GREDGE109'S PROFILE

I'm secretly hoping my computer crashes so I can give up some of these ongoing projects.
Hero Panic
Half the people disappeared, and strangers from multiple worlds have arrived -- when Rin is targeted by the city's new imperial regime, will she survive the chaos, or be crushed under its weight?

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[Poll] Going off and creating a new online identity. Thoughts?

There's been some interesting posts here, and I feel bad I can't respond to all of them. But it's good stuff.

I wouldn't make another RPG Maker account, I'd probably just not use this one much. I find myself being pulled more into the digital art and visual novel community. I if I made a new identity, it'd be for that stuff.

[Poll] Going off and creating a new online identity. Thoughts?

I want to change my online identity from Gredge to something completely different. This means my games, art, online presence, would all be changed to something different than Gredge.

For me, I feel I have too much linked to express myself properly, and some of my real life friends are now aware of this presence and I feel it’s too much, a bit of a mistake. I’d rather take on a whole separate identity all together and start from ground zero, with no links.

It’s a thought that has been on my mind the last couple months. I’d rather run off and change to someone completely different. Has anyone else done this? What has been your experience? Was it a mistake? Did you return to your previous alias?

I feel I’m not well known online so there’s not much to lose. Let me know what you think.

Please pardon any grammatical issues. I’m typing this from my phone on a quick break at work.

What Defines Grinding

I think it's one of those things where you will end up with a solution that pleases some but not all. Casual games tend to, by nature, be much easier to progress through the story, and someone who wants to simply get through the story, like the Golden Path player, is an example of a casual gamer. They're not interested in grinding out fights, they just want to topple the next boss and unlock the next episode of the story, and that's fine.

Then there's people like me who are on the grind-heavy side. I enjoy grinding, killing groups of enemies repeatedly, and feeling my characters get stronger. I invest my time and energy into profit, because I am constantly seeing my characters become stronger, find more items, unlock more skills, and I enjoy that. Of course, I wouldn't do any of that unless the combat in the game is designed quite well, with fun skills to play around with.

Personally I think you should head the route you enjoy most, because you always will have dissenting views despite where you land on it. Do you enjoy on-screen encounters? Then I'd use those: have the enemies block your path, chase you, or maybe a little cutscene once in a while which results in a battle. Maybe they reappear onscreen after you leave the area so people who want to grind can get a few more fights in.

I'll use an on-screen style for most of my games, though personally I prefer random encounters because of the constant threat it gives me. I enjoy the whole "poof, you're in a battle!" Especially if I'm two levels deep in a dungeon and debating whether I head down that one long perilous path with the amount of potions I have left. It's a bit more intense to me.


Now, you could go the route of creating both types of encounters and have the players choose at the start of the game (random encounters vs onscreen), but you'll try to please everyone and, more than likely, will burn yourself out on that endeavor.

Want a lets play of your game?

That sounds really cool.

My favorite game I've made, despite it's OK reviews, is Archstone. It has its shortcomings, but it's my favorite product. I'd love this game to have more let's plays, reviews... fanart... dedicated projects... cosplay...

It's about 20 minutes long, and maybe it's something you would enjoy.

Game page here!

RMN VALENTINES CARD 2018

I'd love to be in this one. I'd like it to say:

"Happy Valentine's Day! This game has 10 endings. Can you discover all of them?"

Please save me from my eternal suffering.

That really sucks, so sorry to hear that.

Yume Nikki just released on steam, along with a countdown

Yume Nikki was made back in the early 2000's using 2k3. It started the whole walking-simulator/surreal dream-game craze.

There's no RPG Maker game out there with as many fangames as Yume Nikki. Sure it's not center stage anymore, but it was huge, and everyone started making their own Yume Nikki-inspired titles. Its influence has been far and wide-reaching. People love the idea of walking somewhere and entering a crazy new area with more and more stuff to see and explore. Huge dreamscapes unfold before you, piece by piece, and everyone loved seeing what bizarre creation other developers came up with.

And now that your eyes have been opened to it, you'll begin to see it everywhere. Only half joking.

Is 1-5% a good HP range for a limit break skill? [RM2K3]

Yeah if you wanna head that route I like the idea of making the abilities truly powerful. Like a mage being able to use Stopall (stop all enemy actions for 1 turn or something), a cleric using Reviveall (revive downed allies with a barrier which lasts for 2 turns). Not necessarily those things, but things along those lines which can really be game changers. I understand you like the idea of the gamble, but some players may choose to play it safe. Sure, they could risk it, but they know that at the end of the day the enemies aren't balanced around limit breaks, and they can win the battle with less risk.

Having limits which change the flow of battle are really enticing, whereas a Steal limit break would probably have me use it only if 1. my other characters were alive and healthy and 2. my allies are in no real danger, my thief is simply the victim of some target % RNG.

Bicfarmer mentioned randomness earlier. Honestly, if was in a scenario where I had to either heal or use a limit, which may deal heavy damage to the enemy or may instead deal damage to my party (or simply fail), I will always heal. I'd make a mental note early never to use that character's limit, especially when we're talking 3 or 4 party members, down from 12. That's just me though.

A lot of the ideas sound really cool.

Momeka's Pixel Art

Fantastic art Momeka. Puts my stuff to shame, but at the same time is quite inspiring!

I think you could definitely profit off of your talent.

[Poll] Burned out, working on multiple projects, hurting for creativity, and need your advice.

So I've been having a problem with creativity. This has lasted me since the start of 2017. I get started on a project, things get rolling on it, I'm super motivated, and then I drop it or run out of ideas.

In fact, I wouldn't have a complete game for 2017 if it wasn't for Luiishu535 and his work for our game The World Is Destroyed And It's All Because of You.

2016 saw most of my created work. Finished several games, and 2017 was shaping up to be a productive year. And then... I dropped the bomb on everything. One of my computers had a heart attack and I lost progress on a few games (most were abandoned alteady so that's OK), and towards the end of 2017 I started working on two projects simultaneously, Super Girl Squad and Hero Hero Panic.

Now SGS and HHP are still being produced right now, but I've really hit a low point. I work three jobs and have little free time, I'm sapped out of creativity, and I'm not sure where to go from here. And it's not like I've never finished a game before. I've finished several.

What do you recommend when you're slammed and faced with burnout? I want to publish these games, but I'm completely burned out with them and find myself hopelessly searching for ideas to move forward with the projects.

What do you recommend? What are your thoughts, and how do you handle being in this situation?