DARK GAIA'S PROFILE
Dark Gaia
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I develop games and I write. I have a Bachelor of Arts in creative writing and journalism. I like writing speculative fiction, horror and literary fiction, sometimes all blended together. You can find elements of my writing in my games, because I consider my games to be stories just that happen to have gameplay.
I post updates on my Facebook and Twitter:
Facebook: http://www.facebook.com/pages/Dark-Gaia-Studios/365139189465
Twitter: https://twitter.com/#!/DRobertGrixti
I post updates on my Facebook and Twitter:
Facebook: http://www.facebook.com/pages/Dark-Gaia-Studios/365139189465
Twitter: https://twitter.com/#!/DRobertGrixti
Legionwood 2: Rise of th...
A sprawling J-RPG game and direct sequel to Legionwood: Tale of the Two Swords.
A sprawling J-RPG game and direct sequel to Legionwood: Tale of the Two Swords.
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Legionwood: Tale Of The Two Swords
The Great Switch: Why VXP is Better
In the end, no matter what engine people use, they still end up making the same RTP/FFVI rip game with lots of ellipses and button mashing battles.
The Great Switch: Why VXP is Better
The thing is though, that YDS used that map making method but if you were making a longer game you could simply convert the tilesets to VX format (as Craze did with the RM2k/3 RTP) or just use the VX version of the Mack and Blue tiles. Any additional tiles can be represented in event charsets, plus there are scripts that give you access to infinite tiles, just like 2k3/XP. You just paste them in and without any extra effort you have that feature. In YDS's case however, you are right; the time spent mapping cancels out the time saved with scripts.
I spent two years or so working on a VX game which is now completed. It's true that setting up the scripts for the battle systems and menus etc took some time at first but once it was properly configured, I could focus purely on eventing and mapping, since I didn't need to do any additional coding every time I added a new skill or location, as you'd have to do in the "old" engines.
It was essentially like working with RM2k/3 (which is an excellent engine to work with, don't get me wrong) but with the custom features already coded for me.
I don't think one engine is inherently better than the other. If you want to make a basic RPG or have a good head for eventing, then you're fine to stick with 2k3. If you're lazy and want to do custom features without little effort, try VXP.
I spent two years or so working on a VX game which is now completed. It's true that setting up the scripts for the battle systems and menus etc took some time at first but once it was properly configured, I could focus purely on eventing and mapping, since I didn't need to do any additional coding every time I added a new skill or location, as you'd have to do in the "old" engines.
It was essentially like working with RM2k/3 (which is an excellent engine to work with, don't get me wrong) but with the custom features already coded for me.
I don't think one engine is inherently better than the other. If you want to make a basic RPG or have a good head for eventing, then you're fine to stick with 2k3. If you're lazy and want to do custom features without little effort, try VXP.
The Great Switch: Why VXP is Better
Seriously, Melody Engine is excellent. I've been playing around with it and it really is as good as Craze makes it out to be. Rm2k/3 is a great engine for traditional RPGs, but as someone who made the switch myself I can tell you it's so much easier to do all sorts of otherwise finnicky, time consuming stuff in VX.
Games Released in 2010
Legionwood: Tower of Trials Expansion
Basically, how it goes is you'll have access to a town at the start of the chapter (Rhasphodus) to outfit your characters and buy them Techs etc, then you'll face three dungeons in a row, reach another small town, and do another three dungeons.
Infection
Just a tip; you shoud rename the game page. When I browse the games, this comes up as "Infection Chapter One (DEMO)" so just rename it to "Infection" and people will be able to tell it's a demo by its completion status. Just makes it look a bit cleaner.
It's on Like Donkey Kong
Eyes Without a Face Review
The battles in Longing Ribbon were fairly terrible, but it also had puzzles to solve and clues to find etc, as well as dialogue options that would change the game.
This game has "let's go into this room, now let's go into this room, now let's go into this room, oh the game's finished!" which isn't too bad for a game that lasts for 15 minutes and was made in a week.
I remember when I was making The Beyond and I didn't want it to be just walking through rooms, so I added really tacky puzzles and battles.
This game has "let's go into this room, now let's go into this room, now let's go into this room, oh the game's finished!" which isn't too bad for a game that lasts for 15 minutes and was made in a week.
I remember when I was making The Beyond and I didn't want it to be just walking through rooms, so I added really tacky puzzles and battles.
Eyes Without a Face Review
Well, I wasn't saying that it should be a visual novel, but rather that the gameplay reminded me of a visual novel - there wasn't any puzzle solving to be done or anything else like that, it was basically me pressing Enter and walking around.
Probably if more time was involved, it could have been a bit more fully featured, but as far as games in a week go, this is a pretty good effort.
Probably if more time was involved, it could have been a bit more fully featured, but as far as games in a week go, this is a pretty good effort.













