Hey, what's up? My name is Feldschlacht IV, but a lot of people also call me Mog, so that's fine too. I like working on my game, and I also like downloading some of your games and giving them a spin as well. I'm also big on community related things to get all of us together for whatever reason. If you're sticking around here, you'll definitely see more of me in the future.

See you later!
Chronology of the Last E...
One man tries his luck against the world and everything in it.


[RMVX ACE] Menu UI alternatives?

So those of you who have been following my game may be somewhat familiar with what my menu looks like.

With the exception of the new facesets, the layout is...kind of messy (ignore the (Placeholder) and the text jumble at the bottom, that's just me putting the character's last name in the text box, so my mistake) and rough, especially when you factor that I'm using 640x480 resolution, which gives the menu extra space on the sides and such, which makes this UI look bloated.

Luckily, with the exception of the new facesets, all of it is open to replacement. What UI direction can I go with, whether it's changing up a script or making this one the best it can possibly be?

-I'm in the market for a new font. What looks good considering the game I want to make? I am not a fan of the 'smooth' look that a lot of RM games have, and thus am leaning towards an SNES pixel style.

-I'm also in the market for a new graphic. The gray gradient and style I have right now is really rough and definitely clashes with the facesets.

-How do I deal with the extra space, on the borders and within the menu? The blank box above the money textbox is supposed to signify the location you're in; I used a dummy map to make this screen, hence it's blankness.

-This carries over to the battle system UI to more or less the same degree.

Any suggestions? Even if you can answer one or any of these concerns that would be rad!

Weird Ass Copyright Question (Music)

No, not anything regarding in game music or using music, but rather, names/intellectual property/that sort of thing.

So basically, I'm a huge music fan, and as a little nod, a lot of sidequests in my game (Chronology) are named after music tracks from popular artists, both contemporary and legendary. The name of the sidequest is obviously in relation to the nature of the quest.

It should be noted that my game is fictional, in a fictional world, in a medieval/steampunkish setting, so none of the tracks have any direct correlation to the artist that produced them or even the lyrics or the song, instead, they're "cleverly" related to quest at hand, for example, a quest called 'The Trial' (Pink Floyd) might be about helping a wandering swordsman who's been framed in a crime, or a quest called "The Birds Pt. 2" (The Weeknd) might be the second half of a sidequest putting down a band of rampaging griffons.

With that being said, how 'safe' am I doing this? It should be noted that I feel careful about this because I'm 99% certain that Chronology is going to be a commercial product, so I can't hide behind "well I ain't makin' money off it". But to what extent are song titles protected under copyright? I'm not trying to get sued by Prince's estate or some shit here.

Am I safe naming sidequests in a fantasy game after popular songs? I know Yasumi Matsuno, for example, is a HUGE fan of the band Queen, to the point where all (or almost all) of the Tactics Ogre games have a subtitle from a Queen song. Obviously, Yasumi Matsuno nor Square Enix have ever been sued for this, so I'm thinking...yes? I feel like this is a pretty common thing to do (even though I can't think of any other examples of the top of my head), especially for quest names.

Also, while all input is welcome, I'm looking for something a little more specific/informed than "nah don't do it just to be safe/i dunno but go ahead and do it"

Get Gud: The Place of Pure Skill In Games

Some of you may have seen the status I made (which I'll delete now I guess lol) which celebrated Romancing SaGa: Minstrel Song for PS2. Long story short, some friends were talking about grindy (J)RPGs and I noted that well, there really kind of aren't any. A lot of JRPGs are either easy or you're able to sort of push through once your numbers are up. I can't think of too many JRPGs that are actually grindy outside certain Dragon Quest games.

But Minstrel Song is different. Outside of very very high numbers in your stats (which would take an incredible, prohibitive amount of time), you're not grinding through that game. Unless you know how to play the game and you've been paying attention and prepped properly, you're not beating Saruin (the final boss), period. Point blank: Period.

While Minstrel Song has a ton of issues, that aspect of it is really refreshing: it's not even just because of scaling that SaGa is known for, it's just how the mechanics and the fight itself is structured; it requires knowledge of the game and the mechanics it taught you, you must know how to play the game, and you can't really grind through it.

It's not the only game to do so; Dark/Demon Souls/Bloodborne has made a name off it (even though yeah those games have flaws as well), older video games (like the NES/SNES Super Mario games) did it, and entire genres thrive from it, fighting games, RTS games, and others have built pillars of themselves of being locked up unless you put in the time and put in the work.

Does this lock some, or even many players out? Yes, it does. Should all games be this way? Absolutely not. But do I think it's a good thing to have in the community? Yes, it is. While it wouldn't be a good thing for all video games to follow this strategy, I do think as video games expand (and as its player base gets older and better at them) there should be enough room in the industry for video games or even genres that demand you actually learn the game to beat it.

In recent times video games have gotten easier and simpler for the sake accessibility and to relax, and that's fine! But as much as I like games to just relax and veg out, I do miss having more games available that were fun through intellectual and mental stimulation (which is part of the reason why I'm so big on fighting games). There's a ton of casual games, and that's fine, but I do think that there's also room in the industry for games that demand your skill and attention. I'd like to see more RPGs follow this pattern.

Thoughts? (before it inevitably comes up because of either poor reading comprehension on your part or a poor conveyance of ideas on my part, I'm not talking about games that are purposefully or mistakenly obtuse and frustrating or games are just hard for the sake of being hard like Kaizo Mario)

Party members with differing political/faction views?

So I was revisiting Dragon Age: Inquisition, and one of the most *fascinating* things about that game (and DA: II, now that I think about it) was the fact that your party members can have radically different views on the factions, rights for certain people, and big time events, and how this shapes the narrative, their character, and how they interact with each other.

To give it some background: In the Dragon Age universe, people who can use magic, Mages, are rare people who are born with some degree of randomness, where their powers manifest in their teen years. As you can imagine, being able to cast magic is pretty dope, but the kicker is that they're susceptible for being possessed (and effectively transforming) into a demon if they're caught slippin'. As a result, mages are a feared underclass that are kept in check, literally in towered communities, by the anti-magic ability embued military arm of a church, the Templars.

Basically, long story short, throughout the events of DA II and DA Inquisition, the mages get fed up and revolt and start a big war.

The interesting thing is how diverse your party members opinions are on the matter, in both games. Some characters are staunch pro mage rights, and some of those characters are mages themselves. Others are in favor of the Templars or against mages not having a leash (or even a long one) either out of pragmatism, religion, or personal experience. Some of these characters who feel this way are also mages. Often, these characters clash in ideas.

Long story short, between this game and a few others (Fallout: New Vegas was impressive for each companion feeling differently about the factions), it's interesting the characters in your party have wildly different opinions on fundamental aspects of their world, when often many games have your party members who are pretty united or ambivalent in their view points, past minor personality differences.

Is this something you think about?

I haven't really gone anywhere, but I'm back.

Most of you already know me, but recently I sort of vanished INTO THE DARKNESS so I figured that I should reintroduce myself.

I'm Feldschlacht IV, or Feld, or Mog, or M.O.G. if you're really part of the cool kids club. I'm part of the Staff here at RMN and have been a fixture on the site, and on the RM scene for a very, very long time.

I enjoy talking about gamedev, playing games, and making games (or more specifically, my own big project), but about a year ago I left the military after 6 years of honorable service to become a full time student again (and readjust into civvie life) This ate into my time big time, and my presence here took a hit.

However, to those of you who have been paying attention to me for some reason, have noted that at the same time, my project, Chronology of the Last Era (its in my profile if you want to check it out), is slated for a major upgrade from rips to original assets and possibly a Steam release, and that has been has been taking up a lot of time as well.

Now, with my life stabilizing, Chronology's reassertion figuring itself out, and among other things, this means that I have more time to hang around here with you guys, chat it up, participate, help the site, and hopefully this will trickle down to positive results for my project as well.

so whaddup doe

[RMVX ACE] System Menu Graphics?

You know, the default RTP System Set graphic file for the menu and associated graphics? I can't find it anywhere, can anyone help?

Writing/Imagination Exercise: Draft Up Some Bestiary Entries!

So some of you might know that I'm big on lore and worldbuilding in my games, from item descriptions, sidequests, NPCs, to the main narrative exposition itself. A lore whore, if you will. Making your world feel like a living, breathing entity goes a long way into making it enjoyable and memorable, and to that end, imagination is important.

That's why I thought it would be fun to have a writing exercise for everyone featuring one of the classic staples of RPG worldbuilding and lore; bestiaries! In addition to providing vital gameplay and statistic information about your foes (which my bestiary has, but not pictured), bestiaries can provide interesting information on some of the most consistent features of your game, your enemies!

So I'd like to make it an event, and possibly something you can use for your own project (or to take inspiration from others) to make some cool bestiary entries! You can either make an actual one in your game and post it up (like I did), make a mockup, or just draft something up and post up a picture of the enemy.

And of course, we can actually discuss bestiaries as well, so don't feel like you have to participate to post. I'll start.

[RMVX ACE] Main Menu Real Estate

So, how do I edit the position of the HP/MP/etc values in the main menu screen? So here's what it looks like now;

See how everything is spread apart and all weird looking?

This is an (kinda ugly) mockup of what I'd like for it to look like; the values closer together and coherent. Don't worry too much about 'SP', that's a script and I can fiddle with that more or less.

Rethinking Antagonists

So recently I was thinking about those old, classic debates on 'who's the better villain' all across the gamingsphere, and how they generally boil down to Kefka/Sephiroth, more or less. A ton of people put a ton of weight on games based on their antagonists. I chucked and then I thought...who gives a shit?

Don't get me wrong! We should absolutely judge characters based on their merits; bad antagonists, and bad characters in general is a mark against a story. There's also stellar stories with dramatic, show stopping villains. That's fine! But thinking on it a little...aren't we putting ourselves into a hole by constantly narrowing what an antagonist is supposed to be and what their role is in narratives?

Take for example, the Deus Ex series (GREAT series, by the way), a series that is more or less universally praised as having a stellar plotline/narrative. To those familiar, the character Bob Page is generally regarded as the ultimate and central character antagonist. But...the spotlight isn't on him too much, though, and that's fine.

While yes, he does have a fair bit of characterization in the original game (and he is indeed your final obstacle), and Mankind Divided did a great job expanding him, the main 'antagonist' throughout the bulk of all the games isn't Bob Page himself; it's the shadow figures that run things, the conspiracy, the fog in the search for the truth. Even Majestic 12, the mess Page made, is a composite of a lot of things going on. The player and protagonists both have plenty of conflict even when he isn't around.

Even though Deus Ex has many, many antagonists, there's not too many show stopping, one liner 'bad guy' characters that fill that role, it's the struggle itself.

I'm rambling. The point that I'm trying to make is that are we limiting ourselves with the expectation that games must have 'villains' in the form of dramatic characters such Sephiroth and the like? Yes, games must have conflict, absolutely. But I think it is purely an JRPG trope where that conflict has to be in the form of a central, dramatic, show stopping, scene stealing character. And yes, games generally should have bad guys (of some sort) to fight and antagonists to clash against, I'm not saying otherwise here.

While there's plenty of mainstream games that have figured it out already (Deus Ex, the Witcher, Mass Effect, etc), let's talk it ourselves!

Game Page Workshop Event! Sign Ups are Open!

The RMN Game Page Workshop is the first of its kind on RMN, where developers can put their creative mettle to the test and craft the best gamepage for their project and pit them against others on the site, to win the ultimate prize of BEST GAMEPAGE, and an award of an RMN Badge celebrating such, just below a Nobel Peace Prize in esteem.

What's a Gamepage, you ask? How do I make one, you ask? What are philosophical and sociological ramifications of Sarte's work "Being and Nothingness"? You're on your own for the last one, but the first two, we got you covered! RMN hero Liberty wrote a fine piece on the basics of Game Pages, and if you want to get fancy, (and you do), Louis Cyphre penned an awesome tutorial on CCSing your page!

You'll have two weeks (September 21, 2016 to October 5th, 2016) to make the best, snazziest, most awesome gamepage that you can. Voting will be done by the community and your peers, and the winners get cool badges and the pride of knowing that they're the best around. But even if you don't win, your gamepage will still look better than it did beforehand, and isn't that a little victory on its own? So sign up!

If your first thought is "I don't think I'll enter, I don't know CSS and I suck", destroy that thought, and here's why: It's not too late to learn a little bit of CSS! It's a user friendly format and simple enough (especially with our tutorials) to use it to spruce up your gamepage, not too dissimilar from some of the coding some of us are using, and at best, you may win! At worst, you won't win, but your game page, your project, and ultimately your exposure as a gamedev will be better off for it!

This event is as much for your progress and growth as a game developer as it is a thing to win! So if you're in it to win it, great! If not, give it a shot anyway! There's no losers here.

Some words from Liberty!

Hey, even if you don't win the first place spot, there is a badge for joining up and refining your gamepage.

CSS isn't necessary - look at the different aspects of your gamepage and clean it up a bit, give it a spit-shine.

Maybe it could use some graphical components?
Maybe it could use a bit of a polish on the description?
How about a banner instead of that old default name tag?
Some colours splashed in the text?

Hell, even if you add a background image (which is super simple - there's a code for it in the comments of the CSS tutorial!) or changing the game page colours, it counts.