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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Tactical Battle System Movement

Been using this tutorial to help me with a non-rpgmaker, non-tactics but still kinda grid based game lol

Gender Roles in Gaming

author=Solitayre
I don't think I even have the courage to read my own opinions on this topic from over ten years ago. Would it be better if I deleted it, do you think?

i have dumb shit I said as an 17 year old since 2008 how do you think I feel? but really i don't mind it, I can say I changed my mind and move on. I get that political subject matter might be another thing, but that shit requires growth/cultivation more than anything else.

At a glance though I don't see this article as too out of left field compared to a recent youtube essay about the same subject. So maybe things haven't changed much.

Trigonometry script for rpg maker 2003

profile>account>settings and look for this:


you've have been released from this curse.

A handful of usable writing tips

4 - Surprise me
Our mind is designed not to waste unnecessary attention with stimuli that are familiar and predictable to us I will kill you in your sleep. It works in "low-energy mode" when stimuli are familiar, and "high energy mode" when facing the unexpected. When you add something unexpected to dialog, players will wake up. You don't want them sleeping while reading your dialog. Not literally sleeping, but maybe just forgetting everything they read immediately after they do. WAKE THEM UP.

Predictable: "You killed my father. He was the most important person in my life. I will never forgive you. It may take days, months, years or my entire lifetime, but I will avenge him. I will kill you."
Less predictable: "You killed my father. He was the most important person in my life. But he had terminal cancer, so he was going to die soon. You made him a favor by relieving him of his pain quickly. Thanks for that, no hard feelings. Just kidding. I will kill you!"

Predictable: "The only way to kill the demon lord is by piercing his heart with a sword made from the metal of the forgotten dwarven mines. We must find a blacksmith capable of forging such weapon."
Less predictable: "The only way to kill the demon is by piercing his heart while he's laughing. But he's got a very unusual sense of humor. We must find someone who's capable of making him laugh".


Agree with all the points made, however I feel like these examples rely on adding additional plot points or potentially confusing the point of the scene.

The movie Ex Machina I think does a wonderful job at sidestepping "obvious" dialogue and making characters spontaneous and surprising. Mainly due to the Nathan CEO character.

I'd suggest watching the movie if you (or anyone) hasn't seen it, but I think this scene illustrates what I mean (minor spoilers):


Nathan introduces a painting, that's seemingly unrelated to the plot of the movie or even anything. I didn't know who Jackson Pollock was before seeing this scene, but I think the trick to this scene is that we as an audience are learning a tidbit about art history before arriving to the actual point and we do find out the painting is actually related. It's a neat distraction trick much like Resevoir Dogs opens up the film with a debate about tipping of all things. The point of the scene doesn't change if you removed the bit about the painting, but it would have been less interesting.

The movie doesn't do everything perfect I think when the movie talks about the turing test (which is a thing any sci-fi nerd knows) was a little more straight forward and boring. The same way hearing about the legend of a demon lord being sealed away for 500 years is. The exercise/examples should be less about adding a surprise twist element to a premise but rather how the characters go about exposition in a way that accomplishes the same thing a boring exposition dump typically would.

Obviously there are way other tricks than just add some seemingly educational trivia but if I knew all the tricks to surprise people with writing I'd write a book on it.

Is VR Killing the JRPG?

RPGs already have the best VR game and it doesn't even need a headset, it's called DnD.

Idk I think JRPGs are just dead. When's the last time any AAA game actually made their games turn based? Dragon Quest XI? The fun thing about turn based RPGs was the minimum amount of inputs needed, you don't have to be on your toes or be active you can just lay back and explore a world. Nothing that motion controls would enhance since that defeats the whole point.

When I imagine a VR ""JRPG"" I imagine you playing as an awkward anime character with live mocap looking movement with a lot of physics and you awkwardly carrying a command menu like its a clipboard with a Final Fantasy pointer glove covering your hand. Maybe something awkward like this. Idk there's no real value proposition here, we all know it's gonna suck.

A Look at the Crazemind: Making a Crazegame

THE NUMBERS

The PRO of PROCRASTINATION

That motivation factor can be a little fatalistic, I think you gotta make what you have enjoyable. If your life is too centered around prospects it can be hard to accept when things don't turn out your way. Thing about making a giant dream RPG is that you're trading something (hopefully not an entire social life/family) to be on the computer a lot, and in some mindset it's easy to think "once I finish this thing it'll be worth it."

Though it's pretty hard to get a lot out of life if you don't have money for vacations/dating/things-to-do-before-you-die and is just as depressing if you're tethered to the same workplace everday. I don't really have an answer other than I hope devs find some way to enjoy the process even if the game may or may not get finished, because at least relatively speaking you lived something.

How to make better rpgmaker trailers!!!

Also a really good trailer I rewatched several times:

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.