DARKEN'S PROFILE
Darken
3952
*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!)
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.
A tunneling machine finds itself injected into a body resembling a human.
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Misao Voting 2018
Since no one made a topic yet. You can now https://rpgmaker.net/misaos/2018/vote for what you think are the best RM things ever for 2018. Please vote and you'll get a digital pin to put on to say you voted (not really). Looks like Aria's Story is making the big splash in a lot of categories, Final Fantasy vs Dog kind of the comedy/joke fav as expected (Year of the Dog is a lock in). PSYCHE Locke is cruising in some categories as well. Eldritch Law is poised for the demo category. Have not even heard of Shattered Hourglass but it's popping on some nominations as well, has a crapton of downloads.
Personally I'm pulling for Off the Table to win something, and GRIMPS a little technical marvel I enjoyed. I realize I have not actually played any of the games on the GOTY list... but there's about a month I believe for me to change that.
So please discuss your hopefuls and surprises this year. Your misao dreams and who you're voting for.
Here's to a bold 2019!
Personally I'm pulling for Off the Table to win something, and GRIMPS a little technical marvel I enjoyed. I realize I have not actually played any of the games on the GOTY list... but there's about a month I believe for me to change that.
So please discuss your hopefuls and surprises this year. Your misao dreams and who you're voting for.

Here's to a bold 2019!
Mario Maker Super Thread
Get off your SMBX high horse, throw away your Lunar Magic exes, it's time for

Post your levels, talk about levels, rage at levels, and don't forget to comment/star! Didn't see a thread or know if anyone owns Mario Maker yet. I'll update the OP with all of our levels if anyone posts.
The List:
charblar
First Course!
0CB2-0000-0051-7AFA
Darken
Shinobi Air Dodge (Standard Airship Course with not too many bullets)
1E87-0000-0045-3019
Cerberus House (A little hard but short)
5482-0000-004C-D4C7
Marzilla Visits Goomba City
1E87-0000-0045-3019
Isrieri
Potatoes for Lunch
B430-0000-0045-BF8A
Gotta Getta The Star
A4F9-0000-0064-BED7
Hunt For the Yellow Blocktober
6C73-0000-0064-AA0E
Chocolate Remix (Spinies)
69AF-0000-0064-3D25
J-Man
Medium Difficulty: Ghost House
C171-000-0045-9BC3
Medium Difficulty: Overworld
6340-0000-001E-FAE3
Easy/Medium Difficulty: Underwater
ACAB-0000-001A-28EE
High Difficulty: Ghost House
30EE-0000-0019-DF0A
PepsiOtaku
Clownaruga 1-1 (Shmup level)
35DB-0000-006D-B953
Waluigi's Gauntlet
35DB-0000-006D-B953
Pizza
Wallapalooza
B231-0000-004B-D3BD
Perilous Pipe Pit
4340-0000-004B-AB4A
Pipe Dream
0B45-0000-0059-1AA3
turkeyDawg
Super Maker Bros. 1-1
ECC3-0000-003A-2EBD
Super Maker Bros. 1-2
39FB-0000-003A-320A
Zeuzio
Easy Castle
71AC-0000-0066-9128
Generic Underwater
CO78-0000-0062-1303
Springs 'n Things
4F78-0000-005B-47A3
Little or Big Challenge
A77C-0000-0012-E6AC

Post your levels, talk about levels, rage at levels, and don't forget to comment/star! Didn't see a thread or know if anyone owns Mario Maker yet. I'll update the OP with all of our levels if anyone posts.
The List:
charblar
First Course!
0CB2-0000-0051-7AFA
Darken
Shinobi Air Dodge (Standard Airship Course with not too many bullets)
1E87-0000-0045-3019
Cerberus House (A little hard but short)
5482-0000-004C-D4C7
Marzilla Visits Goomba City
1E87-0000-0045-3019
Isrieri
Potatoes for Lunch
B430-0000-0045-BF8A
Gotta Getta The Star
A4F9-0000-0064-BED7
Hunt For the Yellow Blocktober
6C73-0000-0064-AA0E
Chocolate Remix (Spinies)
69AF-0000-0064-3D25
J-Man
Medium Difficulty: Ghost House
C171-000-0045-9BC3
Medium Difficulty: Overworld
6340-0000-001E-FAE3
Easy/Medium Difficulty: Underwater
ACAB-0000-001A-28EE
High Difficulty: Ghost House
30EE-0000-0019-DF0A
PepsiOtaku
Clownaruga 1-1 (Shmup level)
35DB-0000-006D-B953
Waluigi's Gauntlet
35DB-0000-006D-B953
Pizza
Wallapalooza
B231-0000-004B-D3BD
Perilous Pipe Pit
4340-0000-004B-AB4A
Pipe Dream
0B45-0000-0059-1AA3
turkeyDawg
Super Maker Bros. 1-1
ECC3-0000-003A-2EBD
Super Maker Bros. 1-2
39FB-0000-003A-320A
Zeuzio
Easy Castle
71AC-0000-0066-9128
Generic Underwater
CO78-0000-0062-1303
Springs 'n Things
4F78-0000-005B-47A3
Little or Big Challenge
A77C-0000-0012-E6AC
Showcasing an RPG at a convention table
So in the far distant future I'll be showcasing a game-in-development to random passing strangers at a convention. It's great to get feedback from people irl especially to get their reactions and to even know your games problems from an impressions standpoint right away. I've had experiences showing games in cafes, bars and small indie gatherings. However those were all actiony games that were easy to jump into (and jump out of).
Obviously RPGs can be text/cutscene heavy in that there's investment required compared to say a game made for an arcade cabinet. RPGs are also exploratory in nature so there's a lot of finding items looking at menus and such. So I've been thinking of ways to make it easier to have a better impression and also get raw feedback. My main idea is to have the demo forwarded a bit more into a linear part of the game with 'edited down' cutscenes specifically for that demo.
My question is, has anyone shown their RPG at a convention before? If you care to elaborate: What was the experience like? Did you do any adjustments/preparation to make it easier to pick up and play? Did you realize what you should have done? Did you learn something from non-RPG players or even non-video game players?
Obviously RPGs can be text/cutscene heavy in that there's investment required compared to say a game made for an arcade cabinet. RPGs are also exploratory in nature so there's a lot of finding items looking at menus and such. So I've been thinking of ways to make it easier to have a better impression and also get raw feedback. My main idea is to have the demo forwarded a bit more into a linear part of the game with 'edited down' cutscenes specifically for that demo.
My question is, has anyone shown their RPG at a convention before? If you care to elaborate: What was the experience like? Did you do any adjustments/preparation to make it easier to pick up and play? Did you realize what you should have done? Did you learn something from non-RPG players or even non-video game players?
[Help] VXACE Animating Backgrounds (parallax)
So I decided to make one area animate the background for the sake of aesthetics. I have a parallel process doing something like
it will work fine but the whole engine will lag. It just stutters to move around, display messages etc. Even when I set it to wait 30 frames in between it still lags. I tried an anti lag script but didn't work probably because it's only for mass event situations. Is it because of the nature of parallel process or the 'change parallax' command? Is there an alternate way to animate backgrounds?
I've done the same trick before in rm2k3 and it does fine at even a blazing 60 fps. So I know it's not an impossible feat or anything.
change parallax map01
wait 10 frames
change parallax map02
wait 10 frames
change parallax map03
wait 10 frames
etc.
it will work fine but the whole engine will lag. It just stutters to move around, display messages etc. Even when I set it to wait 30 frames in between it still lags. I tried an anti lag script but didn't work probably because it's only for mass event situations. Is it because of the nature of parallel process or the 'change parallax' command? Is there an alternate way to animate backgrounds?
I've done the same trick before in rm2k3 and it does fine at even a blazing 60 fps. So I know it's not an impossible feat or anything.
Why rm2k3 is terrible for action games
engine: not rpgmaker 2003
Honestly I really don't care what engine people use and what for but I get the feeling people are missing crucial things on how an action game is made. So this can be a potential discussion and perhaps LEARNING experience, I guess...
1. Tile based movement
In rm2k3 (by default) When moving around in the game world, if you want to turn, you have to also move a space in the direction you want to turn. Precise movement has been key since the first Legend of Zelda. In LoZ 1 you would move in 4 directions but still in a pixel movement grid. Troy explains it better than I can: http://troygilbert.com/the-legend-of-zelda/movement-mechanics rm2k3 doesn't quite have the built in control quirks to remedy this. But hey let's look at:
2. Hit detection
In rm2k3 you take up a 16x16 square, you can only move along these other 16x16 squares. A charaset sprite takes up more than 16x16 but it's merely pasted over the square we speak of. To detect when two events collide is rather fishy, the two squares have to be NEXT to other or over each other in order to trigger a simple x is same as x2 scenario. Keep in mind we're using coordinates not the exact borders in which they hit. There are many different ways to have a sword appear and hit the enemy near you but the key thing is, it is the same as a chess board, it doesn't matter if the hit boxes match, it matters if the coordinates match. Which is problematic if you want say... a sword with the hit range of 12x8 pixels in front of your character appearing at a set time and hitting something else precisely.


Oh...
3. Picture/variable detection is more trouble than it's worth
A tutorial and example done by Kazesui ( http://rpgmaker.net/tutorials/498/ ) shows how to do pixel movement in rm2k3 (of course I have never seen anyone else actually use this to make a full game). Keep in mind you are not even using event movements anymore, you are defining hit box borders via variables and checking to see if another bunch of variables are similar. Not only that but you also have to update the movement of the picture and animate it. Fun right? You are no longer using rm2k3's database, event movement or anything that it was intended for. This defeats the purpose of using the program in the first place. I haven't even started on the possible lag issues you run into if you don't do it correctly.
If you are willing to spend hours using Kazesui's methods, then hat's off to you. I cannot stop you. I cannot wait for you to prove that you can spend an afternoon on game maker for the first time doing it wayyyy faster http://forums.tigsource.com/index.php?PHPSESSID=399f6e66456ccf4bdf63270f2582d5e7&topic=3251.0

also: santa claus isn't real
4. As for RMXP and above...
Scripting in RMXP+ is certainly more capable than this, no doubts there. But if you don't know how to script plz use game maker or learn to code (in which case something even better is available).
All in all, if you are the middle of making an rm2k3 action game. Ask yourself, is your game really precise? Can the player feel at home moving around in the game world? What limitations are you working against when it comes to interesting boss fights? Can a high speed chess game be any enjoyable???
peace.
What was your game supposed to be?
This topic is addressed to those who actually completed a game or have a game very close to completion (this excludes me as I have done neither).
Basically, what was your game originally going to be? Ideas shift and change especially when working on something that takes a great deal of time to complete. Was it ambitious when it started out or was it the other way around? I wanted to bring this up because I always notice a couple of projects that have been in development for YEARS and respawn in a different engine and even having the setting/story completely changed. It's a well known trend in the RM community but I cannot recall a topic aimed at this. So... discuss.
Basically, what was your game originally going to be? Ideas shift and change especially when working on something that takes a great deal of time to complete. Was it ambitious when it started out or was it the other way around? I wanted to bring this up because I always notice a couple of projects that have been in development for YEARS and respawn in a different engine and even having the setting/story completely changed. It's a well known trend in the RM community but I cannot recall a topic aimed at this. So... discuss.
Elemental Weaknesses (and battles that make you think)
Yet another discussion spawned from a different board (EW = Elemental Weakness due to the typing too many flapping letters).
Basic EWs are really boring in a commercial game as the people making it probably have the resources and skills to make it more complex. The only exception I can think of is the Persona series where elemental weaknesses can mean life or death instead of just *you do more damage.* I can accept EWs in an RM game for the simple fact that very little RM games even go beyond the complexity of EWs (or even have a good concrete focus on it when they do). It is just refreshing to see an RM game that forces you to use a variety of skills to win or even make the battles faster.
Scans that take up a turn is really stupid though, so if you're using rm2k3 I hope you are using glyphs in monster names or fake status.
So yeah idk, talk about stuff!!!!
Random chance in video games is poor design, as is elemental weakness. It's a foregone conclusion; is the enemy weak to fire? USE FIRE! That's what you do. It's not compelling gameplay or intelligent decision making. I wonder if developers keep including it because it makes people feel smart for having deduced to right element to use (scan) and then seeing LARGE NUMBERS come up when they use ice on the Burning Magmalords.
Basic EWs are really boring in a commercial game as the people making it probably have the resources and skills to make it more complex. The only exception I can think of is the Persona series where elemental weaknesses can mean life or death instead of just *you do more damage.* I can accept EWs in an RM game for the simple fact that very little RM games even go beyond the complexity of EWs (or even have a good concrete focus on it when they do). It is just refreshing to see an RM game that forces you to use a variety of skills to win or even make the battles faster.
Scans that take up a turn is really stupid though, so if you're using rm2k3 I hope you are using glyphs in monster names or fake status.
So yeah idk, talk about stuff!!!!
>New Game
So a little discussion came from here. Some people believe a RPG can only get fun when you have more skills and characters to play around with. Others think the game should just be exciting from the start. Personally I think you don't really need complex arsenal to make the beginning fun, just something really interesting to happen (an assassination attempt, a terrorist attack, a train robbery and so on). Just a good hook to get the player interested in what he is doing, even if he can only attack and use one spell. There was also the mention of tutorials for people unfamiliar with the game's rules, a lot of JRPGs tend to just roll with it giving you that "well im like finalfantasy isnt that enough???" deal. But how do you introduce the player to your game?
Custom rm2k3 fonts?
I notice some rm2k3 games use unique message fonts, I never bothered to ask about it but now I'm curious. How do I implement a font in rm2k3? Can anyone point me to a font thats compatible with rm2k3? Thanks.
Gameplay is the only thing that matters
This is a little discussion that jumped out of a certain article comment box. Basically the original point:
At first it seems like a very true idea. But from what I've learned in the past year of great gamings is that gameplay is a really dumb word. Do you mean by the core rules (game mechanics) or the actual experience of the player (what the player has played overall)? If you mean core mechanics then it's highly probable that a game can be very uninteresting despite well made rules and balance. For instance, imagine a game where the concept (what you DO in the game) is controlling traffic. Would you really want to play this game even with well thought out rules and balance? And even if you do find traffic very very interesting, think of a game in which you do a very boring task, and apply good rules to it. I mean would you seriously enjoy Forklift Simulator?
Don't think I'm making game mechanics as some horrible thing (like a dude with a 1up t-shirt playing NES games all day would antagonize graphics). But one of the things I'm trying to say: flavor means a lot to the game. Flavor and mechanics aren't always seperated though, that's where the enjoyment comes in. You don't say "I removed the enemy from the game's environment without a weapon object" to your friend after playing MGS, you say "I SNAPPED SOME DUDE'S HEAD OFF." You need graphics/animations, story context, and of course, well constructed rules to convey that. There's no importance displayed on any of the aspects. They are simply there so that the player can snap the dude's head off.
I am about to go into ramble territory as I can go all day pulling out examples from my ass. But like it or not, graphics/story/music whatever you like to cut games up into: are connected to the gameplay and ultimately the enjoyment of the player.
To be honest, the real talent of a game-maker lies only in creating good gameplay. Stories have nothing to do with it.
At first it seems like a very true idea. But from what I've learned in the past year of great gamings is that gameplay is a really dumb word. Do you mean by the core rules (game mechanics) or the actual experience of the player (what the player has played overall)? If you mean core mechanics then it's highly probable that a game can be very uninteresting despite well made rules and balance. For instance, imagine a game where the concept (what you DO in the game) is controlling traffic. Would you really want to play this game even with well thought out rules and balance? And even if you do find traffic very very interesting, think of a game in which you do a very boring task, and apply good rules to it. I mean would you seriously enjoy Forklift Simulator?
Don't think I'm making game mechanics as some horrible thing (like a dude with a 1up t-shirt playing NES games all day would antagonize graphics). But one of the things I'm trying to say: flavor means a lot to the game. Flavor and mechanics aren't always seperated though, that's where the enjoyment comes in. You don't say "I removed the enemy from the game's environment without a weapon object" to your friend after playing MGS, you say "I SNAPPED SOME DUDE'S HEAD OFF." You need graphics/animations, story context, and of course, well constructed rules to convey that. There's no importance displayed on any of the aspects. They are simply there so that the player can snap the dude's head off.
I am about to go into ramble territory as I can go all day pulling out examples from my ass. But like it or not, graphics/story/music whatever you like to cut games up into: are connected to the gameplay and ultimately the enjoyment of the player.













