New account registration is temporarily disabled.

ELDER71'S PROFILE

Hi, I'm Stephen, lead designer of OMNIS - The Erias Line.

Aspiring game-dev, societal drop-out, coffee drinker, chain vaper. Pixel tweaker. Location maker. Character dreamer-upper.

Also a part-time Parallax Mapper available on commission.
(contact me re: commissions at elder71@hotmail.co.uk)

ALSO - I like reviewing games. If you're looking to get your game fairly reviewed with constructive criticism/feedback, PM me or email me or otherwise contact me telepathically. My messenger-pigeon service is out of order following an unfortunate incident that involved a jumbo-jet engine.


Cheers,

S.E
OMNIS - the Erias Line (...
A story and character driven RPG featuring a variety of game play and key decisions that influence how events unfold. (Smaller, "no rtp" version available.))

Search

Filter

So, apparently, 650+ events on a map can cause SOME LAG

author=unity
;_;

Would this help?

http://himeworks.com/2013/12/region-events/

EDIT: Don't know if that would reduce lag, but maybe?


In theory this would be the perfect solution, and (also in theory) a gazillion times faster than the solution I had (breaking the huge map down into dozens of smaller ones and setting each Transfer Player event manually, rather than by using variables).

I say "in theory" only because I'm wary of how this script treats regions like events, and the amount of them I'd need might still cause some sluggishness.

So, apparently, 650+ events on a map can cause SOME LAG

author=Craze
Which engine?


VX Ace. They're all Player Touch, Transfer Player (using variables).

The map is also about 150x90

I cannot believe that I didn't anticipate lag. I was getting carried away with a puzzle idea.

It still amazes me how quickly Switches can get overloaded with complexity.

Oh I know folks, I learned this lesson when I was figuring out how to do the fuse puzzle in Omnis.

In this particular case, as far as I can so far tell, switches are the better tool for the job.

It's happened twice now. I write/submit a review, the game vanishes.

author=Kylaila
He discovered the status which referred to him.
All good buddy, we're at a different place now.


Ah - well, I admit I was frustrated, but there's no ill-will from my end at all.

author=Sooz
Are you sure these games existed in the first place?


No - I'm not. If I could render the X-Files theme into words, I'd be doing it right now.

It's happened twice now. I write/submit a review, the game vanishes.

author=Porkate42
FML


...Why?

Trying to dream up some unique Kickstarter pledge rewards.

author=Pizza
If you have named NPCs in your game you could name some after backers of a certain tier. You could let them name monsters in a bonus area or in the main game? I'm not totally sure.

I read on a list of RPG cliches that it makes no sense for each town's weapon shops to have progressively better stock - so I was thinking that new weapons would be bought from traveling arms dealers who deal with you and then vanish for a while to find better stock. I'd consider letting a backer name one of them! It's a good idea.

author=Red_Nova
I would suggest that you create an optional bonus dungeon where backers could design their own monster or floor, and you could implement them in any way you see fit. You get to keep your original vision, and backers contribute in a meaningful way.

The problem here is that everything in OMNIS is tied to the story, so there aren't any 'separate' dungeons where backers could go wild.

It gives me an idea, though, of creating a Gold Saucer type area where you can fight backer-designed monsters. That way they can be as wacky and incongruous as the backer wants without breaking tone.

author=Shinan
Dick pics obviously.
With some thoughtful feedback provided. Yes. Golden.

Trying to dream up some unique Kickstarter pledge rewards.

author=unity
"I will name a status ailment after you." XD :P

In all seriousness, unique rewards are usually the coolest part of Kickstarters. Best of luck ^_^


I've got the usual stuff on my list, artbook, solid OST album, a thank you mention on our site.

Just trying to think of some more original stuff.

I'm tempted to go the "design something in the game" route, but the idea of letting random backers insert their own vision into the project is really...off putting.

It's happened twice now. I write/submit a review, the game vanishes.

I suppose my attitude of treating every game and its dev like they want serious criticism and feedback is a bit out of place at times and not everyone is looking for unreserved breakdowns of their work.

I can't think, off-hand, of a way to tell the difference though. A hobbying kid could make a great game just as easily as a serious, aspiring dev could make a horrible game. The only certain way to avoid hurting the feelings of those who just wanted to enjoy making a game for the hell of it and share it seems to be to 'resist reviewing bad games', which risks starving people who genuinely want to know what people think of their work.

I fully concede that I apply a high (maybe even unfairly high) standard when reviewing, perhaps I'll contact the devs ahead of time in future and get to know them a little.

It's happened twice now. I write/submit a review, the game vanishes.

author=Kylaila
You're very welcome!
2 abyssals with one page of reviews is tough luck, but I hope you'll stay in the business


I will, no doubt.

Having checked, though, I think it's actually 3.

It's happened twice now. I write/submit a review, the game vanishes.

author=Kylaila
That's the way to go!

It's in your submissions/profile. You can't use the direct link as it links you to the review on the gamepage, but you can still view it using the almighty edit button.
And thus with edit you get the entire text plus the preview option to see it as it would look like.


Gah! Of course!
Thank you.
Pages: first 12 next last