Carter viewing the games while he was in the games? Was it showing him viewing a different set of games a week after his own games? Why did he do it? What was his motive for viewing those games?
They're all on the Shine, right? If that is true, doesn't that mean Tacet is also on the Shine? Otherwise, he'd be unable to communicate with the students because he'd be moving slowly/frozen, wouldn't he? (Sorry for the weird question, just curious.)
I thought this was quite interesting! A bit confusing at parts, but interesting nonetheless! I found myself emerged in the story, and I must admit, it was a neat concept, I only had a few problems with the game and most of it was just my pet peeves talking. (E.g. character expressions, the appearance of maps, passing of time, etc.) I think your story writing was great, though! I did find a few plot holes but still found myself able to continue due to how intriguing your story was.
Other than that, I didn't really have any qualms about it.
Questions:
Do you ever plan on making a part 2? If so, do you plan to make it similar to this one or will the next part add more gameplay? (Regardless if you add more to it or not, I'll probably end up playing it anyways.)
What is the purpose of the Shine? Will we ever find out?
Why was Carter viewing the games while he was in the games? Was it showing him viewing a different set of games a week after his own games? Why did he do it? What was his motive for viewing those games?
They're all on the Shine, right? If that is true, doesn't that mean Tacet is also on the Shine? Otherwise, he'd be unable to communicate with the students because he'd be moving slowly/frozen, wouldn't he? (Sorry for the weird question, just curious.)
[RMVX ACE] Fully drawn backgrounds done as tilesets?
author=Liberty
First you plan your size to fit the map you want (depending on engine. If ace it'd be 32x height/width of map).
You then want to roughly plan the image parts around the grid of the maker you are using.
You then draw the image.
Cut out the parts that need to go above the player and make them a separate image.
Then use the first image as a parallax in the game (check map properties and pick the image for that map).
Make blank tiles that do various things (you can have them with symbols to help set out places to walk first, but then delete the images from the tileset after you're done. Put 'same as hero' 'tiles' above the parts you can't walk.
Overlay the image that was cut out as a picture. Pictures are always above hero on the z-axis so they'll automatically be above everything.
Use the blank tiles to make sure everywhere that can be walked will be and the areas that can't be, won't.
Do for every map in game.
Cool, thanks!
Your Avatar
author=WhiteFog
Mine is about the 6th or 7th result for an image search of White Fog. I might find another one later but this works for now.
Well... you weren't kidding.
My avatar is currently a masked character I drew who named who I named Jack.
I may change it soon just because I'm incredibly picky about how my avatars look, but, for now, I think it looks alright.

Collaborator(s) for Important, Emotional, Narrative-driven RPG Needed
You seem to have a really intriguing idea and I would love to see it come to life.
Unfortunately for me, I'm too poorly skilled and inexperienced to work with you, but I wish you the best of luck.
Also, as LockeZ said, posting some examples of what you have written or done would be a good way to find a team. The more information you provide, the more likely people will want to work with you.
Unfortunately for me, I'm too poorly skilled and inexperienced to work with you, but I wish you the best of luck.
Also, as LockeZ said, posting some examples of what you have written or done would be a good way to find a team. The more information you provide, the more likely people will want to work with you.
[RMVX ACE] Fully drawn backgrounds done as tilesets?
Hello there, I have question regarding tilesets and the like;
Recently, I have seen screenshots of games, that use drawn backgrounds like this, instead of drawing the individual tile and individually placing each one. Would anyone know how to go about doing something like this? I absolutely love the concept and it appears like it would allow more artistic freedom. Any help is appreciated. :)
Recently, I have seen screenshots of games, that use drawn backgrounds like this, instead of drawing the individual tile and individually placing each one. Would anyone know how to go about doing something like this? I absolutely love the concept and it appears like it would allow more artistic freedom. Any help is appreciated. :)
What are you thinking about? (game development edition)
Recently I've been getting a lot of strange ideas for games.
So far I have:
- Cat RPG
An RPG where every character is a literal cat. All the attacks, weapons, skills, etc. would all be based off of cat toys and other cat related things.
- Dating Sim Support Group
I really have no idea how this could turn into something, but basically a dating sim where the main goal is to NOT to fall in love. Would probably involve a lot of dating sim stereotypes that you would have to try to ruin or avoid.
- A Masked World
Again, have no idea how it could turn into something, as the only ideas I have is a world where everyone wears a mask based on their personality. The world will probably be heavily inspired by Studio Ghibli movies. I have drawn a few pictures based on this concept, but I don't plan on trying to make something that complicated any time soon.
- A game that takes place in a single room
The only real reason I have this idea is because it would probably be the easiest idea to try to do custom art. Since it would only take place in one room, trying to draw custom art wouldn't make me want to die for once.
Unfortunately for me, I don't really have the skills develop any of these ideas yet. :/
Oh well, I'll just keep them saved until I have more experience.
Also, I should probably get back to work on the game I actually am working on.
So far I have:
- Cat RPG
An RPG where every character is a literal cat. All the attacks, weapons, skills, etc. would all be based off of cat toys and other cat related things.
- Dating Sim Support Group
I really have no idea how this could turn into something, but basically a dating sim where the main goal is to NOT to fall in love. Would probably involve a lot of dating sim stereotypes that you would have to try to ruin or avoid.
- A Masked World
Again, have no idea how it could turn into something, as the only ideas I have is a world where everyone wears a mask based on their personality. The world will probably be heavily inspired by Studio Ghibli movies. I have drawn a few pictures based on this concept, but I don't plan on trying to make something that complicated any time soon.
- A game that takes place in a single room
The only real reason I have this idea is because it would probably be the easiest idea to try to do custom art. Since it would only take place in one room, trying to draw custom art wouldn't make me want to die for once.
Unfortunately for me, I don't really have the skills develop any of these ideas yet. :/
Oh well, I'll just keep them saved until I have more experience.
Also, I should probably get back to work on the game I actually am working on.
Random Art Topic
They're not very good, as there were a lot more things I could of put more effort into, but I was mostly focused drawing without an outline. (Even though it's totally noticeable in some areas.)
I think I prefer drawing it this way, without a hard outline, but I still need tons of practice. (Seriously, how do all you beautiful artists do this?)
But... I'm just going to post these here now before I stop being proud of them.
Also, any advice on where I can improve would be greatly appreciated.
(Sorry about the large image files, shrinking them makes them look like crap.)

I think I prefer drawing it this way, without a hard outline, but I still need tons of practice. (Seriously, how do all you beautiful artists do this?)
But... I'm just going to post these here now before I stop being proud of them.
Also, any advice on where I can improve would be greatly appreciated.
(Sorry about the large image files, shrinking them makes them look like crap.)


My Weakest Link
author=Aegix_Drakan
Mapping is my biggest problem.
Carving out an actual level space that makes sense and plays well and looks nice and everything is just so incredibly tedious and difficult and I nitpick a million things trying to make it work.
Which is why I stick to small maps whenever possible because those are a lot easier to make. ;_; It's the only reason Heresies of Discord looks and plays as well as it does, because I broke everything up into the smallest components that would work. It's also why Mayhem Maiden, with its MANY different dungeon themes and the fact each dungeon has its own unique gimmick is on hiatus right now.
Writing and game and combat design are where I shine most. I wish I could just pluck the maps I want out of my mind and just plop them in and just focus on what I'm good at.
Ah, mapping seems to be a really common trend in this thread. I wouldn't say I'm particularly good at mapping either, I too have to make tiny little maps because I don't really know how to make large ones look good. (I also add WAY too many details.) Like when it comes to rooms and other small maps I do pretty well, but the moment you ask me to do a village or something, it ends up looking more like an empty field...
author=Aegix_Drakanauthor=Bobkerfuffle
Now you've got me really enthusiastic. I actually love the idea of playing out my t characters like that first, not only does it just seem kind of fun, it should help me develop my characters personalities a little more too. Just imagining the two characters trying to sit and have a cup of coffee together is making me laugh. Thanks. Now, I really need to see it acted out now.
This is good.
The way I get my dialogue right is I try to get into the character's head and act out the scene. I also literally read my dialogue out loud too. If it sounds weird when I say it, I go back and find a more natural way to say it and just sorta follow my gut and the flow of the conversation. It usually works, and it's a lot of fun.
Then again, I am HEAVILY into role playing so this comes naturally to me. I talk to my units in XCOM, I get into my character's headspaces in RPGS that I play, in stuff I write and I'm part of a goddamn Cthulu LARP to cap it off. XD
Hey, I read my dialogue out too! (I just think it sucks unless it gets the approval of another human being.) It also doesn't really help that the only person I can go to for constructive criticism on my dialogue, just kind off brushes it off. :/
And I think the reason why I was so enthusiastic about writing those characters ou yesterday, was because I used to role play. Like a lot. I used to spend several hours of my day just writing post, after post. I remember writing out these enormous posts too, and spending around 2-3 hours on them, it was so much fun.
Then when I did write out those characters, I ended up pretty much doing the same thing. I even gave them little back stories on why they were there and even involved playing the story from both of their perspective's. It truly did help me flesh out my characters more. (Although now I think I may have to scrap the current dialogue I have already done since it no longer fits them. Oh well.)
My Weakest Link
author=Red_Nova
I have an abusive relationship with mapping. It kicks my butt up and down the highway every time we meet yet I keep returning its calls. I look at examples and have a good idea of what goes where in terms of layout and design, but like Trihan, I freeze up when I try to actually place down tiles on my own maps. Ugh.
How well of a grasp do you have on your characters that you're writing? Having a clear understanding of your character's personality traits and mannerisms is 75% of the work. Take this for example:
"Gotcha. I'll get you a drink."
It's simple and gets the job done, but pretty plain and boring. This is where your character's personality come into play. Let's add a rude filter on the above line:
"Fine, fine. I'll go grab your drink for you. Not like I've got MY OWN shit to do..."
It's longer, and has much more character in it than the first line. A more passive personality would say something like:
"Y-yes, sir. I'll get that drink for you right away!"
And a more bubbly, outgoing persona would be like:
"Gotcha. One drink, coming right up!"
Just because a line isn't long or elaborate doesn't mean it isn't effective. If anything, deliberately trying to extend dialogue will make it sound more forced and unreal than a simple boring line. Find your character's voice, and you'll be able to say the same thing ten different ways without any of them sounding alike.
Anyway, like I said before, make sure you get a firm grasp on your characters personalities before writing anything. Trihan already mentioned acting out scenes. I'd take it a step further by acting out scenes that AREN'T in your game. What if two characters were just hanging out, chatting about something over a cup of coffee? What would they say? Would they devolve into arguing immediately, or would they get along despite being polar opposites in personalities? These kinds of personality assessment exercises can help you paint a clearer picture of the characters in your head, and will help you understand exactly what they would say in situations in the actual game.
Now you've got me really enthusiastic. I actually love the idea of playing out my t characters like that first, not only does it just seem kind of fun, it should help me develop my characters personalities a little more too. Just imagining the two characters trying to sit and have a cup of coffee together is making me laugh. Thanks. Now, I really need to see it acted out now.
My Weakest Link
author=InfectionFiles
Besides the good advice already given, I find "modern" writing easy for me because duh, I live in modern times!
All my games are either modern based or in a world where there was never an advancement in present time, like a post apocalypse landscape.
I have a harder time writing in a made up world or a fantasy world because while just plain ol regular/modern writing can work it helps to try to capture the feel in your writing of the world around your character.
You lose a lot of what you as a person know is acceptable in today times as opposed to what knights and wizard sound like in a world where monster roam just outside the city walls.
I definitely think my weakest link is writing as well, which is why none of my stories really have overarching plots or dialogues because I know my limitations and stick to a genre or world that I can get away with it in.
If you check out my games you'll see that I throw characters into a world that is a shadow of its former self and I never wrap anything up with a nice big bow.
I simply just tell 'A' story within that world instead of writing about heroes who directly influence the environment and story.
I see your point, writing in a more modern time would be a lot less difficult compared to world that you have never seen before. Which sucks for me because I love creating completely different worlds from my own. (Yay, alternate dimensions.) Although, you have inspired me in a way to use my own disadvantages in a way I'll still be satisfied with. I'll definitely keep your advice in the back of my mind.














