DYHALTO'S PROFILE

Though I may not look it, I'm really untelligent.
Valor Emblem
TRPG made with Sim RPGMaker95

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The other harvest moons had randomized weed/rock placement, if you need ideas.

Forum Topic subscriptions

There's a lot of unnecessary details you're going into here. All you really need is a Subscribe/unsubscribe button on each thread. We'll handle the rest.

Commercial gams - a philosophical & practicality debate

Whoa, let's not deviate from the topic at hand. The original subject is important.

Sorry harm. I didn't mean to talk you down.
I stand by my original paywall != quality statement, but you're mostly right about the phase part. Yes, indie developers will never go away, but I'm of the belief that as time passes and more people get into the field with hopes high, the general price of games will come down, lowering the profit potential. There'll always be exceptionalism, as you've demonstrated and a few others in this forum seem to be going the direction of, but on the whole, this'll soon be an oversaturated market and a poor way to pay the bills.

edit : hmmm... there's a Submit hotkey somewhere on this keyboard.

Commercial gams - a philosophical & practicality debate

I vote No for the following reasons.

It'll just be a place to dump your demo
What's really in it for the commercial venturist? The RMN staff has already made it crystal clear that they have no intention of implementing any kind of tools for helping you sell your game. The pros will get connected with Amaranthia or Steam, and not have the time of day for the small timers like here. Realistically speaking, it's just another place to dump your demo and get a few hits. I'm sorry if you feel bad about it being phrased politically incorrectly, but that's exactly all it is.

Negative first and second impressions for the casual gamer
One of the great qualities of this site is that every game is completely free. Someone can just waltz in, browse, pick something that catches their eye, and blast away a Sunday afternoon or an entire week on it.
Of course, the counterargument is that you can just filter your search with "no commercial". But this creates a new step, adding more shit in the way. For what purpose? Anybody contemplating buying an indie game will go to sites that specifically host pay-to-play indie games. The casual visitor comes here looking for interesting, accessible games.
This is where a commercial venturist might chime in, suggesting that in seeing these commercial games, the casual visitor might become interested in paying for it. Reference my first point.

Game quality will not improve
Commercial indie games have yet to prove that a paywall equals higher quality. ie. They won't enrich the community at all.

RMN's reputation will inadvertently decline
It isn't a stretch of the imagination to see where a "This isn't worth money..." comment would lead.
Like it or not, it's going to appear in the main thread, in screenshot threads, and especially in reviews. RMN's feedback mechanisms are more sophisticated than everyone else's. We can critique every screenshot individually, or every character bio, or whatever else has commenting enabled. Everywhere else is just a big ol' forum post, offering not much more than a pair of Like or Dislike buttons would.
As that inevitable phrase rears it's ugly head, the predictable angry reaction by most (not all) of the commercial venturists will carry over to other forums, talking about how elitist and overbearing the RMN crowd is.
This can be circumvented with a staff-enforced pussyfooting policy. Thou shalt not speaketh badly about Aveyond's mediocrity. Though unlikely, this is a new can of worms.

Forum attitude may shift from hobbyist to commercialism
"How can I make this better" vs "How can I make this more marketable"
Same question; different motivation. There'll be a change in the general attitude of the population of RMN. People who've been around the block will know better, but if commercial games successfully overtake hobby games, newbies will enter the field believing that making money is somehow holier than making an enjoyable free game.
The old "money change everything" adage may or may not apply here, but I don't see any kind of positive outcome if this paradigm were to shift.

This is just a phase
This is just my personal opinion, but I wholeheartedly believe this whole moneys-for-gam thing is just a phase being egged on by the sudden rise of kickstarter. Sooner or later, the people with lofty ambitions will accept the ugly reality that when all the income is tallied up, they've been working for less than a dollar an hour. Some of them will make up for it with volume, using sequelitis and franchise power to create an asset base for themselves, but these games will probably be subpar little things not worth the hosting space they occupy.
No doubt there'll be a few diamonds in the rough, but as I mentioned earlier, they'll have other distribution methods.


I made a long post again.

How much do y'all like midi?

author=KingArthur
The same can be said about all graphical resources used since we all have different monitors calibrated differently.

Yeah >=|
*grumble grumble*

Actors and actresses who turned down notable roles?

RMN v4.3 Bugs

^ Yeah, I've been having that problem too.
I didn't say anything because of what ankylo said in the How Do I Remove Notices thread..
author=ankylo
This should start resolving itself within the next week or so.


Is it just a temporary woe?

RMN Fall Podcast (Part 1)

yay 8D They live
Haven't had one in awhile.

How do you make a Sprite & Export/Import it?

1. Open the 'Import and Export Resources' menu
2. Go to CharSet and select char1
3. Export it to whatever folder you like
4. Open the newly exported char1 with your favorite graphics program. Lots of people here just use MSPaint

You'll see that you have 8 sets of characters with all their basic movement sprites : Up, Down, Left Right, B, A, Start. Each frame is a 24x32 box, so any sprites you draw will have to remain within those borders. Moving on...

5. Copy/Paste your new sprites over top of the old ones. Keep in mind that the green background is the 'transparent' color. Don't use that particular shade for green clothing/hair.
6. Save the file under a new name as a 256-color bmp. This is important. When you opened it in MSPaint, it should have automatically opened it as a 256 color file in its own native palette and will save as such anyway, but make sure you avoid saving it as a 24-bit bmp.
7. Go back to RM2000 and open Export and Import Resources again. Go to CharSet again.
8. Click Import, find your file, and select it.
9. Drop an event somewhere with your new chars graphics (or make your hero it) and walk around. Voila.

There's a lot more to it. The first thing that'll irk you will probably be what the program does to your palette. There are ways around that, but they're probably too advanced for someone who is having trouble simply making a custom sprite :p