ILLUSTRIOUS'S PROFILE
Illustrious
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We must not allow this land of all crates and sand to exist. If we do, this is also what we have to look forward to in the future.
Go America.
Go America.
Edifice - A Slightly Less Decrepit Version
Aftermath is moving along greatly.
A guy with such genuine enthusiasm for his project. Gotta love it.
It is the seed of what makes great things.
It is the seed of what makes great things.
The Realms Shattered Review
Wow, I was remembering this game so I went back in time and checked my review.
I scorched you in the gameplay department. Now I really wonder if I could have possibly been so disappointed. Well, I hope you found me constructive. This is a nice game that I can see evolving into one of the greats. If you found me to be snarky about anything, I was half joking and trying to make the review have a character behind it.
I scorched you in the gameplay department. Now I really wonder if I could have possibly been so disappointed. Well, I hope you found me constructive. This is a nice game that I can see evolving into one of the greats. If you found me to be snarky about anything, I was half joking and trying to make the review have a character behind it.
BlueCavern2011.png
Indeed, a pretty blue. I forgot about the time when I thought this game had the nicest things to look at. I think its more the use of colors than the mapping, which is still good.
Woah, the page is set up to have invisible text? Can't read comments unless I drag my mouse over it.
Woah, the page is set up to have invisible text? Can't read comments unless I drag my mouse over it.
Final Fantasy Dreams
Good job. This game has managed to look lots more interesting to me since last time I checked. (maybe 6 months ago)
Cut scenes: how long is too long?
My FF13 example may be a cheap shot, but it was simplified to show my impression.
I wasnt saying 5 lines, Just these textboxes may contain two sentences or basically still be saying one thing without too much detail. Hardly the kind of space to tell exciting stories in. I did take it Shinan was trying to lay out his rule for ALL scenes. But the scenario you describe is acceptable to me. In RM, I know of games that do pace pretty much every scene like theres a 5 line rule, and they come off about as meaningful as my FF13 example.
I wasnt saying 5 lines, Just these textboxes may contain two sentences or basically still be saying one thing without too much detail. Hardly the kind of space to tell exciting stories in. I did take it Shinan was trying to lay out his rule for ALL scenes. But the scenario you describe is acceptable to me. In RM, I know of games that do pace pretty much every scene like theres a 5 line rule, and they come off about as meaningful as my FF13 example.
State of the Maker: How we're doing.
Page views continue to average over 1,000,000 a month year.
How long is a month year? I know this answer can be obtained from dividing by zero somewhere.
How long is a month year? I know this answer can be obtained from dividing by zero somewhere.
Cut scenes: how long is too long?
author=Shinan
I have a version of the three-tile rule called the five-textbox rule. If you have a dialogue or cutscene with five textboses in a row you've probably lost the audience. In a dialogue-choice game it's fairly easy to stop this. Just give the player a dialogue choice every five or so exchanges.
The 5 textboxes/ throw in something formula has the feel of rush hour traffic. Too much stop and go. The driver probably wants a short stop at a light and then GO GO GO! Now a player doesn't so much mind a stop if it is something meaningful. The scenic drive with a stoplight here and there. If this short stop in the action is capped around 5 textboxes though, I imagine a story that feels like Final Fantasy 13.
Lightning: Up ahead, something about an obstacle.
Hope: Oh forget it, I don't have the will to do this. $^%$^% Snow.
Vanille: Cheer up, Lols, and Tee hee.
Lightning: More like stop being a baby!
Lighning: Let's go!
And this is when FF 13 uses even more than 5 "textboxes" to say something like that. If your you want story to totally take a backseat to your gameplay, I guess it works. But keeping with that rule, I can't imagine you are saying enough about your story to someone who wants story the most. You can offer a choice or make an event that breaks the text up. Hopefully, the player gets to do some activity consistently and isn't always sidetracked.
TLDR: The five textbox rule would be hard to adopt universally. It works if your game can probably stand alone based on action. You might not be doing enough for those who enjoy a meaty story.
The Way EP 1 Review
"The Way is the most important RPG Maker game of all time" That's too bold to say.
You would have a better chance explaining it as the most popular RM game of all time.
Even then you have a number of competitors like ABL that might make it invalid.. or maybe not. To me their prestige is somewhat equal.
Saying something is important is a lot different than saying it is popular. Using important, you imply a real significant change in RM as a whole. It could have happened on some level, but again, too bold. If I want to argue Shakespeare was the most important writer in the English language, it wouldn't be because he wrote great plays that were very popular. I would rest it on the fact that the man invented around 1700 words and many of them continue to be used across the centuries.
Reading this, the thing I waited for most was your argument of why you called it the most important game. You pretty much described this as a standard game that you happened to like a lot. In fact, a lot of lesser known games have received more gleaming reviews than this.
You would have a better chance explaining it as the most popular RM game of all time.
Even then you have a number of competitors like ABL that might make it invalid.. or maybe not. To me their prestige is somewhat equal.
Saying something is important is a lot different than saying it is popular. Using important, you imply a real significant change in RM as a whole. It could have happened on some level, but again, too bold. If I want to argue Shakespeare was the most important writer in the English language, it wouldn't be because he wrote great plays that were very popular. I would rest it on the fact that the man invented around 1700 words and many of them continue to be used across the centuries.
Reading this, the thing I waited for most was your argument of why you called it the most important game. You pretty much described this as a standard game that you happened to like a lot. In fact, a lot of lesser known games have received more gleaming reviews than this.













