GOATBOY'S PROFILE

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@Schwer-von-Begriff
Oh gosh, thank you!
Pfft. I'm sure they'd all love a good hug even if they won't admit it.

@InfectionFiles
Yeah. He really is a looker. ;P
No worries though, he's intentionally androgynous. I expected the mistake, haha.

[Poll] Which Final Fantasy had the best character development system?

I haven't played VI or IX enough to say anything about 'em.

As for the rest. For me it would be X > VII > V > VIII

I loved the sphere grid. It was a lot of fun. I'm even working on a similar system in one of my side projects. Materia was cool back in the day, and pretty easy to get the hang of and do some neat shit. V's Job system... well, I don't have much to say. It was a job system. And I didn't like many aspects of the gameplay in VIII at all, including character customization/advancement.

I also wish XII were on the list. Similar to X's sphere grid, but unique as well.


@alterego
Haha, Tidus is a bit cringe worthy isn't he? I felt the same way about XII's Vaan.

[RMXP] Chase scenes

author=mightydarkchocolate
My only key to avoid the enemy get stuck or stopped is depend on the map @ place where you want the chase event takes place. Avoid put lots of objects (especially on the middle floor) at that place to reduce the tendency of enemy to get stuck.

But that takes away so much of the challenge for the player! D:

I have a chase scene that takes place in an obstacle course.
What I did to keep the enemy moving was set up a parallel process event that checks the enemy's location (using variables), and using a bunch of conditional branches, I've set up some move route commands when the enemy is faced with an obstacle so that he will be able to walk around/jump over it or whatever.

While it's still possible for the enemy to get stuck, it's highly unlikely.

Art Principles in Game Graphics: Making Pretty Stuff

I agree with LockeZ. This would be great submitted as an article.
Really nice stuff here. Lots of good info and well laid out.

..I'll probably have more to say later when my brain is working.

Images on gamepages

It doesn't bother me. But the way I see it the Images section is for screenshots.
Artwork can go in the media section or a custom page.

What happened to manuals?

I prefer to learn while playing than read a manual, personally. (That said, I think tutorials should be short and/or optional).

Manuals are great for quick reference if you forget how to do something though! And the artwork is a plus. Sometimes they have character bios and additional neat information that isn't really essential to playing the game too. So I guess I like them, but I don't think they're essential.

How long does it take you to make a tileset?

I don't know exactly how long, but I do know it is the single most time consuming process in game dev for me. I always set aside a few weeks for each new area tileset, and even then I end up going back later and tweaking/adding/editing it constantly. I'm very picky and I don't think I've ever gotten one done perfectly.

Sometimes I also do a bit of parallaxing on top of that.

Screen shots Less = More?

author=RedMask
Looks like most of you think I should add more so, I will add a few more some time soon.

author=GoatBoy
If you're unsure about a particular screen, get some feedback before adding it to your game's images.


I'll take your advice right now GoatBoy. Do you think I should add my title screen?
Here's a link
http://redgolimask.deviantart.com/art/Nsala-Liberation-Title-Art-453281083

This version of it doesn't show the New Game Continue or Shutdown but you get the point. The reason I worry is because I used a filter and I know some people don't like filters on images.

It's not bad, and custom art like that can be a good draw for potential players.

However, the background is really busy and distracting. The character art should be the focus of the screen, but she's very dark and low contrast compared to the rest.
So my advice - Simplify the background and add some contrast to the character.

If you decide not to edit it though (which I can understand since your game is already marked as complete and you may not want to bother adding a new download just for an updated title screen), I would still add it as a screen for the art.

Screen shots Less = More?

I don't think the number matters all that much personally, as long as you have a reason for showing it.

And that could be all sorts of things. You could just be proud of it, you could be aiming to show one screen of every unique area (1 screen from town A, 1 screen from the forest area, 1 screen from the swamp area, etc), showing off unique features or points of interest, showing off a custom tileset--you get the point. Quality control is key though. You want to make a good impression. If you're unsure about a particular screen, get some feedback before adding it to your game's images.

That being said, I still think it's best to save some good stuff for in-game impact.

Ah, and don't let it get too monotonous. As in, don't post a lot of screens that are similar to one another.

Popular Games

In summation:
Quality game = quality audience.

But another equally valid method is to get CashmereCat interested in your game and he'll talk you up in the forums lol.