EBETH'S PROFILE
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I'm E(liza)beth and I like pancakes, sleeping and making games. I like cute stuff & trying out new things! My favorite games are Ace Attorney, Hyper Light Drifter, Dishonored & Yume Nikki.
I'm a game designer & artist (pixel & 3D). I'm also trying to get better at programming in C#. I've worked with/work in Rpg maker 2k3 & Ace, Bitsy, Twine, Unreal & Unity.
Sometimes I write articles/tutorials & make resources.
Certified Mafia Junkie
I'm also on Itchio!
https://ebeth.itch.io/
Follow my dev blog for more updates!
https://www.pancakeproductions.tumblr.com
Help support me on Ko-fi!
https://ko-fi.com/ebeths
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I'm E(liza)beth and I like pancakes, sleeping and making games. I like cute stuff & trying out new things! My favorite games are Ace Attorney, Hyper Light Drifter, Dishonored & Yume Nikki.
I'm a game designer & artist (pixel & 3D). I'm also trying to get better at programming in C#. I've worked with/work in Rpg maker 2k3 & Ace, Bitsy, Twine, Unreal & Unity.
Sometimes I write articles/tutorials & make resources.
Certified Mafia Junkie
I'm also on Itchio!
https://ebeth.itch.io/
Follow my dev blog for more updates!
https://www.pancakeproductions.tumblr.com
Help support me on Ko-fi!
https://ko-fi.com/ebeths
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M.O.G. Graphics
author=Archeia_Nessiah
I also recommend Graphics Gale or Pyxel Edit since they're more game oriented! Both have free versions that shouldn't get in the way of your game making creation. Especially since IIRC remember Paint.net has Grid issues.
Thanks for sharing, I had no idea there were art programs geared towards game making! I just checked out Pyxel and it looks SUPER useful.
I was wondering if you could elaborate on what you meant by grid issues. I have been using paint.net for a while and haven't run into any issues yet. But I definitely don't want to end up screwing myself over later by doing something stupid.
Peri's assorted art
Woahh these are amazing!
Your color palettes and composition are really nice. And your painted skies are especially fantastic.
And your tattoo designs are so intricate!
just woah
Your color palettes and composition are really nice. And your painted skies are especially fantastic.
And your tattoo designs are so intricate!
just woah
M.O.G. Graphics
Do the resources we create need to be for ace or can they be for another rpgmaker engine?
Also I found this tutorial useful when I was first learning how to make pixel art and I thought it might be helpful for others.
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial
I also highly recommend using paint.net for spriting, chipsets ect.http://www.getpaint.net/
It's simpler and easier to navigate than photoshop, but is more advanced and has more features than ms paint. Also the recolor tool makes it super easy to change the color of your stuff.
Also I found this tutorial useful when I was first learning how to make pixel art and I thought it might be helpful for others.
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial
I also highly recommend using paint.net for spriting, chipsets ect.http://www.getpaint.net/
It's simpler and easier to navigate than photoshop, but is more advanced and has more features than ms paint. Also the recolor tool makes it super easy to change the color of your stuff.
Introducing myself, I guess.
Introducing myself, I guess.
Your art's a nice mixture of cute and creepy! If you have more to share later you should definitely post it over here. http://rpgmaker.net/forums/creative/
puts on sunglasses like a 50's greaser
Levelling Up! Create your Birthday Character!
I'm arriving fashionably late to the party!
Let's see I'm terrible at choosing which stats to level up in games so this should be interesting.
Level: 17
Total stat points: 85
Health: 15
Mana: 11
Strength: 11
Constitution: 11
Intelligence: 11
Agility: 15
Luck: 11
Total affinity points: 17
Earth: 0
Fire: 0
Wind: 6
Water: 6
Holy: 5
Dark: 0
Non-Elemental: 0
Total equip points: 17
Sword: 0
Spear: 0
Axe: 4
Bow: 2
Staff: 4
Fist: 2
Heavy: 0
Light: 4
Medium: 1
Let's see I'm terrible at choosing which stats to level up in games so this should be interesting.
Level: 17
Total stat points: 85
Health: 15
Mana: 11
Strength: 11
Constitution: 11
Intelligence: 11
Agility: 15
Luck: 11
Total affinity points: 17
Earth: 0
Fire: 0
Wind: 6
Water: 6
Holy: 5
Dark: 0
Non-Elemental: 0
Total equip points: 17
Sword: 0
Spear: 0
Axe: 4
Bow: 2
Staff: 4
Fist: 2
Heavy: 0
Light: 4
Medium: 1
puts on sunglasses like a 50's greaser
author=Gourd_Clae
Oh hey I'm just like you! Welcome to RMN~
High-fives!
author=karins_soulkeeper
Welcome, welcome!
~here's my thought: A game is made to be played, not watched.
Have a nice day :D
I agree with that! Unless of course it's a visual novel in which case it's ment to be read.
Introducing myself, I guess.
Welcome! though i guess technically you've been on here longer than me but still hi
We've got really similar taste in games, Wadanohara is amazing.
And don't worry if you poke enough buttons in rpg maker you'll figure it out eventually! I'll be interested in seeing your games once you figure it out, apathy as a game mechanic sounds really neat.
We've got really similar taste in games, Wadanohara is amazing.
And don't worry if you poke enough buttons in rpg maker you'll figure it out eventually! I'll be interested in seeing your games once you figure it out, apathy as a game mechanic sounds really neat.
Making the player care, not just the character
Reading all of these I now have a theory that there's probably 4 different ways to motivate players to go forward that each appeal to a different personality type. I think a combination of all four would be necessary for a good game.
1. Some people are mostly motivated by the storyline. But that's not the topic up for discussion here.
2. Some people just like exploration for explorations sake. I wouldn't underestimate the power of a players curiosity, without it games like Yume Nikki would have never appealed to anyone. (granted Yume Nikki still doesn't appeal to everyone.) I think the best way to motivate explorers is to make the game's world intriguing. If you make the NPCs and environment interesting they will want to interact with everything. And then when they do interact with like a bookcase that leads to a secret passage with some treasure or that goes to a new area they will want to continue to interact with everything. If there's a locked door they're gonna want to open it. And if you reward their curiosity with treasure, unique environments, meeting a new character or a rare monster to fight they are going to want to continue exploring.
3. Some people are reward motivated. They're similar to the explorer but the explorer would be more excited about finding the secret passage while the reward motivated person would be more excited about the treasure chest they found on the other side. The best way to appeal to these people is to reward their actions with money, stronger unique weapons, new spells or moves, new monsters that give more exp. and generally more power as a player.
4. The last type appeals to the human need to obsessively collect things. This is why Animal Crossing works, this is why people play Pokemon trying to catch them all even AFTER beating the storyline, it's why badge systems work in games or people play for 100% completion. Having a badge system or a counter in a games menu can motivate to keep playing until they have gotten them all filled. This can also be easily combined with a rewards system like the golden skulltula's in OOT.
I think another way to show not tell is to create anomalies. I'm going to go back to the monster's blood that can be used as a healing elixir thing. Say up until the player fought this certain monster all their enemies simply vanished upon defeat, but this monsters corpse remains after battle. The player will detect this and interact with the monster and acquire the blood. At that point a message could pop up and say "You got this, it does this" ala Zelda OR maybe the player character gets some on his hand and it heals a wound and he's all like "oh this blood has healing properties". Either way whenever a monster corpse stays instead of vanishing from now on the player is going to want to examine it because they now know they are going to get something out of it.
1. Some people are mostly motivated by the storyline. But that's not the topic up for discussion here.
2. Some people just like exploration for explorations sake. I wouldn't underestimate the power of a players curiosity, without it games like Yume Nikki would have never appealed to anyone. (granted Yume Nikki still doesn't appeal to everyone.) I think the best way to motivate explorers is to make the game's world intriguing. If you make the NPCs and environment interesting they will want to interact with everything. And then when they do interact with like a bookcase that leads to a secret passage with some treasure or that goes to a new area they will want to continue to interact with everything. If there's a locked door they're gonna want to open it. And if you reward their curiosity with treasure, unique environments, meeting a new character or a rare monster to fight they are going to want to continue exploring.
3. Some people are reward motivated. They're similar to the explorer but the explorer would be more excited about finding the secret passage while the reward motivated person would be more excited about the treasure chest they found on the other side. The best way to appeal to these people is to reward their actions with money, stronger unique weapons, new spells or moves, new monsters that give more exp. and generally more power as a player.
4. The last type appeals to the human need to obsessively collect things. This is why Animal Crossing works, this is why people play Pokemon trying to catch them all even AFTER beating the storyline, it's why badge systems work in games or people play for 100% completion. Having a badge system or a counter in a games menu can motivate to keep playing until they have gotten them all filled. This can also be easily combined with a rewards system like the golden skulltula's in OOT.
I think another way to show not tell is to create anomalies. I'm going to go back to the monster's blood that can be used as a healing elixir thing. Say up until the player fought this certain monster all their enemies simply vanished upon defeat, but this monsters corpse remains after battle. The player will detect this and interact with the monster and acquire the blood. At that point a message could pop up and say "You got this, it does this" ala Zelda OR maybe the player character gets some on his hand and it heals a wound and he's all like "oh this blood has healing properties". Either way whenever a monster corpse stays instead of vanishing from now on the player is going to want to examine it because they now know they are going to get something out of it.













