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Mario vs. The Moon Base
Mario must fight his way to Bowser's Moon Base to rescue the Princess!

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[GAMEDEV REDUX] Share your brainstorming

Huh, I didn't know there were hide tags...

Kentona: That EVO game would be one of the greatest things ever. Please make it when you're done with HR, I've been dying for a game with related gameplay as EVO (Damnit Wright, finish Spore already!)


Yamata no Orochi: Interesting, sounds like the premise for an adventure game. I also think that Shardik has the potential for an interesting gameplay element, like issuing orders to him and he respondes in a variety of ways.


Spazzgamer: I forsee testtube baby rebellion! Only want to destroy, while the government wants to kill them all (but that's because the TTB's are trying to kill them too)!


Anyways, I'll throw up a gameplay mechanic thats more "already decided on" than "brainstorming", but since it hasn't been implemented, is still up for changes:

Experience makes the world go 'round! (Yes, this is what I had posted on GL)

Experience is now the $$$ of building characters. When you get experience, it goes into a character's total experience pool, where it does absolutely no good.

"Well, what's the point of it then?"

You spend it! You have to 'purchase' character upgrades from the menu, spending experience instead of cash. And there's three different kinds of things you can buy with your hard earned experience:
- Stats
- Skills
- Levels

When you buy a stat, you get a choice of one of the five base stats of the character (Strength, Agility, Constitution, Intelligence, and Wisdom. And yes, I did blatantly steal borrow those...) by one. The cost of upgrading a stat is based on how many times it has been upgraded, among other factors (which may or may not be the character's class. I'm leaning towards so though, but characters upgrade their class at most twice, giving players the ability to customize characters further when the chances become available)

Skills are just like stats. What you can buy is based off of a characters class with overlapping, so for example, only a Merchant can buy the Haggle skill while only a Geomancer can buy the Lighting skill, but both can buy the Fire skill. Upgrading these skills work like skills, to upgrade it further you have to spend more experience based on the number of times it has been upgraded.

Levels are, IMO, interesting in the sense that they don't do anything by themselves. A level 1 guy and a level 100 guy would have the exact same stats. What levels do is reduce the cost of purchasing other EXP-based upgrades, so when upgrading your Strength starts getting costly, it might be worth it to increase your level to knock the cost of it, and everything else, down.


Why yes, it will be a bitch to balance!

FUNdamentals of RPGs - Part VI - Balancing

Agreed. This one is the best of the whole series.


On the balancing for RPG games note, there's also balancing dealing with obstacles (okay, fights, but it could extend to others) and walking around. Encounters every five steps piss me off. >:(

Let's have a serious discussion about homebrew RPGMaker games.

author=brandonabley link=topic=636.msg8539#msg8539 date=1202150651
This is why video games have those mysteriously smaller-than-they-should-be villages and sprawling metropoles with total populations of nine. It does not make logical sense, but it gives the player an obvious and digestible amount of exploring to do. It's more important to clearly communicate your expectations of the player (in this case, that you want them to explore seven buildings) than it is to try and make something look like real life.

Some of these video games also take steps so these places with barely a dozen heads seems larger than what it actually is (with a variety of different levels of success). Shapier in Quest for Glory 2 pulled it off with some degree of success, each plaza had different (well, for the handful of different NPC graphics) people entering, exiting, stopping in front of merchant stalls. You couldn't talk to any of them, but they made the city look more alive when there was about 15 NPCs to talk to, some being basic merchants that you barely converse with (fuck the alleyways connecting the plazas though, that was so deserted it didn't feel like you were in the same city). Buildings that you can see but can't get to or enter would also help make the city feel bigger, like Ocean's example.
Then again, between the games I was playing and a town where the soldier+merchant to regular citizen ratio is 2:1, I'd rather have the small town. Its not the same potential scope monster as the big city illusion too.

(Am I even on topic? I think I drifted off somewhere between reading and writing...)



Also, SUPERCLOCKBOSS would be awesome. The clock on the top of a mountain, all by itself, out of place. And defeating the SUPERCLOCKBOSS yields... another elixer! ;D

We Did It First screenshot thread

author=brandonabley link=topic=5.msg8541#msg8541 date=1202151056
FF6 screenshot

Point taken :P


Then again, that only really works when its obvious what status is what. That wasn't a problem with FF6 (except Blind, but I think the fact that it didn't work at all helped with that), but other games had purely visual status indicators that told nothing about what status the character actually had (which leads to me having a preference for the game actually saying what the status is, but that's just me)

We Did It First screenshot thread

Poor Aten, life can be cruel to those who don't have any maximum HP :(

Looks sharp, but where does a character's status indication go (assuming its even part of the bottom HUD), the way its spaced it doesn't look like there's much room for one except in front of HP.


Let's have a serious discussion about homebrew RPGMaker games.

author=kentona link=topic=636.msg8382#msg8382 date=1201881039
I try to remain consistent with my game world. ie- All Ghosts are immune to physical attacks. You often find treasure in cabinets. You can find scrolls on bookshelves.

...


You might also want to look into something called operant conditioning. Basically, if you reward a person for a behaviour, he will continue to engage in that behaviour until you stop rewarding them. On the flip side, if you punish certain behaviour, the person will stop engaging in that behaviour.


Having played small bits of a few games over the weekend, I'd like to emphasis this and how not having it can hurt. Two (of the three) games involved me walking through towns and checking out houses, half of which were locked with no sort of indication that they were except for trying out the door (or no message at all, just walking up to a door and hitting space with nothing occurring). That basically killed any motivation of exploring towns except for going into buildings with signs since those were the only regularly unlocked places to go.

Visually denote locked houses/buildings instead of having them all look the same or else you're just slapping and laughing at your players while they try to explore a town and eventually give up (exploring or the entire game) because checking every house only to have 'Its locked!'.

Advanced NPC's

Here's everything you need, with a bit more: (Original code is non-bold, new stuff is bolded)

This stuff goes between class Scene_Name and def initialize, change these to fiddle with the settings of the timer and ActorIDs and opacity



PCS = 10 + 1
# Change the first number to the number of PCs your game uses, if it uses the RMXP database for characters
# This is for being able to edit PC names with infinite time
# The +1 is for a dummy actor used for player input with no timeout.
# So lets say your game has 5 PCs aka Actors. Actors 1-5 are your PCs which have infinite name-edit time...
# Actor 6 is for input that has infinite time, and Actor 7+ are actors with timeout

SECONDS_PER_ID = 1
# This adjusts the time to wait before closing the window automatically.
# Its the seconds to wait per ID > PCS, so in the above example of 5 PCs,
# Actor7 will wait SECONDS_PER_ID, Actor8 will wait 2*SECONDS_PER_ID, ect.

WINDOW_OPACITY = 0
# Set this to the opacity of the window background. 0 is transparent, 255 is opaque



This stuff is the def main snippet from before:

def main
# Get actor
@actor = $game_actors
# Make windows
@edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
@input_window = Window_NameInput.new


# Set the opacity of the name input windows
@edit_window.back_opacity = OPACITY
@input_window.back_opacity = OPACITY


# Execute transition
Graphics.transition
# Main loop

# Set the number of frames to wait before closing the window
@FrameCountdown = $game_temp.name_actor_id - PCS * Graphics.frame_rate * SECONDS_PER_ID


# to a function.
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update

# If the frame countdown has ran out and the ActorID is a timeout ActorID (>PCS)
if @FrameCountdown == 0 and $game_temp.name_actor_id > PCS
$scene = Scene_Map.new # Exit the name input screen and go back to the map
# Otherwise, decrement the countdown by one
else
@FrameCountdown -= 1
end

# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@edit_window.dispose
@input_window.dispose
end


I'm not at home so I can't test it though, I'll throw up some tested code later tonight.


For stretching, there should be a way to deal with that. Do you want all windows to tile the windowskin, or just the NameInput windows?

Advanced NPC's

Note: I'm doing this off the top of my head, so I can't say if it works or not.

In the RMXP script editor, go into Scene_Name (its near the bottom), in def main, there should be the following snippit of code. Add the bolded stuff (comments extra):



def main
# Get actor
@actor = $game_actors
# Make windows
@edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
@input_window = Window_NameInput.new
# Execute transition
Graphics.transition
# Main loop

# Set the number of frames to wait before closing the window
# RMXP runs at ~40FPS, so 40 frames = 1 second
@FrameCountdown = 400 # Wait 400 frames, or 10 seconds
# For a variable amount of time, use $game_temp.name_actor_id as input
@FrameCountdown = .max
# Wait for as many seconds as the ID of the actor supplied, to as low as 10 seconds
# Only use one of the @FrameCountdowns

# to a function.
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update

# If the frame countdown has ran out
if(@FrameCountdown == 0)
$scene = Scene_Map.new # Exit the name input screen and go back to the map
# Otherwise, decrement the countdown by one
else
@FrameCountdown -= 1
end

# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@edit_window.dispose
@input_window.dispose
end


Remember, I haven't tested this. Make a copy of the original code in case it doesn't work (although removing the changes should be simple enough)

Advanced NPC's

Here's how for RMXP (Rm2k3 is pretty much the same way though):
You ask for a player name of a dummy character and use a branch to see if the player's name is equal to the intended password.

example:

Name Input Processing: DummyDude, X Characters - Tab 3, first column, near the top. Input the name of a dummy character so that you don't overwrite the names of any actual characters in the game.

Conditional Branch: is name 'Password' applied Tab 1, first column, around the middle. Second tab of branch. Select your dummy character as the actor and select Name and set that to your intended password.

From there the branch will execute if the player input the Password, and if they put in the wrong password, it'll execute the else instead (if there is one).


Doing it with Rm2k3 should be the same kind of deal.

2007 Misaos

author=Racheal link=topic=569.msg8331#msg8331 date=1201817384
I posted this suggestion on GW, but I'll post it here as well.

I think what heavily influenced the vote is, people are going to vote for what they know.
A random example:
Let's say 4 games are up for a certain category:
Game A
Game B
Game C
Game D
and let's say that Game C is the best game to ever grace the internet.
Now, let's take a random voter. This voter only visits one area of indie development, and has only heard of Game A. So chances are, they are going to vote for Game A, even though, if they knew more about Game C, they would prob vote for C.

One suggestion I could make, is to provide an example of the games that are nominated. So if the award is for graphics, link to a couple screenshots, or if it's for best demo/game, a link to the game. Perhaps have a field in the nominate category option to post a link to such things.
People are inherently lazy, but if you make it easy for them, they might actually take the time to look.

Not to discredit what won or anything, I personally have no complaints with the winners (besides being utterly surprised that Valdis Story didn't cream me in Original Graphics)

I support this (even if I don't take part in the Misaos anyways). All candidates for votes should have some sort of link available to the game so its easy for people to see what else is available if they don't know.

If this was available, feel free to throw potatoe bombs at my face until I scream in agony and die on account of how completely blind I am.