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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Whatchu Workin' On? Tell us!

After thinking for about a week on an interesting character to my story, I'm going to introduce him and.. he needzmoarlookz.

Well I've been spriting another character from a REMAP style for my game. (Pretty much just taking parts off and editing parts onto a REFMAP looking sprite, I.E custom hairstyle ect.)

I don't know why, but I like messing around with REFMAP character sets and making my own style to them--alas face-sets too, But I've hit a dilemma. I can't decide out of a few outfits, glove and feet pieces he should wear. I've been staring for ages about what to make his attire look like but... pixeling really close has drained my creativity on his attire for now!



So, what do you guys think?

Who cares about credits?

Credits. It is not down to the credits whether they're there or not. It is the viewers eyes which make them appear or never even exist. Most people don't want to sit there and acknowledge every name of every thing that everyone did. I personally don't see the point. I mean, when someone uses resources, they eventually become popular enough and people pay attention to them (REFMAP and Roco as a massive example). I think, the main goal of someone ASKING for credits is to get recognition for their work, and make it more popular, no?

Well, maybe. People don't necessarily beg for credits, and it's not like people will pay adhere to the asking of them, but yes, it is out of respect, they should at least be in the intro or something. It is the right thing to do, and it is the courtesy as a game developer, unless you make everything yourself (Which I highly doubt in any case).

Even if they're there and just skipped like they do in TV shows and Movies, they at least had the decency to SHOW those who worked and participated. The creator actually cared enough to put them there. I'm pretty sure those 120+ people with second names included didn't beg for their names to appear. The team chose to because it is a courtesy as a team on a finished product.

Yes, you should put at-last half your backside into making the names on the screen readable, and a good size. Yes, you include a .txt file onto the game's folder if you wish to. But it is down to the player / reader / watcher if they CARE enough to look at who did what.

What more could you do to compensate for someone participating in the game or whatever? If it was paid work, the result would be the same either way. Linking back to websites can be done regardless. Unless you want people to write biographies on each specific person doing that and this (which you can do, again, regardless. It is just up to the viewer if they care to look at it or not).

Hi ya'll!

Ah, no problem, good sir. And welcome to the forums. :D
*coughthisisoddsinceItalktoyousomuchcoughbutwelcomesir:D*

Using faces in RPG Maker.

Well really, it isn't all that necessary for EVERY character in your game to have a face set. Only the important ones (or ones that the player actually is destined to reply to) should be given a face set. Unless you are an omni-god at creating face sets of your own style, or are EXTREMELY to find a face set pack which hosts graphics of the same style for every character in your game, you're going to have to do what most people do, and use roco style face sets, OR this style as an example;



Or go for the plain and overused method and use Facemaker 3.1. Which gives an infinite limit to how many faces you can use, at the cost of custom.

If you're skilled enough, you can also take a face set and edit expressions onto them.

Just a simple demo question.

A demo can range from a 5 minute cutscene, to a 3 hour dose. It depends on what you want your demo to actually bear. Via my opinion, there are many types of demos, Story based, Cut-scene based a.k.a Visually based, Prophecy based and just in general.

Visually based is usually a few cut-scenes and a short gameplay introduction, whether it be a battle, or a short walk through an area WITH battles. They are usually 60 - 90 minutes long. Showing off the main beauty of the game, like areas or character design.

Story based usually just go over the problem and antagonist of the game. It usually points out the key points of a story and usually places the player in the middle of a deep plot cut-scene. They are usually 30 minutes long at least. Going over the basics of the story without massive spoilers.

Prophecy based usually go over the games history and its development up until its point. Where the story started, its features, it points out key events and short clips of battles or visual effects with tell of the games Mythology. They are usually very short and range between 5 - 20 minutes. Focusing on the games background and origin.

General based are usually just a mix of everything, and usually plants the player in a selected area and lets them play the game from then on, these types of demos range from 20 - 90 minutes long.

Really it just depends on what type you're looking for, of course, the time I matched with the types of demos can vary, those are just my opinions.

My suggestion would probably be somewhere between 30 - 1.5 hours long.

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Kazesui, That is freakin' sweet. It looks better than just using character sets for smoke ect. by far.

Make Tutorial plz

I know exactly what you're talking about. Sadly, this is the solid truth. People want to be spoon-fed things because they lack the skill to do it themselves. Game design is a learning curve, you can't be expected to eat off a platter handed to you by royalty. You pick from the ground and forge your learning skills that way.

It's really annoying. I had a friend post a video about his TBS in RPG Maker 2003, and loads of people were going;

"oh ths is kl, can u plz tell me how u do it?"
"plz tell me how to do this"
"OMG PLZ PLZ PLZ PLZ PLZ THIS IS SO COOL O.O"
"How did u make this? plz tell me"
Ironically, 90% of whom the video posters comments were just ignored when he replied.

"Look, I can't just "slap on a plaster" and make everything work for you. You have to have advanced knowledge of variables, switches, branches and pictures."

People are offended by being told the truth, and try to reap their anger to cover for their inability to create that system themselves. Making one line claims, (in bad grammar, I might add) won't really bag you a reply of any constructional sort.

I think the reason people just keep spamming when some new system they like is out, is because they someone did better than they did. There is always someone who is going to make a batter game than you. And even if not so, you're always looking for improvements, no?

Things like caterpillar systems and menu systems come from tutorials, sure, But there are things you can't just explain within 2 pages of a paragraph.

Personal skill and development is the way to go.

Whatchu Workin' On? Tell us!

Just finishing up a second opening cutscene to my game. It's nearly done and, surprisingly, I probably put more time into this one cut-scene than ever. It is a pretty long one though. Haa.

On the note of a new database,\. that happened to me a few days back. My entire RPG Maker 2003 database was wiped. Everything had 1 Array Size. Luckily, I had JUST copied a backup moments before.

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Yeah, true, I know you could do it that way, as I've done it, but I just couldn't work with it. I just don't want to have a gazillion pages of events and branches for each character :P

Not to mention it can be kind of buggy some times.

Skippable combat?

To be honest I don't really like the fact of skippable battles. They just kinda ruin the whole point in an RPG Battle system. For a start, you should NOT be skipping bosses or key fights as said.

The only thing I would have skippable is a cutscene, and that's it. Skipping battles is unnecessary. It takes the fun out of a game, and it gets too repetitive at times. Eventually you're going to just be stuck with the habit of skipping battles and lose out on EXP and the battle system in general.

Sure, roaming around the map and getting into battles is kind boring and overdone, but it's overdone because it's original. Hell, even have those games where enemies appear ON the field, and you encounter them there. It's still a traditional encounter system, but with a twist. That way you have the option of skipping battles, as well as encountering them at will.

But like I said. I don't think skipping battles is a good option, even if you do die several times over, I think it's a difficulty spike, or you're just under-leveled or something.

That's the problem with the majority of games these days. Because most of them are so easy now, we automatically assume we have to have our battles handed to us by a little tactic and a few spells and healing items. I for one prefer difficulty in my battles.

Lost Odyssey (Xbox 360) was a perfect example of tough bosses, that not only took concentration, tactic, but also a hint of luck and skill.