*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.



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.

Trigonometry script for rpg maker 2003

I think at this point it's best not to further this particular discussion anymore... Maybe carry it on in https://rpgmaker.net/engines/rt2k3/utilities/207/

much like the ring menu, talking to bulma is a matter of going in circles.

Featured Game, Featured Dev: Darken

Appreciated the interview, I find it funny Theia's translation was released the moment I wondered if it was coming out this year or not.

February Games Roundup

I should try Shooty and the Catfish at some point. Nice coverage.

RMN Attemptcast, Episode 0

Interested as well.

Trigonometry script for rpg maker 2003

the analogy is that youre the one creating problems for yourself over nothing.

Trigonometry script for rpg maker 2003

A Different Approach to Difficulty

I mean you said:

But rather, the game allows the player to interact with it in certain ways to make it easier, or harder, for themselves. These take the form of tools, approaches, strategies, input sequences or methods, etc. which should often come with some sort of trade-off.


This is something that has been implemented in a number of games including From Software’s Dark Souls, which Extra Credits has dedicated an entire episode to, and which everyone should take a look.

The video contains a list of mechanics that cover a lot of the game's difficulty. I'm going to assume you're referring to the entire game as a shining example of how organic difficulty works. Especially if the point of design is to work the difficult adjustment within the game itself. You can't talk about how magic builds affect the entire game without talking about the entire game.

A Different Approach to Difficulty

If it's any help I think a better example would be Shovel Knight. Isolating just the checkpoint system. Where you can either choose to destroy a checkpoint (meaning when you die you go to the beginning or checkpoint you didn't break) or reap the rewards (money). To me that's a difficulty that's altered in the middle of the game and ignoring the mechanic all together means you just play normally.

Referencing the entirety of Dark Souls for a difficulty solution is kind of... eh. I mean Shovel Knight suddenly reminds of Dark Souls 2's bonfire system where you could make enemies surrounding it more powerful (and respawn them) for various riskreward quirks, and that being isolated as an example is gonna have less arguments and people like me poking holes.

A Different Approach to Difficulty

His point is the same as mine as in that the Dark Souls "organic difficulty" only works in practice if you know a lot about the game before-hand. Again how would you know pyromancer is the easy mode? Despite being able to learn magic later on in the game (again a technique pretty cumbersome to new players, I've seen tons of LPers MAYBE experiment with it by the time they get to Darkroot Garden, things like catalyst requirements, equipping the spell, knowing the spell usesage really just comes after putting up with the melee build for long) it's a choice that greatly affects your first time experience with the game, if he had accidentally picked magic user the "organic difficulty" seems to come down to happenstance. Also really? Archer build? That also isn't a very intuitive thing to use unless you know what you're doing, at the beginning of the game you have limited ammo and enemies with shields can negate it. You're also screwed when up against bosses and aren't really learning the game. They're meant to give a slight advantage like firebombs in battles and they can abuse the AI, but there's a lot to deter players from bothering exclusively with archery unless they looked up on how to get the Drake Sword or something.

I think Dark Souls is a great game and anyone can beat the game if they put their mind to it. But it's laughable to say that Dark Souls has this amazing scale-able difficulty that can conform to players as they play the game. The game is an imbalanced mess that just taking the wrong direction at the start of the game will fool you into thinking the game is more difficult than it is. It's full of traps and common mistakes that can turn off the player from playing the game had they not looked up some tips and tricks beforehand.