ESSENCEBLADE'S PROFILE
Essenceblade
19
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.
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=Ashley_Lacure
@Essence: Im guessing you game takes place on Pandora? :) I don't know you and I already dislike you because your Avatar looks like the dude from FF13-2, and I hate FF13-2. But in terms of the map, I like the design and the "Press Start" button is stylistic without being overly distracting.

Joking aside, the area you see now is just a scene taken from what happened 30 years ago. A weapon was sheathed which caused the area to change colour and create rifts in the ground as you see. So nope, it doesn't take place on Pandora. :P
Dealing with displaying multiple statuses [2k3]
author=Cherry
Wait a bit... I am currently working on a project which will allow people to write plugins for RM2k3 in C++, and displaying status symbols in battle would be very easy with that.
PS: "A bit" is really a bit, because I am just working on the documentation and a few demo plugins, the main work is done (at least I hope so^^).
Oh wow, I was wondering if there were ever going to be a patch or plugin for something like this. I can't wait to see it, Cherry!
The Screenshot Topic Returns
@LockeZ: Haha, that was some elaboration on drugs. To your relief, I don't take drugs nor will I ever touch them :b. This isn't a "trippy" type of area. It is an area I've made which is set in the past, shortly after an event occurred, affecting the natural life of the area, changing its colour. I decided to change its overall look because I thought it'd be boring having the same chip sets to use before and after a 30 year gap.
@ashriot Thanks :P. I also get bugged when I see only a single party member on the map in an RPG, it just seems kinda off for me.
@ashriot Thanks :P. I also get bugged when I see only a single party member on the map in an RPG, it just seems kinda off for me.
The Screenshot Topic Returns
I see what you mean, Large. I'm gonna adjust the colour of the logs, as well as the bottom of the bushes leaves. Thanks for pointing that out :O
The Screenshot Topic Returns
@ashriot: That HUD looks very nice. I really like the blend of RTP graphics and your own graphics. I don't know why, but they almost seem perfect together.
Just a quick SS I was doing of a caterpillar system, I decided to take a SS because it looked pretty nice in the background. :o

Just a quick SS I was doing of a caterpillar system, I decided to take a SS because it looked pretty nice in the background. :o

A time travel system - To the past and present.
author=Sauce
Make a tree graph to help you track, if you haven't already.
For each branch, I'd link to some logistics notes.
It's very easy to lose track of details and produce plotholes.
I'm not doing time travel, but I have well over 200 characters in my game already, so I got all these relationship trees and word docs with all their backstories/motivations. Even an excel chart with a timeline of where they are at any given point in the game.
It sounds like fleshing out each 'time influence' separately might help you most. Putting together a structure early for your ideas goes a long way. Especially if what you're doing is complex.
Haha, this is what I was already doing, it is rather complex so I knew from the start that I needed to keep track of characters / data / events ect. I know exactly when I'm going to drop the idea of time travel into my game, and I know exactly how I'll execute it, as well as the balance between past / present with NPCs, areas and the like. And thanks to my already in progress graph chart and notebook, I can easily relate back to any past notes if I get stuck.
Whatchu Workin' On? Tell us!
Currently beginning to make my skill board system for my game, Sealed Link. It works a lot like FF12's LP system with a few variations, also working on a class system which is early beta, but I'm solidifying the abilities / limitations each job gets, as well as names and descriptions. Adjusting a few dialogue / mapping errors. Starting to work on animations database too and my world map creation.
The Screenshot Topic Returns
@Large: Thanks :D
@Lotus_Games: Thanks :P And the characters with instruments, I got a few roaming around from a REFMAP edit my friend did, and then some others I made myself. The two flute players I edited a little. I also plan to adjust the musical notes. I'm looking to change the colour of them methinks.
@Avee: Nah, I don't see it as harsh, I just see it as constructive criticism. That's what I'm looking for. The first zone does look rather confusing and it is rather big - but it is a lot easier to navigate through than first meets the eye, mainly because this is taken at a ranged view, rather than a closeup in-game view. Those screenshots don't show the full picture of where the zones are, and I'm probably going to get started on creating mini-maps and arrow-leads that show the player through. I've mapped out the first few sections of the zone (not shown in screenshots above) with a slight "path", which generally lets you often side-track, or carry on through the zone. I understand your statement on how many stools and trunks there are, and I probably did go overdrive on those, but that's just me, I tend to over-decorate my mapping style and then go over and delete what I don't actually visually need. As for the pathing, I prefer not to go for a straight-to-see path, I like to dapple them out, but it is visible when you play in game. I will be adjusting those edges you speak of in a few moments and I thank you for the feedback. :P
@Lotus_Games: Thanks :P And the characters with instruments, I got a few roaming around from a REFMAP edit my friend did, and then some others I made myself. The two flute players I edited a little. I also plan to adjust the musical notes. I'm looking to change the colour of them methinks.
@Avee: Nah, I don't see it as harsh, I just see it as constructive criticism. That's what I'm looking for. The first zone does look rather confusing and it is rather big - but it is a lot easier to navigate through than first meets the eye, mainly because this is taken at a ranged view, rather than a closeup in-game view. Those screenshots don't show the full picture of where the zones are, and I'm probably going to get started on creating mini-maps and arrow-leads that show the player through. I've mapped out the first few sections of the zone (not shown in screenshots above) with a slight "path", which generally lets you often side-track, or carry on through the zone. I understand your statement on how many stools and trunks there are, and I probably did go overdrive on those, but that's just me, I tend to over-decorate my mapping style and then go over and delete what I don't actually visually need. As for the pathing, I prefer not to go for a straight-to-see path, I like to dapple them out, but it is visible when you play in game. I will be adjusting those edges you speak of in a few moments and I thank you for the feedback. :P
What we did horribly on our first games.
Ah I remember the days of a beginner in RPG Maker 2003... where I didn't know how to make encounters properly, so I made them events which the player stepped on to initiate battle.
I also remember the time I couldn't use switches so I had to make the player constantly teleport forward and try and make them bypass the "Touched By Hero" event squares.
And who could forget those maps that looked like this? good times..

I also remember the time I couldn't use switches so I had to make the player constantly teleport forward and try and make them bypass the "Touched By Hero" event squares.
And who could forget those maps that looked like this? good times..














