DARKEN'S PROFILE

*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.

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What do YOU like in an RM game?

author=Craze link=topic=3552.msg72357#msg72357 date=1240739884
the mammoth learning games (Incredible Pinball or whatever)



How long should demos be?

IMO In best case scenario you shouldn't have a demo at all, and just release the full game right off the bat (or heck, go by episodes/chapters). However since a lot of people here don't abide by that...

Personally I would rather have a short demo than a 'half of a game' demo. Because after playing the large demo I don't have to wait for the next installment *coughABLcough* like its a sequel or something.

desktop.


I can't stand having a shitload of icons on my desktop. I mostly access everything from start menus and mini menus.

@ TMT: anyone who has rpg maker game shortcuts on their desktop is truly a real man.

Day Dream

Man this reminds me of the game: Psyvariar where the whole idea was to get hit intentionally but only on select parts of the ship. Known as the bullet buzz mechanic or something.

Dungeon Design ~Where is Brickroad when you need him?~

Uh, what about Brickroad's dungeon design article? http://www.rpgmaker.net/articles/3/ It's more specific than MA's. Also play games like Lufia 2 and take notes.

I also recall someone mentioned that Brickroad would plot out his dungeons on graph paper. Can anyone elaborate on his method for doing this?

I remember seeing those, but there's not much to it. Draw the dungeon layout, define the puzzle objects inside the dungeon and what they do, and what connections they have. It's really for organizational purposes. You could draw it in the RM map editor, but you might end up focusing on the looks rather than the technical details. I'm currently designing a game where the game itself is a complex dungeon. Graph paper really helps.

What do YOU like in an RM game?

author=Dark Gaia link=topic=3552.msg72134#msg72134 date=1240585472
I'm not trying to shamelessly plug here

You are.

author=Dark Gaia link=topic=3552.msg72134#msg72134 date=1240585472
Fallen Griever says that my game One Night is an example of a good survival horror game made in RPG Maker.

What does this even change?

author=Dark Gaia link=topic=3552.msg72134#msg72134 date=1240585472
You don't have graphics on your side, so the trick is to attack the player with atmosphere.

When I say detailed graphics, I mean making the graphics more distinguishable and scalable. But it's not about graphics that I'm talking about, its about adding another dimension and detail to increase believability in the atmosphere.

What do YOU like in an RM game?

Whoops my bad.

The Real Men Awards

This is dumb.

[Demo] Final Fantasy 7 2D Remake

author=TooManyToasters link=topic=3583.msg72120#msg72120 date=1240583138
I really have to ask: why? I can't see an RM remake of FF7 being a good idea.

Let the guy do what he wants instead of causing another "WHY ARE YOU DOING THIS" debate like in many other remake topics I've seen.

Anyway, it looks cool. Lack of autoscroll is REALLY annoying though. Hurts my fingers when I'm using my keyboard (which I usually don't). Can't wait to see the actual non menu gameplay in action. Will you be using pre-rendered backgrounds?

What do YOU like in an RM game?

author=Dark Gaia link=topic=3552.msg72112#msg72112 date=1240570501
I love horror games and I feel that my true talent emerges in making them as I have a true love for those games so I was a little surprised that nobody enjoys them much.

It's because they're made in RPG Maker and aren't very good. You can see exactly what's behind you, unless you have a flashlight system (which wouldn't work too well). You're most likely going to control a chibi cute looking character with animu eyes. There's also the fact that there isn't a whole lot of detail in most of the graphics, having a miniature RPG style just doesn't work. Most of the time I see a lot of overdone atmospheric stuff going on, like putting mist everywhere, or darkening everything, or blood splattered all over the walls. The monsters or w/e are usually just events set to (move towards hero) or something, in which someone who's played an RPG Maker game knows exactly how it moves. There's also usually a really lame story vaguely put together where absolutely nothing is explained.

I wouldn't say that it's impossible to make a good horror game in RPG Maker. But it is hard, and doing the above isn't going to fix that. With 3D, you can have as much as a realistic atmosphere as you would in 2D. With a first person or even over the shoulder view, hearing a creepy sound behind you causing you to instinctly turn around only to find nothing really elevates the spookiness. But heck even commercial developers have problems with this.

But if you really want to make a good 2D Horror game that will interest people. Take notes from the original SNES Clock Tower (thats 2D), where there is an actual plot, the graphics are large and detailed, there are a lot of WTF moments, and actually has a good setting. Oh and even though Clock Tower takes place in a mansion like the billions of other rm2k3 games, please choose a more interesting setting than this. What about an outdoor setting or something.

I know we had a topic based on this, but whatever, I wanted to bring my point out further.