*blows dust off ancient readme.txt*

Currently working on: The Machine that Breathes https://store.steampowered.com/app/1126210/the_machine_that_BREATHES/ (Please wishlist!)
the machine that BREATHE...
A tunneling machine finds itself injected into a body resembling a human.



Does anyone remember GamingGroundZero? (Remembering GamingGroundZero)

I remember when Roco left GGZ and took her resources with her and Wishmoo tried to play it off as others stealing her works. Go figure.

Do you have any other info regarding Roco? So little is known about other than her departure. I did not know that detail about her involvement with Wishmoo (though I do recall discovering roco's stuff on GGZ for the first time).

RPG Paper Maker

Gave it a try and this program is actually really sick. Really is a nice sweet spot between RPGMaker and Unity. My only hang up right away is that I wish the default ingame GUI was a little more polished. Like letter by letter for messages and juicy cursor things you'd expect an rpgmaker project to have out of the box. Though that's probably something on the bucket list.

Really like the dev interface so far and the combination between being able to go from flat sprites to voxel-pretend cubes all the way to OBJs. Didn't have to look at any tutorials to get something going. It's a potentially insane deal changer for indie RPGs imo.

I'd probably make a short game in it if I wasn't so tied up with my current project adsfjsafdaisfdsadf

[GM] Have you ever wanted to switch from RPG Maker to Gamemaker?

well technically there's:

for pressing keys especially if you want to swap them to controller buttons or other keys later on. I guess a better example is the step/create event or placing in objects in the scene with parented code attached to them. Btw if you have GMS2 I'd also look into variable definitions as they're a pretty good component for level editing or giving instances adjustable properties.

I feel like if you're switching to a different engine only to pick up another middle programming method you might as well upgrade straight to GML since it's ridiculously intuitive (at some point you're not even typing code just letting it autocomplete commands for you or hitting hotkeys). But again the problem isn't the efficiency/ease of use, it's the familiarity and comfort that comes with rpgmaker. There's a huge starter payoff to having an FF/DQ template at your fingertips before you even place an event that's hard to ignore. You have to abandon that and make stuff from scratch when you make the switch even with DnD.

How to make better rpgmaker trailers!!!

I think ultimately you want to tell a story with your trailer. Not the game's story necessarily, but stitching together gameplay moments that feel connected so it doesn't feel like a mishmash of highlights. Hard to explain what I mean though.

I'd say walking montages are bad because there are better ways to edit in the presentation of environments. Walking around in them is not terribly exciting to a player and the "camera work" caused by the incidental following a player character is often a very weak presentation. If you want to show environments you can just show gameplay not happening in the same place or a more artistic pan shot. It just makes me think you didn't have much else to splice in (which is understandable). A quick walk shot to show some distance traveled is alright but only if it contributes to the trailer's "story." Things like walking up to a chest, avoiding enemy encounters, watching characters dramaticly walk through a cutscene I think accomplish the same but better intents.

I guess it's worth considering the context of RPGMaker games too, you're not going to be impressing people with a lot of the core stuff RM is known for. You kind of have to go for stuff that seem visually elaborate or interesting than like, showing the player go through a default menu. Not to say that everyone is in the know of RPGMaker's visible quirks but it's good to take advantage of whatever you have to offer something beyond what the engine comes with.

Seeking RPG Maker game reccomendations

Screenshot Survival 20XX

Surely there are way more important things to address in JRPGs than tile principles???? Uh also new page so:

My upcoming video gamf is on steam btw Wishlist On Steam plz and ty

Realigning the Sights

The only way to really avoid the re-iteration trap is by making the same game you made before (with different areas/story) or essentially a clone of another game where you know the structure is going to work out. It's really easy for a game to fall apart when the most innovative thing you came up with... actually undermines a lot of things or isn't working out. One solution I guess is to make sure your gimmick or value proposition isn't fundamental to the design (hey the time travel mechanic sucks but at least we can cut it and get a decent mario clone out of it right?). In any case, if you really cannnnnnnnnn it's best to cut the losses and finish the game anyway.

I'll cite the un-sourced anecdote pottery example as a closing:

An old pottery school asked students to create vases, and the teacher split the group up in two groups. One group was allowed to work on thinking up and creating one perfect vase for each semester, and the other group could only work on a vase for a week at most before destroying it. At the end of the year, they compared the vases created by both groups and found the vases made by the group that made a vase a week much more refined, stable and aesthetically pleasing.

[Poll] What Switch game should I get?

Odyssey hands down. It is the best experience I've had in awhile and there's a shitton of moons to collect after the main story and manages to pack some variety and challenge.

Smash's World of Light is pretty terrible. There's a honeymoon phase of like "oh this is pretty clever" but then it just never ends... enjoy the floor is lava variant for the 500th time.

Is a quest system a good idea for an RPG Maker game?

Typical solution to power creep is usually a level scaling system (enemies are always the same level as your average party member), but a lot of people dislike it usually. Not really so much during it but in hindsight realizing all their grinding doesn't contribute to something. But I think the fact that it's so invisible is what bothers people.

It'd be cool if doing a side quest actually triggered a cutscene that showed the next boss lifting weights or something as if to show you not saving the world contributing to the problem even further. Show in-game reasons as to why the game is getting harder as you gain rewards maybe. In the end though I think people like being overpowered in exchange for spending extra time.

Also everyone loves costume cosmetics and non-gameplay collectibles. I particularly enjoyed the moogle stamps in Final Fantasy Crystal Chronicles even though I don't think they do anything until you collect them all if I recall, Ni no Kuni has something simular.

Is a quest system a good idea for an RPG Maker game?

Depends on how it's implemented :V

But really what is it for? Is it the main bread and butter to get resources or is there a main quest line you're better off doing that'll reward you enough to continue along anyway? Do they add any kind of story, are they infinitely generated or finitely tailor made? A lot of 2D RPGs have side quests actually but tend not to have a quest tracker. Though the existence of one usually means side quests becomes more part of the game.

Having stuff to do is good, but whether or not it is boring is dependent on so many factors and the personalities of your players. Some people might only play RPGs because they want to fill large checklists, some might just want a tightly made story without filler. Do you personally like doing fetch quests in RPGs? Some games are fun to play repetitively if the core is good (like Harvest Moon-likes) but standard RPGs can have a tough time getting mileage out of their core and often rely on set-pieces and such.