INFINITESERAPH'S PROFILE

Search

Filter

RPG Maker XP Transparency

Yes, the detailed explanation helped me to understand a little better.

I'm completely oblivious to graphical things like this :'(

However, because of your help I'm able to continue my latest and greatest Squaresoft project!! :P

Thanks!

Laxius Force (Laxius Power IV) released - priced at $15

Well, I don't know much about the creator. I've also never playing any game in the series: Laxius Power.

However.

The game that he is trying to sell, from the small amount of screenshots that I saw, seem to be pretty basic. Also, the dialogue (of what I read) wasn't exciting at all.

*Smiles Radiantly*

-Oni.

RPG Maker XP Transparency

THANK YOU CLEST!!

So, each file can have it's own transparency colour? That's NICE and will come in handy.

Can you explain the Alpha Channel way a little more? If it's useful/worth it? I'm having trouble understanding.

RPG Maker XP Transparency

Okay,

I recently decided to develop my game in RMXP, because it's just so much more versatile in the long run. So I was creating some sprites and stuff like that on idraw, when I noticed that.....

RMXP doesnt follow the same rules as RM2k and RM2k3 for color tranparencies!!!! OH NOES!!!

ACK! Does anyone happen to know how the transparency works in RMXP? Is it only one specific colour? Can I change the transparent color?

*SIGH*

-Oni.

BOSS MONSTARS

Max: You haven't been online in a while.

Where's my critique we spoke about? :P Let me know.

I'll be on AIM later today. Peace.

Need staff.

Get MSN and let's chat.

lvega1986 at live.com

Get it quick!

EDIT: I would get AIM, but I don't want to hear bullshit for things being on company computer that weren't there before.
EDIT2: Max McGee, are you even online? I loggedon AIM and I don't see you there.

Need staff.

:P That's the release date for the trailer. I will probably release it before then...it will be a 5 minute trailer at max.

Besides, it gives me enough time assuming I'm working by myself. I can sprite, compose AND program :P I'm multi-talented.

Need staff.

Alright.

After much planning, pre-planning, procrastinating, and visiting the IRC channels, I'm ready for my staff. I asked once before, and I was asked for some information regarding the game. Now I am ready, and I am due to release the first trailer for my game by November 2nd, 2008.

Which ultimately gives me a little less than a month to put a trailer together and get this game into real development.

Most of the storyline, at this point, will be kept under wraps. However, I will release a little blurb about the basic focus of the game. Whoever is interested in joining my team, please note that 75% of the planning is already finished, and very little is needed to finish what remains. In other words, the remaining 25% missing on paper is things that I need to develop as I create the game (like most skills).

Here is the blurb, as promised. This could be on the back cover of my game if it were released commercially (for an idea of what I'm trying to accomplish here):


Government agencies exist to control citizen life.
Anti-Government coalitions have their own ideas of how things should run.
As numerous organizations arise, even in coordination, strife and altercations arise.
When these organizations begin to defend themselves from fusillades internally and externally, it's a sure sign of global turmoil.


..Or something like that. This is about as much as I can give without giving away too much information. Again, the storyline is finished! What I need:

Sprite (Motion) Artist/s
The name says it all. Motion Sprite Artists will create walking graphics (as well as variations) for the game.

Sprite (Combat) Artist/s
Again, self explanatory. Combat Sprite Artists will assist with battle spriting, as well as animations and anything battle-related. Monster design is a huge plus!

Composer/s
Ideal Composer will be creative, intelligent, and work without major supervision. Will take (contstructive) criticism well, and will take praise and worship well.

Motion Animator/s (I hope?)
This is a hopeful for me. I'm hopeful that I will come across someone who would be interested in motion graphics for *short* movies during the game. I really mean short, the longest single movie I'd like to implement in my game is about six seconds long.

Of course, I have alternatives to movie-making. They just aren't my preferred.

(2nd) Project Manager who has ideas
Basically assist with throwing ideas. Must live in American Time Zone, or be online on these times for constant idea-swapping back and forth. Must be able to program. Must be able to manage my current team.

The ideal Project Manager will be able to take parts of my project and create them using the resources available. Must be good with tiling/map making. Must be CREATIVE.

Again, I'm not looking for someone to rate (or berate) my game, although your opinion is always welcome. I'm looking for staff. Please PM, E-mail, AIM, or MSN me (I'm on MSN *right now* lvega1986@live.com)

5 Most Common Writing Pitfalls

I think that some examples of good and bad writing in existing amateur RPGs, while it runs the risk of pissing people off, might be instructive towards this topic. However, it probably wouldn't be a good political move, unless you were finding examples of good and bad writing in the same amateur game.

Also, it seems to me that you are talking a lot more about PLOTTING (and some Characterization) then writing. For me, writing in RPGs is always more about dialog, which this article doesn't really address.

Yes, I definitely did not want to provide examples of real/existing amateur indie games, whether I knew the person would look at this post or not. One of the primary reasons was because enough horrible commercial games have been released for a single platform alone (take your pick), that I couldn't justify using amateur games as examples of good and bad writing.

Also, it would have started major flame wars, which I definitely want to avoid. I have enough drama outside of any forum.

To me, dialog abd plot are not only equally important--they are both crucial to conveying a believable story. I will definitely create a dialog tutorial, hopefully sooner rather than later, and it will address certain downfalls and common cliches to avoid in dialog---and when a cliche is perfectly acceptable. They will be, of course, packed with examples and theories.

Till then! BTW, I replied to your e-mail in reference to our conversation.

Naming your characters

author=Blitzen link=topic=1644.msg26472#msg26472 date=1217970001
That's the inherent difference in crafting names for games and for stories, however. In the most mechanical video games, names are identifiers and have little else to do with the game. For example, anyone who plays Tetris knows the peices, but it is not nescessary that they have names, because the player has an idea of the properties of the piece without having to have it labelled. The pieces, although without names or shapes that exist in the real world, become symbols and thus the player gives them an IMPLIED meaning through thier interaction with them.

When it comes to CHARACTERS, they are essentially units of your game mechanic, in this case the basic RPG Mechanic structure. Any meaning you give them, ie names or graphical uniqueness that doesn't serve a discretlely function purpose, in an IMPOSED meaning. This means that you actually TAKE AWAY some oppourtunity for the player to be creative and attribute thier own meaning to those objects. An example is your typical RPG cast, where the characters are funtional representations of the stats they represent. Let's say you have a tank-style character, and as a designer you put the title of Knight on it. What you have actually just done is LIMITED the interactive experience by applying a label rather than no label. While the player could have attributed to the lableless object any value that they wished, you as a designer had gone ahead and done it for them.

It all depends what you are trying to do as a game designer if you think this is a good thing or not. Sometimes it is nescessary for identification purposes (ie the player needs to know which object is a KEY style object and which is a LOCK style object in order to progress in the game). Or, if you're designig the game with the aesthetic as vital to the gameplay experience, then it will play a huge role in your presentation.

Personally, I would think that the best games are the ones where you can take away the atmospheric elements and be left with something that is still a hell of a lot of fun. There is still a creativity in good design that can exist without an aesthetic focus. That being said, themes and aesthetics help differentiate your design if it is similar to others, to the point where it develops to become a mechanic in itself that differentiates it from other designs.

I'm not taking either side of this dialectic, but keep this in mind when you are designing your games.

I love this!! This is exactly how I feel in terms of game design. Everyone who didn't read this for whatever reason should read it again---it's inspiring!!

I just wanted to reinforce the idea that a good game, stripped of all of its atmosphere and story (in theory) would still make it FUN! Of course, an RPG stripped of its story would be somewhat lifeless, and a little confusing--but all of the elements of the game (outside of its story) should aim to be fun.

If we all did this, the story and characters would only be a part of the package, and not the entire focus.