GAMEOVERGAMES PRODUCTIONS'S PROFILE

This here form looks pretty interestin'. I might just get around to filling this in for y'all sometime*.

*sometime does not in any way implicate that this form will ever be filled out
Barbarians and the Necro...
Oldschool Castlevania platforming romp

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-CLOSED-*Get Your Game Reviewed*

author=myersguy link=topic=1680.msg26645#msg26645 date=1218089485
Well, thanks for the two games as a start. Damn GOG, that one is going to be hard to review, it's pretty much the game maker game with addons, but I will do my best.

What it was meant to be. Actually I redid a large chunk of the code so that it would work better, added new guns and new enemies with more of Ari Feldman's Graphics. Besides, the original was just a copy of the old arcade game anyway. :P

I didn't say making a review for an arcade game would be easy. (You have an excuse to make it short though)

Five Random Thoughts About Video Games.

author=Darken link=topic=1683.msg26639#msg26639 date=1218085850
author=Shadowtext link=topic=1683.msg26628#msg26628 date=1218074140
- Why are games like Metal Gear Solid, which from what I can tell eschew the elements of video games in favor of (mediocrely) stealing elements of movies, are held up as examples of the potential for video games to be art, but games like Etrian Odyssey, which seem to be all about genuinely creating a compelling gaming experience for people who enjoy video games by people who enjoy video games, are not?

Wait... Metal Gear Solid is a game?

That comment hurts me, though I do have to say that MGS4 had a large amount of time devoted to cutscenes. Including a subliminal messaging commercial with a pink octopus attempting to rape japanese girls who fire a harpoon at it.

author=Darken link=topic=1683.msg26621#msg26621 date=1218069230
-There also needs to be more CO-OP games, it gets pretty boring owning your friends (or your friends owning you, depending on who owns the game) on competitive multiplayer. And not the CO-OP games like Contra where it just seems the 2nd player is there for extra firepower (though they're still fun), but rather CO-OP play where the 2nd player is NEEDED to plow through (like giving your pal a boost over a huge wall). Stealth co-op games would be rad too.


Its called Splinter Cell, great stealth co-op mode that spawned the famous Bob and Steve series. Bob,"I am Thoraxe God of Thunder" Steve,"Thoraxe, isn't that a part of an insect?" Bob," Feel Thoraxes wrath! (Throws a load of flash grenades)"


-Also, I wish that there would be a Kotor 3

-And, damn EA and Activision stole a giant portion of my PC games by taking over all the RTS companies, dispanding them, then continuing on with their series completly ruining them. I miss my Westwood, the least I can say is atleast they reformed into Petroglyph studios and their new headquarters is in sniping range of the old Westwood building (Now EA Pacific Studios).

-Its becoming way to hard for new small game making companies to form and make new games and still get a profit out of it, and its absolutely impossible for them to meet todays extremly high graphical standards that all the big companies make or for the most part make actual games for consles that aren't 5 dollar downloads in the online consle stores, and any good ones that form are taken over by EA(Last seen trying to take over Take2Studios so they can get the Grand Theft Auto Series). That needs to change.

Super Hero game please?

Move Event: Hero, Move Freq. Up, Move Freq. Up, Move Freq. Up, Move Speed Up, Move Speed Up, Move Speed Up, Move Speed Up, Move Speed Up, Move Speed Up, Move Speed Up


As for the flying, you could set it up to where the airship vehicle (made to look like your character in a superman flying pose I guess) pops up at your position and you board it.

i.e. Setup vehicle place, Hero map id, Hero x, Hero y
Ride Vehicle

Game Design Discussion of the Week: Hey Assholes, Stop Giving Up.

I'm more on the high tech side of things when backing up. I keep all my data backed up on an encrypted laser beam with an emergency saltwater burning generator incase the power goes out.

Unfortunately I'm still working on the copying the data from the laser beam to my computer part.

-CLOSED-*Get Your Game Reviewed*

Heres a warm up. I want to see if you can make an interesting review for an arcade game made with two free days.

http://www.rpgmaker.net/games/588/

360 or PS3?

Problems? What problems? Anyway, I have to say that the 360 does have a good lineup of games at the moment, but so does the PS3, and you can play every PS1 and PS2 game you have too. And if you buy the PS3 its good for alot more things than just games (blue-ray dvd player, musicplayer, good image editing, good online gameplay and browsing), plus I went through with my idea to install windows XP on it and its going to be along time before I have to worry about PC hardware specs. If you do buy a PS3, you also need to find a liquid nitrogen cooling tube since it does make more heat then the heaters in my house, and that just sucks in the summer.

Free Graphics Resources for Cheap Digital Artists :P

Might I suggest Process Explorer for the Others Section?

technet.microsoft.com/en-us/sysinternals/bb896653.aspx

Help With Stat Bosting Per Level

Alternatively, if you want it to use less processing power, make it to where in each monster party at the begining of the battle switch-CheckLevel turns on.

Then make 1 common event an make it auto start when CheckLevel is on.
For this to work you have to set the variables to the levels the characters start out at in some point of the game in the last level variables, then since it is already set you only have to check once after the battle for updating levels.

---------------------Common Event--------------------------------------------------------------------------------
Change switch- 'CheckLevel off'
Set variables- 'Currentlevel" to each heroes level

For each Hero:
Fork Condition- 'Current level hero1' is greater than 'last level hero1'
change switch(gotostatmenue)-on
Set Variable-'hero1 increasepoints' to current level minus last level (for multi level ups)
Set Variable-'hero1 increasepoints' X4 (however many stat points per level)

After that:

Set variables 'lastlevel' to each heroes level (to update it)

Fork Condition Switch (gotostatmenu) on
Change Switch- 'gotostatmenu' off
Memorize Hero Position
Teleport to stat change map

Or alternativly you could setup a little picture menue system for this, just subtract hero increase points each time you increase a stat and your set.

For any quests or anything that causes the hero to level up outside battle, just turn the CheckLevel switch on.

This should work as I've created something like this in the past.

Simple isn't it?

Question about rm2k event problem

Event Overlap is a mistranslation. It causes other events to be unable to overlap it.

Also though, as for the moving it, it would be better to use a non-chipset graphic and set the position to same level as hero.

One more thing, in nearly every rm2k/rm2k3 game I see the boulder etc move puzzle put together in a easily glitchable way. The proper way to do it is to make a move event like this:

<>Move event: "Piller" reverse face hero, move forward {x} ignore if can't be moved

It will cause it to always go the right direction if there is nothing there, and to never move in random other directions after you walk away from it (the glitch I constantly see)

Also, for it detecting if it is pushed on the switch create a seperate parallel process event that tracks the pillars x and y coordinates to see if they equal the switch x and y coordinates.

Parallel Process Event
<> Variable Ch:(0224:x1)set, pillar x position
<> Variable Ch:(0225:y1)set, pillar y position
Fork Optn: Varbl(0224:x1)=57
Fork Optn: Varbl(0224:y1)=25
Change Switch: puzzle1done -On set

Your RM Preference

Speaking of VX, I don't know if anybody has made a patch to change it yet, but from all of the complaints I've heard about the limited number of tilesets and such, if I ever buy it I've been thinking about creating a patch for it that would add the ability to have more tilesets or make them have no size limit, and add have the ability to mark some as non auto tile or something like that.

Of course though, since I don't have a copy off it I don't know how exactly it was programmed and what language they used it making it. I prefer recoding in the original language (If I have aleast a basic knowledge of it that I can expand on) rather than using decompilers/compilers to change it.