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Thoughts about Titlescreens

I hate the title screens that are just pictures with text with effects on them. These kinds of screens come from the ancient "titlescreen" resource images from the old resource sites. There'd be a selection of cool-looking images, and people would just throw the title of their game onto the coolest one.

One of my favorite title screens that I've madeâ€"a long time agoâ€"was this one:



Sure, I grabbed a random image, but it wasn't just a "titlescreen" image with text over it. I found an imageâ€"one that wasn't made to be used as an RPG Maker Game titleâ€"and cropped and resized it for use here. I changed the colors a bit, and then I made sure to add some life to the text. Not only did it tae forever to pick out the right font, but the positionin and the colors took work, too. It isn't just the title of the game slapped on, there's personality to the letters and the way things are organized.

Beyond that, though, are the little effectsâ€"like the subtle wirey things that link together the options. These kinds of effects work in a way that personalize the title screen and attach it to the gameâ€"creating an effect that makes the title unique to the game rather than just text on an image.

Here's a recent one:



I sure as hell didn't draw the background, but it was originally very differently-colored. I chose a color scheme that set the mood I wantedâ€"in photoshopâ€"and I created the text and everything to make it feel like a polished single image.

Of course, these aren't for RMK2/3 games. They wouldn't fit with that style at all. But I think that the same principles should definitely applyâ€"the title has to seem like it was made specifically for the game, and its worth taking the time to make sure that it was.

GREAT NEWS!!!

I like "Justin Starscream", but it's not too much of a pun. One of my brother's names is "Justin Kase". Lame puns are amazing when they work in a real name. :)

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

I think that one of the most important things in dungeon design comes down to consistency. If your dungeon has a theme, stick to it. Earlier puzzles should be repeated later on in a larger and more complicated scale. Not only does this make it easier for you, the designer, but it adds a natural learning curve to the game and makes it feel tighter and more cohesive. It also adds FLAVOR. :)

If you're not too confident in terms of puzzles or challenges, an alternative route is to really weave the story into the dungeon. It's certainly not a replacement, and puzzles should still be incorporated, but if you're able to keep the player involved and as long as he doesn't forget why the dungeon is relevant, then it won't feel like a chore.

For example, one of the major themes of a dungeon in an older project of mine was that it told a story through hieroglyphs on the walls. The story was a parallel to things that were going on in the overall story (yay), but more importantly, the dungeon was designed around this story, and the player would stumble across pieces of the story that were out of place. It certainly wasn't a typical puzzle, but it presented something for the player to do beyond exploring rooms and fighting baddies.

Most Memorable RM Characters [May include SPOILERS!!!]

Yo Liberty, it makes me happy to see someone else mention Jay's Journey. That is one of my favorite RPG Maker games, ever. I played it a very long time ago, but it was just very clever and well made, despite being RTP.

Most memorable character (excluding the characters from games that I have worked on and/or tested for) would have to be Talan from ABL. Probably because its one of the only RPG Maker games that I've played more than once. After that, it might be Carter from Iron Gaia.

But damn, this was a long time ago. I gotta play some newer games. :)

New Enterbrain Maker - Action Game Maker!

ACTION GAME MAKER

On its blog, Enterbrain has announced its newest game-making program. And the best part? It's not another fucking RPG Maker!
Make platformers, action-RPGs, shmups and more!
Japanese release date: December 12, 2008

Games can be ported to Xbox Live!

Announcement is here: click
AGM Page is here: click
English hype page: http://actiongamemaker.com







Let us pray for an English release (or a good illegal translation).

Is this illegal?

man that's totally lame HEY MAN YOU BETTER NOT FLUNK ME I MIGHT TELL THE COPS OHOHOOHH seriously that's such a fucking douche of a thing to do

i mean you pretty obviously use rm2k or something and i'm sure you have a shitload of other illegal stuff do (everyone does) so BLACKMAILING YOUR TEACHER for this makes you a total dick

I just had potato chips for dinner.

what how many potato chips. unless it was like a full bag or something i cannot see how it was a fulfulling diner

What does your avatar mean?

Some pixel art I made a long time ago for an old project. I've used it as an avatar in a few places.

Forum Games

Please please please do not do this.

grow up :o

It's 2008, last I checked. RPG Maker 2000 and 2003 are outdated, by a lot. RPG Maker XP and VX are the current standards (or at least they should be), and the current attitude of "everyone is using rm2k3 and will never ever go beyond it" is seriously holding this community (and other ones) back.

Topics like these, which are so 2k/3-centric just show that this community is so dead-set in its ways. This is actually one of the big reasons for all the GW drama: a lot of you guys just refuse to use anything other than RM2K3, even when there are well-known updates to the program.

This isn't meant to be some sort of shitty rant aimed at the community, but that sites like this one should be working on little things that promote more current engines. The thread I linked to is the perfect example: contests by staff members ("contributors", whatever) based around rm2k/3 tilesets make a very clear statement about the community's stance on moving forward: and that statement is that you simply refuse to do so.

This site would certainly be opened up to a lot more potential new members if it was able to move on and start promoting more modern programs. This is rpgmaker.net, not rpgmaker2k3.net.