IROG'S PROFILE

Hi all !

I like 16-bits RPGs (especially action RPGs) where you feel the quest behind the lines of code. I also like strategy, puzzle solving, immersive stories, tabletop RPG and LARP.

I'm a hobbyist C programmer who likes to work on custom game mechanics. My very first project was a very basic map generator for Genesia, aka Ultimate Domain https://rpgmaker.net/users/Irog/locker/UltimateDomainWorld.zip

I also want to help developers polishing their projects with my player feedback. So I'll be happy to test your game !

See you around,
Irog
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How to navigate a hex grid with the keyboard?

@Jude

Yes, I'm looking for ideas to improve controls in MinST. Mouse control is a good solution but I want to experiment more with keyboard control first. MinST is designed for Windows PC and I might compile it for Lubuntu someday... no unusual platform planned.


@LouisCyphre

Your Q-W-E, A-S-D choice overcomes one issue with the current F-G-H, C-V-B (chosen to comply with QWERTY and non-QWERTY layouts): it is much easier to put back your fingers in the right position after you moved the hand to press Esc or another key.


@psy_wombats

The mapping of horizontal and vertical arrows only covers 4 of the 6 possibles move directions. As the path maters, I must allow all 6 directions from any hexagon.


@LockeZ

The player can move multiple tiles but each move cost some Action Points. So you want to optimize your path.
Selecting a distant tile to move to works in games where a unit makes its complete move at once.
Here you can a move a unit some tiles, then move another unit, then move the first unit some more.


@Deltree

Among players who have a numpad some wanted 1-2-3 7-8-9 control. I also prefer arrow keys over WASD so I initially chose Delete-End-PageDown, Insert-Home-PageUp as a 6 directions equivalent to arrow keys but it's impractical on laptop keyboard.



@ all

There seems to be no right-for-all setting so I'll work on a "configure controls" option.

Chain Reaction (BETA 1.3)

You can find a lot of free game engines by searching the web. The RMN engine page also lists some popular ones. Moreover, you may not need an engine at all if you program your game from a programming language. Personally, I program in C using MinGW and the SDL2 library. Both are free. I would recommend you to use a programming language because it lets you do anything you want and there are a lot of free libraries to ease game creation for most popular programming languages.

Chain Reaction (BETA 1.3)

author=Rikifive
I shouldn't be making non-RPG games in RPG Maker.

100% true!

RPG Maker is what its name says: a tool to make RPG. It also helps other games with their RPG elements. The more RPG elements in your game, the more RPG Maker helps you. But, the less RPG elements in your game, the less RPG Maker helps you. And, if your game contains too few RPG elements, RPG Maker makes the creation of your game more difficult. I think your game belong to that last category and that you should choose an engine better suited for your project or a programming language. Moreover, you should switch before accumulated frustration with RPG Maker makes you quit your promising project.

In MinST, I faced a lot of limitations when I was using a basic input/output and display. I then switched to a useful library and it became much easier work on my project. The switch itself was quite some work and would have been easier if I had switched earlier.

How to navigate a hex grid with the keyboard?

I'm working on a game where the player navigates a hexagon grid with the keyboard. And players often report the control as not intuitive. So I'm looking for ideas on how to make keyboard navigation of hex grid intuitive.

Hexagons can be staked horizontally (a.k.a Pointy hex) or vertically (a.k.a Flat hex) to build the grid, so make sure you mention which staking your idea refers to.

- Horizontal staking (Pointy hex) - - - - - - - - - - - - Vertical stacking (Flat hex) -

My game uses vertical stacking but feel free to also make suggestions for the horizontal stacking. Some developers, me included, might use it someday.

April 2015 Podcast: RM2k3 Officially in English!

author=Addit
You could always just do what I do and just create your own fonts and just use them as pictures…buuut I understand that not all people are insane like me. :)

Or if you're not as insane; get public domain fonts and use them as pictures. It worked well for MinST.

Game Design Tip #1: Testing Your Game More Efficiently

When I test someone else's game, I take print-screens and describe the bugs in a text file so I can send it to the developer.

When I test my game,
* If the bug remains visible because the game waits for player input, I open the game source code side by side to the game window and fix the bug. Depending on the bug impact, I keep playing or quit the game, recompile and restart the game.
* If the bug doesn't remain visible (for example in a sequence of AI actions), I insert commands in the code to open a text file and write debug information in it. Those commands get executed if a certain variable was defined. The text file gets information as long as the game runs, so if it crashes the last line informs me about the last task it managed to complete.

Here is an example.

At the beginning of the code:
#define DEBUG_txtFile 1

Where I suspect the bug to be located:
   #ifdef DEBUG_txtFile
FILE *pFileDebug;
pFileDebug=fopen("debug.txt","a");
fprintf(pFileDebug,"overwriteUnitActionPoint(%d,%d,%d,%d)\n",Row,Column,ActionPoint,Selected);
fclose(pFileDebug);
#endif

By commenting the #define instruction, I can disable writing of debug information. So when the bug is fixed, I comment the #define and recompile the game. Then a player will not get a file that fills up with debug information each play session.

Simplified/Tactical Combat

Great article!

The point of a battle system is to present interesting challenges to the player. So the equipment and combat options must be meaningful choices where the player understand their consequences. And indeed, smaller numbers and less stats improves understanding. In LARP, there is much less stats (only HP and MP) and much smaller numbers than in RPG because we need to process them with our brains in the hast of action. Armor gives extra HP directly to prevent damage calculations based on ATK and DEF. It would be a terrible game immersion breaker to pull out a calculator or phone to compute a formula. In an RPG, you want to keep the player immersed in your game and thus avoid math homework from breaking that immersion.

Small numbers are also applicable to the financial system. For example if all item prices are multiples of 5, we should divide them and money loot by 5. Smaller numbers are also easier to use because they take less space to display.

In a tactical game, I even simplified the system to "one attack = one damage" and depending how well you maneuver you could attack up to 3 times.

[Poll] RMN Music Pack 2 Theme Topic

Artists should create what they are best at, with no imposed type.

Chain Reaction (BETA 1.3)

This is awesome ! I gave your game a try I directly got hooked. <Subscribed> I like the original gameplay. The custom interface and the music well match the theme of the game. I'm eager to play the new features.

My high score on the demo level is 589755 with 121 max chain. The game often slows down during the chain explosion but never during gameplay; so it's minor inconvenience.

Importing maps made by other people?

Building your own maps is the best way to express your creativity. You are making your game to enjoy the process of making it, not to spend your time doing boring copy-past. The end result will be your own creation and feedback will help you improve your skills.

I personally see map creation as the best game personalization tool... to the point that I made a map editor for my favorite game (Ultimate Domain) and built a map editor in my first game right from the early demo.