DARKEN'S PROFILE

*blows dust off ancient readme.txt*

"I don't care how good Nemoral is, that doesn't give you the right to belittle others for their concept ideas."
Nemoral
A cop investigates a cult connected to a case of missing children.

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What are you thinking about right now?

you said this 2 pages ago, are you trying to recreate groundhog day on the forums?

Lone Star

Randomly saw this, game looks sick.

The Return

As evident by like, everything done in the RM community ever. No one here gives a shit about copyright law. It's mainly down to the community and culture to deem what's proper etiquette and what's not.

That said, getting bent out of shape over edits is silly IMO, but if it's literally a "yeah just change it up a bit so it doesn't look obvious you copied" project paste without any honesty or humility, then yeah I can see the problem. Even if using straight up rips in your project it's poor form to claim them as your own or be very obtuse on how exactly the project was made. Not due to LAWS OF THE LAND or anything, but just general decency and street cred.

The gamejolt site isn't working for me anymore

I feel like you need a review on human interaction if you you think that calling someone an idiot isn't going to come off as hostile. Yeah I guess it's weird to ask problems about another site but I happen to hang out on the gamejolt discord and it's not a big deal to refer the person to that. There's no such thing as stupid question etc.

The gamejolt site isn't working for me anymore

@LockeZ: lol...

Try using chrome maybe or clearing your browser cache, you could also try their discord for live support.

i farted

so where i live basically

haven't got around to giving my full thoughts on this, but just wanted to say this game really surprised me in terms of tone and direction. I wasn't sure what to expect from a game with a CBS in this day and age but it actually FEELS cutting edge despite the appearance of an oldschool rm game. idk there's a lot of cool stuff going on here.

Mapping Is You: Personal Style Philosophy

all hail 3 tile rule bitches



idk if 2008 me ever adhered to any mapping guidelines as I tried to just vary the locales much as possible while still going by "why did you put that rock there?" miyamotto logic. I wish I had the full map because as you might tell it's actually pretty linear at first, but then lets you explore this village afterwards.



I was definitely interested in making even the most blocky of rooms look varied though, but tend to disregard stuff like water/sewage. I forget if I edited this chipset myself, because I know I made the red door, but unsure if I made that sewer pipe.



Some random edited RTP game I was working on. Interesting to see I don't bother varying the grass and swamp too much, but the trees themselves are. Though this is a very gameplay centric map as swamp tiles actually hurt you.

https://rpgmaker.net/media/content/users/204/locker/SCREENSHOT6.PNG
https://rpgmaker.net/media/content/users/204/locker/hotsasdas.PNG
Started learning how to do my own custom art but gameboy graphics. THink I didn't care too much about mapping so much as getting the graphics done, it was a great starting point.





2009/2010 - Here's where I return to rm2k3 and attempt a steampunk game with my own custom art. The varied-ness of tile placement is in full force as I can just make whatever I want. Though there are multiple versions of this map... I started really getting into making unique set-pieces for each map and balancing it out with re-useable tiles. I think there was a lot of time spent learning about negative and positive space in regards to how the snow acts as neat decorating but also isolates on where to go next.


I start going really hard on the cliffs here and again, it's as simple as understanding the negative and positive space. The darkness and further lack of detail as the cliff face trails off makes for some nice implications (and not having to map the rest of the canyon). Again though I really liked having unique set-pieces, lot of things in this game were made only for one map.


Time passes and I decide to make a "weird rpg" in the spirit of space funeral I guess. The color palette was taken from some pixel art contest and I go really inventive with deciding what was what. Red would typically be metal, purple would be biological/water, and green would be stone/wood work with the lighter being paper. Again with the water you can see me really using negative space to play with how submerged this place is. The animation is done by cycling the chipset with slightly different water frames.

https://rpgmaker.net/media/content/users/204/locker/buidlings.jpg
https://rpgmaker.net/media/content/users/204/locker/townshot3.jpg
Still have some in progress maps here. Interestingly I think I just abandon having varied tiles in favor of creating more varied locales (figuring out how each house was going to have different doors/windows).


This map in particular isn't too much different from the cliffs I did for SG. The same principle of relaying where you can walk and can't apply here. The green highlights were the only way I could get across that there was a top to the cliff face. Another thing to note is that I think instead of trying to vary the tiles I tried to make a single tile itself varied, it's mostly accomplished by pasting a 2x2 tile everywhere and making it seamless enough to imply there's more to it. I think I was also studying FF6 narshe cliffs around this time.


Lot of people like this shot. Mainly I guess cause it's cool a robot is being used as a house in a submerged junkyard. Not only is the map layered but so is the locale itself. There's a lot of things going on with how one would assume this world is lived in, and I think that's the key to good map making imo. Not the superficial tile placement stuff, but just whether or not you're conveying an interesting scenario with imagery alone. Not my map at all (it's from Mog's Adventure) But I feel with these sort of maps there's something going on even without provided context. Maps aren't just a jumble of tiles to wade through!



Fast-forward a bit and I go hungry with power after learning how to 3D model. I think even before being accepted at the college I was figuring out how to angle the camera in such a way that an RPG character could walk along it. I settled for orthographic cameras (non-perspective) that actually makes it 100% correct. But ultimately I think I just like seeing the side of walls at times, so the bathroom shot in the bottom left has a perspective camera. In regards to "varied" """tiles""", lighting actually became a pretty good way in simply undoing the the monotony, in the top left I crafted a lot of shapes to imply light shafts. Also to note a lot of the props in the background are mostly the same shit, but just rotated in a lot of different ways with the textures slightly altered. The biggest problem with pre-rendered backgrounds is that the sky's the limit, there's almost TOO MUCH you can do. There's also issue of not being able to test the maps as fast as there are a lot of in-between actions of setting this sort of stuff up.

With the same game I returned to the gameboy aesthetic I started long ago:

Interesting to compare this to Nastrond.

Fastforward a bit and I started focusing less on RPG Maker and more on side stuff and Unity. Though I did crank out one last rm2k3 game WIP.


Think I was less focused on the actual tiles and just wanted to understand a better way to go about lighting, colors and mood. It's a very dark game but it was mainly so the the lit sections of the game would have more contrast. I had a lot of ambitious ideas for how the maps would function and connect. A lot of people relied on overlays but I wanted to bake the lighting within the tilesets themselves (another example). This would require a lot of fine tuning and wrestling with the limitations though.

I was heavily inspired by anime films like Kite and Perfect Blue (don't watch these movies if youre a kid btw ((even though I was)), they're so dark and yet use colors like red in really interesting ways. I think I was just really hyper focused on creating that look in an rpgmaker game and I don't mean in a loose inspired way but more in an academic color theory study way. I think I was far removed from the tile mapping at this point and was obsessed with other aspects than simply just mapping, but it's interesting to see how the journey ended up.

I did oldschool mapping in Nemoral and Kryopolis using preset chipsets, but they don't really reflect my actual mapping style as they were kinda rushed. But it does show my sub-conscious map skills in what I see as "good enough"


This is what happens when I take too much time on mapping, almost everything is uniquely placed and carefully shaded. Though really, there's a trick to it.

In the same vein as rotoscoping I block the scene out with a jumble of 3D primitives then trace it over with pixels where I get to do the fun stuff.

Though since it's not in rpgmaker, there are some interesting things to consider.


Slapping in the prerendered scenes that are to be traced later can be useful for prototyping or feeling out the scene. Though maybe tracing isn't the best word, a lot of times my ideas will change for how I want the actual background elements to be, so the result will change, but the fundamental space will be the same.

Suffice to say my outlook on art and mapping has changed a lot and I might have not covered some really core aspects of RPG Maker mapping, but I do think it's a really a unique aspect of the community and culture. I think some people are too dismissive of it at times as just (3 tile rule rudra shit) and don't realize how integral mapping is to a lot of people getting their start in game development. 90% of the games I've worked on never released, but idk at least it makes for some content on this very post. It's fun to look back on and see where the influences lie.

What the heck is with the Generic RPG Quest Series?

Post some old shit

Yeah I've never seen this before, pretty hilarious :)

I guess FF11 was so early in dev they needed some kind of weird pitch to justify a service that's obsolete the moment an exec discovers what gamefaqs was. but I guess they needed something to structure MMO accounts :)

Does remind of the dot hack series in how online interfaces were super conceptual despite being in the very era where interfaces actually exist. The 80s and 90s have made comebacks but I don't see the Y2K stuff being as rampant, maybe we need to wait a few years.

:)

Return of the Last Era