ESSENCEBLADE'S PROFILE

Hai-ho! The name's essence.

I like story writing, so my specialism in creating RPGs is the storyline. My back line specialties are on average; Graphic Design, Sprite Editing / Refurbishing, Mapping and Animation.

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The Screenshot Topic Returns

author=Arandomgamemaker
Lol, it certainly is floaty. (I actually did intend for it to look that way.)


Ah I see!

author=Dyhalto
Are you remaking Ara Fell or something?


Negative. I had the floating world idea in my head even before I knew Ara Fell even existed. I just luckily came across FSM and its floating world outlook. It only looks like Ara Fell because its got that "world in the sky" theory, and the fact that there is the use of FSM here.

author=Link_2112
cool

Those cave entrances should be a tad shorter, though.


Yeah, I've just been a little too lazy to adjust the size of them. Though I REALLY should. Out of all the things I edited from REFMAP tilesets, I didn't really pay attention to the gap size.

*afktoopenphotoshop*

The Screenshot Topic Returns



They go past the sides of a house (I don't think that's what you want, right?)

I'm not used to mapping small towns, as my mapping style is this;



Float-y!

The Screenshot Topic Returns

author=Arandomgamemaker
Well, no screenshot in months....so........

First Town


World Map (Northern Hemisphere)


One problem i've been having with inside maps is the lack of "things" in them, which makes them seem really empty. Any advice on that?

@Adon
I also agree with Craze. I would also suggest working on shadows, mostly.


The roofs of the two houses have overlapping tiles. Try not to make your maps too big. Condense them a little. Also, try not to add too much "symmetry" in your maps, your town doesn't have loads of symmetry, but you can see it remotely.

For mapping interiors, try and make them small as possible, but try and make them have an average side. A living room of an ordinary house in real life doesn't take no more than 10 steps to get to the living room from the door.

Make sure you don't paste everything to the "walls" of the interior. That's always a common error seen in many maps. Add things like shelves and wall shelves on the walls.

Start with a blank screen first (usually the tile which represents the outer wall), then add floor tiles to draw a rough size for the inside of the house with floor tiles. I find this a method I learned in my beginner days of rpg maker and I still do it to this day.

Interiors are definitely maps you should always try and make a reasonably small size.

A mico situation...with a microphone

author=Caz
On a more related note, snippets of voice every now and then is probably the best way to go in terms of file size (you could reuse a sound over and over again) and also in terms of effort. :P So for example, if a character is shocked he'll go "huh?!" or "what?!" even if he's saying something completely different in text. It's a really popular technique in games and I find it quite enjoyable and immersive.


Yes, this is a very interesting idea I've seen in some even commercial games, and I think its a nice idea. Not only is is memory size efficient, but sometimes its a better route to voice acting. Not everyone likes over-excessive voice acting. Generally, smaller games (RM Games for example) don't really HAVE to have voice acting. It's unnecessary really. I would only add voices in battles, and as Caz explained, the odd "Wait who? what? where? when? how? huh? All right!" etc.

A mico situation...with a microphone

Ha. Voice acting. Good luck with the 3-8+mb recordings per file, let alone several files for your 12 (If not more,) characters. Voice acting is in chunks. Chunks mean files. Files mean space, space means size. Size means how long it'll take to download your game. If its over 220 MB, I doubt people would download it. I know I wouldn't.

But don't let me stop you. I'd do a bit of voice acting for you, but

1. I have a mic, but it wouldn't be the right one to do voice acting anyway.

2. To make voices really effective, you need proper voice editing software.

3. I doubt my character voice would suit any one of these anyway.

Resource Museum

author=Milos
EssenceBlade saves the day for other people too, I see!
:P


:P

I found this website. I have to say, its custom music is amazing, and just candy to the ears!

Presence Of Music

Hey I'm new

Welcome to the forums, yo!
*Tosses a cookie your way*

Enjoy your stay here, and contribute to the mafia here lots!
remember, friendship is magic!

FF6 Relics(2k3)

What do you mean "FF6 Relics"? As in, weapons, or accessories? I'm not sincerely familiar with FF6.

rm2k3 - Is there a way for Common Events to stop map events halfway?

Have you tried ticking the box under Message Display Options, "Allow other events to continue while message is shown."?

I remember having a problem like this, and it did solve it. Maybe this'll work for you.

+++ DynRPG - The RM2k3 Plugin SDK +++

author=Skie Fortress
If anything, I'd kill for a way to fix that annoying bug in the DBS where if an enemy and a player take action at the same time, the player may lose their action. It's worse in the case of custom skills because when an enemy interrupts the dummy skill, the rest of the process doesn't go through and the character loses the MP required to use said skill on top of it.

If only there was a way to prevent action overlap so that sort of override nonsense didn't happen. It's the only thing keeping me on edge about my battle system otherwise.


I think this is to do with the DBS update per command method. I know what you mean. I think you're going to have to edit the Default Battle system's timing methods somehow via C++ coding, and simply add a 0.1 second wait in between enemy > player skills, seeing as the player is able to get commands out quicker. I don't exactly know the code, callback or C++ method for the dbs, but I believe that's the only solution.