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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Can games be art?

(The artistic expression of the title is necessary btw)
This has been discussed in many many many video game blogs and forums, and it was all mainly because of roger ebert and his controversial article: Video games can never be art. Of course this topic is a little late on the news, but hey better late than never right?
It's very hard to simplify and nail down as many questions arise like: What is art? Why do games have to be art? etc. But basically, the video games industry is becoming really hard to ignore nowadays, especially with the indie movement allowing for experimentation. This leads to people trying to give a deeper meaning to games. Personally I find it hard to see video games as a completely separate medium as it is essential a combination of them with added interactivity. Movies and books especially have been around forever, you don't see your grandmother arguing how SMB3 is a landmark of platforming mechanics at the dinner table or high school teachers giving you a project to analyze MGS2's ending and what hideo kojima "intended it to be that way why or why not?" Not to say that's what makes a medium art, but I'm just pointing out that video games aren't on that universal level yet. Everyone has read a book in their life, everyone has gone to a theatre, everyone has been subjected to some from of classic art (paintings, jewelry, statues, etc.) but a lot of people have never even played a video game.
Anyway, Roger Ebert made a follow up article on how he admits he was being unfair (because he didn't actually play video games all that much). He then says that one day games can be principle art (whatever that means) and slightly changes his stance. He does not intend to play video games however. Anyway I am just rambling on to give you guys ideas of what this ongoing massive internet debate is about. It's worth discussing here because to some of us, game making is a big hobby. I think the best way to provoke discussion is to ask these questions and hopefully, shit will fly.
Your view on what "art" is?
How do you think video games can express art? (Mechanically, through immersion, having unique flashy cell shaded graphics, story telling etc.)
Do you think games are art now? What are some games that you think are art?
What are good/solid games that are nowhere near your idea of art? Or what are some games that would generally be seen as art, but you disagree with?
Do you think RM games can ever be art? (No laughing)
Art art art art art? FUCKING ART
Quick rm2k3 question (graphical)
If I were to show a rotating graphic, would implementing a single repeating battle animation take up LESS performance than simply setting two or three pictures on rotation?
E3 2010
So e3 is just around the corner. I'd thought I'd make a general topic for the hell of it. For those of you not in the know http://en.wikipedia.org/wiki/Electronic_Entertainment_Expo short non wiki answer: a big video game show where every big game company sticks their wang out to show off the latest stuff. To any gamer it means big announcements, silly gifs/photoshops, console wars, and more! Kinda like the video game business world cup.
The show this year is on June 15-17, there will be livestreams of the big company conferences scheduled at (Pacific time):
Monday:
10:00 AM
Microsoft Press Conference
2:00 PM
EA Press Conference
5:00 PM
Ubisoft Press Conference
Tuesdays
9:00 AM
Nintendo Press Conference
12:00 PM
Sony Press Conference
Those are at least the most notable ones. I'll probably stick around for Nintendo and Sony, maybe Microsoft if I'm not too busy. The livestreams will happen on gamespot, gamestrailers, etc. the usual gamer sites.
Shit to expect:
Nintendo:
more info on Zelda Wii
more info on the 3DS
more Wii games? I think there was a mention of a 'hardcore title' being announced (please be f-zero ;_;)
Sony
More stuff on the PSMove I guess?
The conference being hosted by THIS GUY(master troll)
LBP2 stuff?
Microsoft
More Natal info?
idk help me add to this list
Valve
A "surprise" at their booth (LEFT 4 PORTAL 3:EPISODE 3) but apparently it isn't going to be Half Life ep 3.
Post your predictions, maybe press hints on what to expect, thoughts etc.
The show this year is on June 15-17, there will be livestreams of the big company conferences scheduled at (Pacific time):
Monday:
10:00 AM
Microsoft Press Conference
2:00 PM
EA Press Conference
5:00 PM
Ubisoft Press Conference
Tuesdays
9:00 AM
Nintendo Press Conference
12:00 PM
Sony Press Conference
Those are at least the most notable ones. I'll probably stick around for Nintendo and Sony, maybe Microsoft if I'm not too busy. The livestreams will happen on gamespot, gamestrailers, etc. the usual gamer sites.
Shit to expect:
Nintendo:
more info on Zelda Wii
more info on the 3DS
more Wii games? I think there was a mention of a 'hardcore title' being announced (please be f-zero ;_;)
Sony
More stuff on the PSMove I guess?
The conference being hosted by THIS GUY(master troll)
LBP2 stuff?
Microsoft
More Natal info?
idk help me add to this list
Valve
A "surprise" at their booth (LEFT 4 PORTAL 3:EPISODE 3) but apparently it isn't going to be Half Life ep 3.
Post your predictions, maybe press hints on what to expect, thoughts etc.
Being innovative with RPG Maker
Let's Play Pokemon: GEODUDE EDITION
Screw your HG/SS shit, it's time for....
Alright this is my first LP, but also the manliest one. This isn't your typical pokemon LP as you'll see soon enough! We have the RMN crew to join us!
STARRING GEODUDE AS: OUR PROTAGONIST.

Woah, didn't know geodude was so sexy.
STARRING DARKEN AS: THE TALENTED RIVAL

What? It's my LP, shit just got real.

And our quest begins! God I hate it when Oak prevents you from-

Huh. Guess this isn't called the geodude version for nothing!

Without any pokemon, geodude bravely runs away from any wild pokemon he sees, only to arrive at Viridian City!

Oh hey where did this pokedex come from? ...Useless

After punching his way through a forest full of BEEs, geodude arrives at Pewter City! Time to visit an old friend.

W-woah Brock! You are more like BROck, thanks for the TM! It gives a pokemon Rock Tomb. A rock move that lowers the enemy's speed if it hits! Low damage but high on the accuracy. Somewhat useful.

We found our first goal! It turns out some chick named Misty and her swimming mafia is messing up Brock's rocks. I guess geodude will have to mess up Misty's...mist..?

Woah, it's geodude's home! This is the perfect time to put on the shades and gather up a crew!

Many zubats later, geodude gets enough bros to help him on his quest to defeat Misty and her swimming mafia! If you aren't a geobro, don't worry! There's still room for HM slaves and such! Stay tuned for the next episode on GEODUDE VERSION. But hold on, don't stop reading! I need your help on something: Who deserves Rock Tomb, the TM that BROck gave? I'll put this to a vote, but no voting for yourself! Keep your rocks on the dock!

STARRING GEODUDE AS: OUR PROTAGONIST.

Woah, didn't know geodude was so sexy.
STARRING DARKEN AS: THE TALENTED RIVAL

What? It's my LP, shit just got real.

And our quest begins! God I hate it when Oak prevents you from-

Huh. Guess this isn't called the geodude version for nothing!

Without any pokemon, geodude bravely runs away from any wild pokemon he sees, only to arrive at Viridian City!

Oh hey where did this pokedex come from? ...Useless

After punching his way through a forest full of BEEs, geodude arrives at Pewter City! Time to visit an old friend.

W-woah Brock! You are more like BROck, thanks for the TM! It gives a pokemon Rock Tomb. A rock move that lowers the enemy's speed if it hits! Low damage but high on the accuracy. Somewhat useful.

We found our first goal! It turns out some chick named Misty and her swimming mafia is messing up Brock's rocks. I guess geodude will have to mess up Misty's...mist..?

Woah, it's geodude's home! This is the perfect time to put on the shades and gather up a crew!

Many zubats later, geodude gets enough bros to help him on his quest to defeat Misty and her swimming mafia! If you aren't a geobro, don't worry! There's still room for HM slaves and such! Stay tuned for the next episode on GEODUDE VERSION. But hold on, don't stop reading! I need your help on something: Who deserves Rock Tomb, the TM that BROck gave? I'll put this to a vote, but no voting for yourself! Keep your rocks on the dock!
Quick VX script question regarding this cursor thing
This script installs a very nice cursor, but I don't want it to move horizontally when it's idle. I've fiddled around with it and I only have a faint idea on which line does what. Basically I just want it to stay still when the player isn't doing anything like MOST rpg cursors do.
script:
edit: Oh also hide tags can't hide code tags.
script:
=begin
BigEd781's Improved Command Window
=end
module EdsCursorConfig
# image preferred size of 18x18
POINTER_NAME = 'Pointer'
end
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * initialize
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_initialize :initialize
def initialize(width, commands, column_max = 1, row_max = 0, spacing = 32)
@arrow_image = Cache.picture(EdsCursorConfig::POINTER_NAME)
@arrow_sprite = Sprite.new
@arrow_sprite.bitmap = Bitmap.new(@arrow_image .width + 7, @arrow_image .height)
@arrow_sprite.z = 999
@sprite_last_draw_x = 0
@sprite_inc_x = 1
@intern_frame_count = 0
@update_pointer = true
eds_pre_window_command_mod_initialize(width, commands, column_max, row_max, spacing)
end
#--------------------------------------------------------------------------
# * dispose
#--------------------------------------------------------------------------
def dispose
super
@arrow_sprite.dispose
end
#--------------------------------------------------------------------------
# * close
#--------------------------------------------------------------------------
def close
super
@arrow_sprite.visible = false
end
#--------------------------------------------------------------------------
# * open
#--------------------------------------------------------------------------
def open
super
@arrow_sprite.visible = true
end
#--------------------------------------------------------------------------
# * visible=
#--------------------------------------------------------------------------
def visible=(value)
super
@arrow_sprite.visible = value ? (@index != -1) : value
end
#--------------------------------------------------------------------------
# * active=
#--------------------------------------------------------------------------
def active=(value)
super
@update_pointer = value
end
#--------------------------------------------------------------------------
# * cursor_rect= (OVERWRITTEN)
#--------------------------------------------------------------------------
def cursor_rect=(rect)
offset_y = self.viewport.nil? ? 0 : self.viewport.rect.y
offset_x = self.viewport.nil? ? 0 : self.viewport.rect.x - self.viewport.ox
boost_y = @arrow_image.height >= 29 ? 0 : 29 - @arrow_image.height
@arrow_sprite.x = 5 + rect.x + self.x - (@arrow_image.width / 2) + offset_x
@arrow_sprite.y = rect.y + self.y + (@arrow_image.height / 2) + offset_y + boost_y
end
#--------------------------------------------------------------------------
# * update_cursor
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_update_cursor :update_cursor
def update_cursor
eds_pre_window_command_mod_update_cursor
@intern_frame_count += 1
draw_pointer
end
#--------------------------------------------------------------------------
# * draw_pointer
#--------------------------------------------------------------------------
def draw_pointer
return unless @update_pointer
return unless (@intern_frame_count % 5) == 0
@arrow_sprite.bitmap.clear
return if @index == -1
if @sprite_last_draw_x == 7
@sprite_inc_x = -1
elsif @sprite_last_draw_x == 0
@sprite_inc_x = 1
end
x = @sprite_last_draw_x + @sprite_inc_x
@sprite_last_draw_x = x
@arrow_sprite.bitmap.blt(x, 0, @arrow_image, @arrow_image.rect)
end
end
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# * active=
#--------------------------------------------------------------------------
def active=(value)
super
@arrow_sprite.visible = value
end
end
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# * active=
#--------------------------------------------------------------------------
def active=(value)
super
@arrow_sprite.visible = value
end
end
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * cursor_rect= (OVERWRITTEN)
#--------------------------------------------------------------------------
def cursor_rect=(rect)
@arrow_sprite.x = rect.x + self.x - 16
@arrow_sprite.y = rect.y + self.y + 48
end
#--------------------------------------------------------------------------
# * active=
#--------------------------------------------------------------------------
def active=(value)
super
@arrow_sprite.visible = value
end
#--------------------------------------------------------------------------
# * update_cursor
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_stat_update_cursor :update_cursor
def update_cursor
eds_pre_window_command_mod_stat_update_cursor
@intern_frame_count += 1
draw_pointer
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * start_main
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_start_main :start_main
def start_main
@party_command_window.visible = false
@actor_command_window.visible = false
eds_pre_window_command_mod_start_main
end
#--------------------------------------------------------------------------
# * start_party_command_selection
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_start_party_command_selection :start_party_command_selection
def start_party_command_selection
@party_command_window.visible = true
eds_pre_window_command_mod_start_party_command_selection
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * start_actor_command_selection
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_start_actor_command_selection :start_actor_command_selection
def start_actor_command_selection
@actor_command_window.visible = true
eds_pre_window_command_mod_start_actor_command_selection
@party_command_window.visible = false
end
end
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# * update_cursor
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_win_mes_update_cursor :update_cursor
def update_cursor
eds_pre_window_command_mod_win_mes_update_cursor
@intern_frame_count += 1
draw_pointer
end
end
BigEd781's Improved Command Window
=end
module EdsCursorConfig
# image preferred size of 18x18
POINTER_NAME = 'Pointer'
end
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * initialize
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_initialize :initialize
def initialize(width, commands, column_max = 1, row_max = 0, spacing = 32)
@arrow_image = Cache.picture(EdsCursorConfig::POINTER_NAME)
@arrow_sprite = Sprite.new
@arrow_sprite.bitmap = Bitmap.new(@arrow_image .width + 7, @arrow_image .height)
@arrow_sprite.z = 999
@sprite_last_draw_x = 0
@sprite_inc_x = 1
@intern_frame_count = 0
@update_pointer = true
eds_pre_window_command_mod_initialize(width, commands, column_max, row_max, spacing)
end
#--------------------------------------------------------------------------
# * dispose
#--------------------------------------------------------------------------
def dispose
super
@arrow_sprite.dispose
end
#--------------------------------------------------------------------------
# * close
#--------------------------------------------------------------------------
def close
super
@arrow_sprite.visible = false
end
#--------------------------------------------------------------------------
# * open
#--------------------------------------------------------------------------
def open
super
@arrow_sprite.visible = true
end
#--------------------------------------------------------------------------
# * visible=
#--------------------------------------------------------------------------
def visible=(value)
super
@arrow_sprite.visible = value ? (@index != -1) : value
end
#--------------------------------------------------------------------------
# * active=
#--------------------------------------------------------------------------
def active=(value)
super
@update_pointer = value
end
#--------------------------------------------------------------------------
# * cursor_rect= (OVERWRITTEN)
#--------------------------------------------------------------------------
def cursor_rect=(rect)
offset_y = self.viewport.nil? ? 0 : self.viewport.rect.y
offset_x = self.viewport.nil? ? 0 : self.viewport.rect.x - self.viewport.ox
boost_y = @arrow_image.height >= 29 ? 0 : 29 - @arrow_image.height
@arrow_sprite.x = 5 + rect.x + self.x - (@arrow_image.width / 2) + offset_x
@arrow_sprite.y = rect.y + self.y + (@arrow_image.height / 2) + offset_y + boost_y
end
#--------------------------------------------------------------------------
# * update_cursor
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_update_cursor :update_cursor
def update_cursor
eds_pre_window_command_mod_update_cursor
@intern_frame_count += 1
draw_pointer
end
#--------------------------------------------------------------------------
# * draw_pointer
#--------------------------------------------------------------------------
def draw_pointer
return unless @update_pointer
return unless (@intern_frame_count % 5) == 0
@arrow_sprite.bitmap.clear
return if @index == -1
if @sprite_last_draw_x == 7
@sprite_inc_x = -1
elsif @sprite_last_draw_x == 0
@sprite_inc_x = 1
end
x = @sprite_last_draw_x + @sprite_inc_x
@sprite_last_draw_x = x
@arrow_sprite.bitmap.blt(x, 0, @arrow_image, @arrow_image.rect)
end
end
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
# * active=
#--------------------------------------------------------------------------
def active=(value)
super
@arrow_sprite.visible = value
end
end
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# * active=
#--------------------------------------------------------------------------
def active=(value)
super
@arrow_sprite.visible = value
end
end
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * cursor_rect= (OVERWRITTEN)
#--------------------------------------------------------------------------
def cursor_rect=(rect)
@arrow_sprite.x = rect.x + self.x - 16
@arrow_sprite.y = rect.y + self.y + 48
end
#--------------------------------------------------------------------------
# * active=
#--------------------------------------------------------------------------
def active=(value)
super
@arrow_sprite.visible = value
end
#--------------------------------------------------------------------------
# * update_cursor
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_stat_update_cursor :update_cursor
def update_cursor
eds_pre_window_command_mod_stat_update_cursor
@intern_frame_count += 1
draw_pointer
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * start_main
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_start_main :start_main
def start_main
@party_command_window.visible = false
@actor_command_window.visible = false
eds_pre_window_command_mod_start_main
end
#--------------------------------------------------------------------------
# * start_party_command_selection
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_start_party_command_selection :start_party_command_selection
def start_party_command_selection
@party_command_window.visible = true
eds_pre_window_command_mod_start_party_command_selection
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * start_actor_command_selection
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_start_actor_command_selection :start_actor_command_selection
def start_actor_command_selection
@actor_command_window.visible = true
eds_pre_window_command_mod_start_actor_command_selection
@party_command_window.visible = false
end
end
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# * update_cursor
#--------------------------------------------------------------------------
alias :eds_pre_window_command_mod_win_mes_update_cursor :update_cursor
def update_cursor
eds_pre_window_command_mod_win_mes_update_cursor
@intern_frame_count += 1
draw_pointer
end
end
edit: Oh also hide tags can't hide code tags.
Hiding the party's hp/mp in battle but not the first actor's. (RMVX)
This is a strange request but I want to hide the HP/MP of the 2nd-4th actor while showing the first actor's HP/MP. I know that in Window_BattleStatus, around line 45 where if I remove:
from the script, I can hide everyone's hp/mp but I'm stumped on how to show the first actor's HP/MP. I actually tried a lot of simple things with my very limited coding knowledge, but nothing works. This is in RPG Maker VX btw.
draw_actor_hp(actor, 174, rect.y, 120)
draw_actor_mp(actor, 310, rect.y, 70)
from the script, I can hide everyone's hp/mp but I'm stumped on how to show the first actor's HP/MP. I actually tried a lot of simple things with my very limited coding knowledge, but nothing works. This is in RPG Maker VX btw.
not implemented error (rm2k3)
I remember having this error way back but forget how to fix it. This happens whenever an MP3 is played in rm2k3 or in test play/regular play.
Reinstalled rm2k3, overwrited rpg_rts etc. Nothing really seems to work, this errors with ANY mp3 with ANY project so I'm fairly certain it's the program itself. Google doesn't help.
Reinstalled rm2k3, overwrited rpg_rts etc. Nothing really seems to work, this errors with ANY mp3 with ANY project so I'm fairly certain it's the program itself. Google doesn't help.
Halloween Contest Results!



BOO! Results are in!
3rd Place:
Nightmare 4 (Fear) by Xargoth

2nd Place: TIED BETWEEN
Til Death Do Us Part by Deacon

and
Twenties Flappers vs The Mummy by catmitts

1st Place: IS................dot dot dot dot
Midnight Realm by Anaryu!

Congrats to those who participated and those who actually voted!
Contest here for those who were late for the show.
Halloween Contest Voting!



Contest details here.
Alright, today's 28th, last chance for all the games to come in. Voting also starts! I decided to extend the voting to the end of 30th to give people more chances to play all the games. As a reminder PM me your vote (send message button under my name/avatar) for what you think is the best entry for this contest. Voting ends on the end of the 30th while results will be posted on Halloween night
Entries to vote on.
-catmitts Twenties Flappers vs The Mummy
-Anaryu Midnight Realm
-Deacon Batista Til Death Do Us Part
-Xargoth Nightmare 4 (Fear)
-crossroad00 Pumpkin Night
-TheDigitalMonk Hallow's Eve
Feel free to share opinions on the entries in this topic and such.


















