GRETGOR'S PROFILE
Just your friendly neighborhood RM2K3 developer trying to relive the good old times of his RM2K3 teenage years with more mature and sober eyes than before.
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What are you thinking about? (game development edition)
@yugijak I like that idea. Character progression based on exploration instead of grinding is 100% my jam.
One thing to keep in mind, however, is that if your battles are gonna be turn based, there's gotta be some incentive to engage in battle instead of just fleeing, since there's no EXP.
One thing to keep in mind, however, is that if your battles are gonna be turn based, there's gotta be some incentive to engage in battle instead of just fleeing, since there's no EXP.
Screenshot Survival 20XX
@Frogge: Thanks for the feedback :)
You mean, like, bring the individual "cells" closer to one another?
EDIT: something like this?

(The character indicator is not on the map because I haven't adjusted the coordinates for the different picture.)
The problem here is that it becomes a bit harder to see where the passages between cells are, doesn't it?
EDIT2: (redacted because there were too many screenshots in this post)
EDIT3: My wife suggested making the cells paler

I think this is good. It makes it clear where the passages between cells are, and it has less empty space between cells. Thoughts?
You mean, like, bring the individual "cells" closer to one another?
EDIT: something like this?

(The character indicator is not on the map because I haven't adjusted the coordinates for the different picture.)
The problem here is that it becomes a bit harder to see where the passages between cells are, doesn't it?
EDIT2: (redacted because there were too many screenshots in this post)
EDIT3: My wife suggested making the cells paler

I think this is good. It makes it clear where the passages between cells are, and it has less empty space between cells. Thoughts?
Screenshot Survival 20XX
I need some opinions on this map screen.
I'm not actually gonna use the RTP world tileset, I'm only using it to make this map.
Does it look strange? As in, it's an island, and it's cut into those nine interconnected compartments, and it may look awkward or something.

I'm not actually gonna use the RTP world tileset, I'm only using it to make this map.
Does it look strange? As in, it's an island, and it's cut into those nine interconnected compartments, and it may look awkward or something.
50 Days of Representation
Between having to plan a move during a pandemic, and having to finish my doctoral thesis until October, I highly doubt I'll be putting my game out before the deadline. With that being said, I promise I'm still working on it from time to time, so it will eventually get done.
My question is: is it gonna be a less valuable piece, so to speak, if it doesn't make the deadline?
My question is: is it gonna be a less valuable piece, so to speak, if it doesn't make the deadline?
50 Days of Representation
If I fail to finish my game in time, I only have myself to blame. Why did I pick a game idea that requires so much custom stuff?
Screenshot Survival 20XX
author=Deckiller
The demo is getting closer and closer. Arc's working on the war system, and I'm moving on to overhauls in the main game proper. (...)
That tileset is sweet! The mapping is great too, as it has been since I met you like 10 years ago.
50 Days of Representation
author=AtiyaTheSeeker
You seem on the right track, alluding to this optional item with text. Maybe NPCs can hint at a potential way in, but note that they have no idea? Then later, another vague hint can be dropped on finding it, but can be shown it's optional?
Thanks. I'll try to do that!
50 Days of Representation
I need some help figuring out how to communicate that a certain optional secret is in fact an optional secret. I really don't want to outright say "this is an optional item, but props to you for finding it!" but I don't know what else I can do.
The items in question are keys to the characters' houses, intended only as a way to get the player to know more about the characters' backgrounds and lives. None of the houses contain any key items or anything necessary to beat the game, so some people may end up being misled as they enter a character's house in search of key items only to find out that it does not contain any.
What I'm doing right now is showing a message like "Ha, I can now enter X's house! I don't really need to do that to finish my job here but, you know, I might do it out of curiosity!"
The items in question are keys to the characters' houses, intended only as a way to get the player to know more about the characters' backgrounds and lives. None of the houses contain any key items or anything necessary to beat the game, so some people may end up being misled as they enter a character's house in search of key items only to find out that it does not contain any.
What I'm doing right now is showing a message like "Ha, I can now enter X's house! I don't really need to do that to finish my job here but, you know, I might do it out of curiosity!"
Screenshot Survival 20XX
Testing the item menu system for my jam game. To be completely honest, I just copypasted the menu system from another project of mine, which is all but abandoned at this point.


50 Days of Representation
author=pianotmGretgorShackled Seas by me and Fomar use those. It's VX Ace but we just enlarged the 2k3 graphics. There's plenty of town maps for you to see.
I just realized I have no idea how to use certain REFMAP town tilesets I've downloaded for this project, and I can't find examples anywhere. Gosh darnit.
I guess I gotta look harder.
Thank you! I'll check it out.














