GREATREDSPIRIT'S PROFILE
sherman
o
o
Search
Filter
Advanced NPC's
Alright, I downloaded the new version but you locked it so I can't look at the code to see where it happens. I'm sure you're getting tired of uploading a big file over and over but if you can upload an unlocked version somewhere and PM its URL to me, I'll see what I can do.
Hard Parts of Game Making?
Original puzzles is a big problem for me too. I usually have a list of puzzles I've seen before and liked didn't hate and I tend to reuse those.
Or teleporting puzzles. But I'm sure that at the rate I go with those, somebody's bound to kill me in vengeance.
Or teleporting puzzles. But I'm sure that at the rate I go with those, somebody's bound to kill me in vengeance.
If someone took something from your game
If somebody took my code and credited me for it, I'd be fine with it. I've used code by others in my own projects and I make sure that I say what isn't mine and who did it. I'd prefer it if any code taken was either for the backend or that anything displayed was somewhat changed, just to retain some uniqueness in whatever I presented my code in.
I'd feel the same for general graphics (tilesets, NPC graphics) and music but for specific characters graphics I'd be angry. If I made the effort to make the character/face sets for the PC crew for my game, I want those graphics to be associated with those characters and not have to share that with ten other games made by different people. NPCs and the like I wouldn't care so much about.
And really, if you're going to use somebody else's work, commercial or not, at least credit it in some way if possible. Don't be a jerk.
I'd feel the same for general graphics (tilesets, NPC graphics) and music but for specific characters graphics I'd be angry. If I made the effort to make the character/face sets for the PC crew for my game, I want those graphics to be associated with those characters and not have to share that with ten other games made by different people. NPCs and the like I wouldn't care so much about.
And really, if you're going to use somebody else's work, commercial or not, at least credit it in some way if possible. Don't be a jerk.
Now a topic about character design.
author=Craze link=topic=683.msg9204#msg9204 date=1203218006
He also states that you can take any two FF8 PCs and imagine the conversation that could happen between them.
To expand on that, I recently began replaying Xenosaga III. While I'm skipping most of the cutscenes, I've been watching enough to remind myself of several neat dialouges between unexpected characters: Jin and Allen, for example, have a series of discussions throughout the game. In most RPGs, Allen would talk to Shion and Shion only since she is the love interest/protagonist and he is just a silly NPC. Instead, he actually talks with the PCs on a regular basis. Other random yet somewhat important NPCs get scenes with random characters, making everyone seem much more alive and realistic. The exception is KOS-MOS, who really only talks to Shion and chaos (and only a little bit to the latter). This works, though, since she's an "emotionless" android with a really high STR stat.
Continuing on this, I really think the social network side of things gets neglected far too often in games. Seeing characters interact with each other instead of just them with the main protagonist gives them all kind of life a dark past and giant swords can't hope to match. People interact with each other, and not just the Chosen One That Will Save the World and possibly one other person in the entire world.
Web Layout Mockup - Feedback?
I wouldn't say either is an improvement, the left navigation bar stands out less and you moved the LogIn/Register to a new area where there is no other navigation, I'd suggest moving that back to where it was before or somewhere on the left navigation bar.
Top Ten Topic: Disney Movies
1) Aladdin
'nuff said.
(Honestly, no other Disney movie stands out in my mind as Aladdin. I'd have to take stock of what Disney movies I have seen and liked before I could even give 2-10 a shot, although I know the other Aladdin movies would be on there)
George of the Jungle and The Emperor's New Groove would probably be on the list though.
'nuff said.
(Honestly, no other Disney movie stands out in my mind as Aladdin. I'd have to take stock of what Disney movies I have seen and liked before I could even give 2-10 a shot, although I know the other Aladdin movies would be on there)
George of the Jungle and The Emperor's New Groove would probably be on the list though.
Advanced NPC's
I downloaded everything (original demo and all three updates), erased what I had before, and redid everything in the right order and now RMXP isn't being a pain anymore. I'm not sure what was going on there with how I couldn't make any script changes or run the game through RMXP, but I'm just going to blame Windows.
Anyways, to deal with the mising files, I just took all of the Graphics/Title/0d/1d/2d files and removed the 'd' and that got those working. There's also a missing BGM (s29) which I just copied and renamed another track for.
That gets me to the title screen, but from there I have another missing graphic ( Graphics/Characters/right3 ). I would suggest putting everything back together, doing a quick test run to make sure there's no missing files, and uploading a new version.
Also, locking the Game.rxproj won't lock your game from the database, that file is 10 bytes big and its the same for all RMXP project files. To prevent the game from opening in the RMXP editor, use the File->Compress Game Data in RMXP to lock your game that way.
Just don't send that to me because I won't be able to work with it :P
Anyways, to deal with the mising files, I just took all of the Graphics/Title/0d/1d/2d files and removed the 'd' and that got those working. There's also a missing BGM (s29) which I just copied and renamed another track for.
That gets me to the title screen, but from there I have another missing graphic ( Graphics/Characters/right3 ). I would suggest putting everything back together, doing a quick test run to make sure there's no missing files, and uploading a new version.
Also, locking the Game.rxproj won't lock your game from the database, that file is 10 bytes big and its the same for all RMXP project files. To prevent the game from opening in the RMXP editor, use the File->Compress Game Data in RMXP to lock your game that way.
Just don't send that to me because I won't be able to work with it :P
We Did It First screenshot thread
Spazzgamer: Also, please download this and copy the font files into your Windows/fonts folder (usually C:\Windows\Fonts). That'll make your font not look hideous.
Also, a few more menu screens:

The most significant visual change from the last menu screenshot has been the new font I snagged somewhere, which I think makes it look a lot better than the old Tahoma. Most of the work was on the backend but its harder to show that stuff off. For example, the characters finally have real classes (before they were just names for display). Each character has three classes (think Seiken Densetsu 3) and based on what level of class the character is on, the text changes appropriately.
In the case that the party has more than the four members in it, the scrollbar appears to show that there's more to see. How to see more? Well, there's always 'Formation' or 'Status', or...

Pushing Right to go straight to the other window!
Its meant to be a shortcut for 'Formation' and 'Status' in that pushing enter on one character than on another switches the two characters, and pushing enter twice on one shows the status screen for them, but neither are currentlyworking implemented.
Its not immediately apparant, but all non-selected characters are slightly faded out to help show the character you have currently selected.
Seeing what window is active is currently the one with the animated pointer (it moves left and right), although I'm also thinking of blittering the pointer for any inactive windows.
Also, there's a graphical glitch in the lower left of the menu where the shadow for the clock and battle count. I'm trying to see what's causing that and see what the whole thing would look like with that added shadow because I think it makes it stand out even more than little-shadow text.
And ignore the top text. I do weird stuff when I get fustrated.

Basic inventory screen. Supports drawing names on two lines if an item name is too long, the commands to change colour/font/style like the top description window. This is another case of two windows with pointers, the active one being the one with the moving pointer. Sort brings up a new window (that crashes the game, but that's because I'm lazy and haven't fixed it yet) where you can sort by different attributes (so far its Item Type and Name).
Portraits are temporary, since I can't use the Shigeru/Reggie/Baby/Batman test characters since they don't have the nessesary data to be instanciated and I'm lazy to fill in that info.
Also, a few more menu screens:
The most significant visual change from the last menu screenshot has been the new font I snagged somewhere, which I think makes it look a lot better than the old Tahoma. Most of the work was on the backend but its harder to show that stuff off. For example, the characters finally have real classes (before they were just names for display). Each character has three classes (think Seiken Densetsu 3) and based on what level of class the character is on, the text changes appropriately.
In the case that the party has more than the four members in it, the scrollbar appears to show that there's more to see. How to see more? Well, there's always 'Formation' or 'Status', or...
Pushing Right to go straight to the other window!
Its meant to be a shortcut for 'Formation' and 'Status' in that pushing enter on one character than on another switches the two characters, and pushing enter twice on one shows the status screen for them, but neither are currently
Its not immediately apparant, but all non-selected characters are slightly faded out to help show the character you have currently selected.
Seeing what window is active is currently the one with the animated pointer (it moves left and right), although I'm also thinking of blittering the pointer for any inactive windows.
Also, there's a graphical glitch in the lower left of the menu where the shadow for the clock and battle count. I'm trying to see what's causing that and see what the whole thing would look like with that added shadow because I think it makes it stand out even more than little-shadow text.
And ignore the top text. I do weird stuff when I get fustrated.
Basic inventory screen. Supports drawing names on two lines if an item name is too long, the commands to change colour/font/style like the top description window. This is another case of two windows with pointers, the active one being the one with the moving pointer. Sort brings up a new window (that crashes the game, but that's because I'm lazy and haven't fixed it yet) where you can sort by different attributes (so far its Item Type and Name).
Portraits are temporary, since I can't use the Shigeru/Reggie/Baby/Batman test characters since they don't have the nessesary data to be instanciated and I'm lazy to fill in that info.
Advanced NPC's
Well, this is strange. I downloaded your game but I can't run it (missing Graphics/Title/1 ), and when I go into it with RMXP none of my script changes persist. Hell, I can't even playtest through RMXP, trying to do so really does nothing (also, saving. Quit+Saving also does nothing)
I've never had this kind of problem with RMXP before, it's weird. I'll give it another shot later (probably Saturday) and try to figure out what the hell is wrong with RMXP.
I've never had this kind of problem with RMXP before, it's weird. I'll give it another shot later (probably Saturday) and try to figure out what the hell is wrong with RMXP.
We Did It First screenshot thread
The nose... THE NOSE!
Its upside down or something!
For your battle screen, the green MP text is incredibly difficult to read. Use Alternative to give it something better to stand out on or don't use that shade of green.
The screen with saving the kids, I have no idea what kind of place that is. There's nothing there to give it context. (And those are some pretty freaky looking kids too :P )
The pre-boss fight thing doesn't look bad, but HIS NOSE! (Someday I'll come to terms with upside down noses, but today is not that day!)
The right side of the last map looks incredibly messed up perspective wise. I don't know how to look at it, the distance between the upper-area and the lower area is all messed up like an orthogonal-perspective drawing.
Its upside down or something!
For your battle screen, the green MP text is incredibly difficult to read. Use Alternative to give it something better to stand out on or don't use that shade of green.
The screen with saving the kids, I have no idea what kind of place that is. There's nothing there to give it context. (And those are some pretty freaky looking kids too :P )
The pre-boss fight thing doesn't look bad, but HIS NOSE! (Someday I'll come to terms with upside down noses, but today is not that day!)
The right side of the last map looks incredibly messed up perspective wise. I don't know how to look at it, the distance between the upper-area and the lower area is all messed up like an orthogonal-perspective drawing.














