CAP_H'S PROFILE

Cap_H
DIGITAL IDENTITY CRISIS
6625
Projects to finish before leaving rpg maker:
1)Left Behind 2 - A game about love (A remake, the original was only 80% finished)
2)Route Through Peaks - A game about letting go (60% finished, currently on hiatus)
3)Burnt Ones - A game about criminals (10% finished, I probably will start anew)
4)Chain of Love - A chain game (0% finished)

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Is VR Killing the JRPG?

Cool article. The one thing I would be really concerned is perspective and turn based battles. I guess a lengthy game like Skyrim would transform well with it's first person view and direct combat, but so many games like Dragon Quest can't quite benefit from vr.

Featured Game, Featured Dev: Ghosthunter

Featured Game, Featured Dev: Little Wing Guy

I totally agree with you and I love it when someone puts an effort in their answers and shares more than absolutely necessary.

How to make better rpgmaker trailers!!!

Thanks for an interesting article, Lord!

author=Frogge
I also disagree that the trailer has to be 1 minute MAX. Most professional trailers tend to go for 1 minute 30 seconds to 2 minutes in length. I don't think the trailer should be overly long, but I certainly don't think 1 minute should be the cut-off point. I won't say it's a bad length for a trailer either, but I think it really depends on your game's content. With Grimps, it works, because the game is short. But there's no harm in showing off a little more if your game is multiple hours long.


This is where I agree with Lord the most. Keeping it short is good, when it comes to games with fixed perspective. Off there are some exceptions.
I agree with you on walking shots. They give you a sense of adventure action sequences or dialogue can't.
I think this is a well written article and a great formula for clueless devs. It's easier to engage audience, when you structure your trailer as a tiny story. You need to present some kind of a cliffhanger and show your game off. This is also, why this formula isn't applicable mechanically. If you're making a dreamscape adventure, ten clips of straight movement might work better than highlights. Text slides always make your game look more epic (in an almost comical way). Showing too many clips of battles can turn some viewers off.
Choosing one song and making basically a music video is usually good. Hovewer, I would encourage experienced editors to work more subtly with audio. Add some other sounds, stop the song for few seconds, use it only for the grand finale and so on.

If I ever manage to complete Burnt Ones, I will make a live action trailer for the game.

(Btw I think the best RM trailer I know is the one for Jimmy and the Pulsating Mass. It's on a longer side, but individual clips are always perfectly timed. The trailer that bored me more than hyped is the above-mentioned Ara Fell trailer.)

Featured Game, Featured Dev: zDS

Thanks you everyone for kind words. It was really great to be able to talk with zDS like this!

The PRO of PROCRASTINATION

I read this to avoid working on my thesis.

RM Historia March 2019 Roundup

Let's start a fanzin!

Kuddos for putting so much work into this. This record keeping will have a big value as a source for game studies one day.

Interview with Torch60/Sgt. M

I totally missed the interview. Thanks for sharing it with us!

Featured Game, Featured Dev: Indra, Fomar0153 and Frogge

Discord group chat! I guess I was the least responsive one. Also, I they were all super nice and forthcoming.

Featured Game, Featured Dev: Darken

Thanks, LWG. It's good to know you're a regular reader.
I mentioned it in the article, but I'm really glad Darken was so patient with me. I wrote him at least three times to make time and then failed to get online myself.
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