ISRIERI'S PROFILE
-Mysterious forum member since 2012
-Occasionally appears
-Has yet to make an RPG
-Occasionally appears
-Has yet to make an RPG
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Is RMN dying or did someone make that up to cause drama and get attention?
Who's doing the submissions queue? They'll be able to tell us if we're dying or not.
My bets are on "No, we're still getting in shitloads of submissions."
My bets are on "No, we're still getting in shitloads of submissions."
When do you have too many side quests?
Sidequests are only annoying when the game reminds you that you're on one. As Rya said. They're the most fun when you get a reward that's
1) Worth the trouble
2) Unique
3) Fun
and if it fleshes out the world through characters you meet, factoids about the world that are relayed to you, or a change in the story or a subset of it that is brought about by your actions, then all the better. That's what a sidequest should be.
1) Worth the trouble
2) Unique
3) Fun
and if it fleshes out the world through characters you meet, factoids about the world that are relayed to you, or a change in the story or a subset of it that is brought about by your actions, then all the better. That's what a sidequest should be.
President Trump
I would hope that well meaning parents and teachers could organize something with the help of middle or upper-class donors. If all federal funding for the education system gets completely gutted it would put lots of people out of work. I think that rather than trying to go back to college (what will happen to college grants and scholarships?) or working menial jobs it would be better for folks to try and work in the same profession in a private setting as freelance tutors or in smaller schools. I can imagine people taking their skills to the road or their local community as a solution.
Quality wise, who's to say? Probably poorer than expensive schools to be sure. I can foresee that some states or counties just wouldn't have the people or the breadth of knowledge to get students a full education if teaching was done piecemeal like that. Private schools could offer you a comprehensive curriculum. On the plus side, if you get a teacher who knows one thing really well, and teaches kids in that one thing really well, then that's preferable imo. But if you wanted to do that it might end up being more expensive than just ponying up for a big school.
Quality wise, who's to say? Probably poorer than expensive schools to be sure. I can foresee that some states or counties just wouldn't have the people or the breadth of knowledge to get students a full education if teaching was done piecemeal like that. Private schools could offer you a comprehensive curriculum. On the plus side, if you get a teacher who knows one thing really well, and teaches kids in that one thing really well, then that's preferable imo. But if you wanted to do that it might end up being more expensive than just ponying up for a big school.
Help and Opinions on Silhouette Stages
To toss my hat in the ring - the secret to good silhouette stages is high contrast between the black foreground and the background. That's the core of it.
Shovel Knight is a fantastic game, but the dark sections of Specter Knight (while I personally had no issue with them) were some of the most prominent complaints I read about the game. Because contrast only occurred with the blue walls and lightning strikes it meant that those unfortunate players that might not have the keenest eyes were caused loads of deaths and undue frustration. The main problem isn't necessarily that the stage design in those sections was poorly constructed, but mostly that the darkness was for style and added challenge that detracted too much without adding enough flair. All because it was too dark.
Silhouette stages should first and foremost be about amplifying the visual aesthetic of your level, without detracting from the gameplay whatsoever. The black outlines should add a treat for the eyes and maybe throw players for a bit of a loop, but not be difficult. The stage design should be relatively simple. If player's can't see and they die to something, then it isn't really their fault, and they'll get angry.
Therefore these stages usually work the best when there's a proper strong light source that illuminates it - that's how light works after all. So in your images, the fact is your background is far too dark. You need it to be sunset, or foggy, or with spotlights or something. These stages also tend to work best when you have a simple gameplay setup: The more clear your game objects are and the more they have a recognizable silhouette, the more clear the outlines of the stage. Last thing you want is anything that seems to define a solid entity and isn't: Case in point being the vines in your picture. Its not like you can't have them since they're so high up but if they are removed it makes the image simpler and therefore stronger. There's less clutter that players have to keep track of. Just make sure that at the beginning of the stage if there is anything that players can walk through, make it clearly identifiable and give players a chance to interact with it in safety.
My recommendation is - have the foreground straight black, and have a color gradient for your background that starts bright at the top and gets cooler toward the bottom. Tweak the colors until you can completely see what's going on in the stage and you should be set. Those mountains at the bottom either need to go, or only have them as a black outline, rather than filled in mountains.
Shovel Knight is a fantastic game, but the dark sections of Specter Knight (while I personally had no issue with them) were some of the most prominent complaints I read about the game. Because contrast only occurred with the blue walls and lightning strikes it meant that those unfortunate players that might not have the keenest eyes were caused loads of deaths and undue frustration. The main problem isn't necessarily that the stage design in those sections was poorly constructed, but mostly that the darkness was for style and added challenge that detracted too much without adding enough flair. All because it was too dark.
Silhouette stages should first and foremost be about amplifying the visual aesthetic of your level, without detracting from the gameplay whatsoever. The black outlines should add a treat for the eyes and maybe throw players for a bit of a loop, but not be difficult. The stage design should be relatively simple. If player's can't see and they die to something, then it isn't really their fault, and they'll get angry.
Therefore these stages usually work the best when there's a proper strong light source that illuminates it - that's how light works after all. So in your images, the fact is your background is far too dark. You need it to be sunset, or foggy, or with spotlights or something. These stages also tend to work best when you have a simple gameplay setup: The more clear your game objects are and the more they have a recognizable silhouette, the more clear the outlines of the stage. Last thing you want is anything that seems to define a solid entity and isn't: Case in point being the vines in your picture. Its not like you can't have them since they're so high up but if they are removed it makes the image simpler and therefore stronger. There's less clutter that players have to keep track of. Just make sure that at the beginning of the stage if there is anything that players can walk through, make it clearly identifiable and give players a chance to interact with it in safety.
My recommendation is - have the foreground straight black, and have a color gradient for your background that starts bright at the top and gets cooler toward the bottom. Tweak the colors until you can completely see what's going on in the stage and you should be set. Those mountains at the bottom either need to go, or only have them as a black outline, rather than filled in mountains.
President Trump
author=Housekeepingauthor=pianotmYeah, she's who I'm most afraid of in his cabinet. Using "school choice" as a guise for privatizing education is at least a slow-acting poison; the next administration can fix it before too much damage is done. I hope.
She could end up destroying our education system. She believes in ending public education and privatizing schooling through corporations.
This is something I too have been very worried about it made me wonder something:
She believes in completely eschewing forced public education, right? All schools would be completely privatized. Wouldn't it be possible to set up very high-standard, non-profit schools under that system with a board of volunteers or subsidized staff? Or have freelance teachers that tutor small groups of kids independently? You wouldn't have to send kids to 'approved' private schools, assuming there were no laws that require it. It might even be possible to homeschool your own kids if you had the know-how, or open up a school of your own within the neighborhood. Maybe with donations or something that could balloon into something greater.
That's in the realm of possibility right? To help out those who can't afford a big expensive education. I'm basically scrounging for best-case scenarios.
Stage List
I've found myself with the next week off. So when I have the time I'm going to try and go through all the levels with my own short critiques.
Also, if anyone is still working on their stages and would like me to test 'em out, or offer a dialogue with them, let me know here or find me on the slack channel if you're signed up. I'll likely only have next week though so the offer's for a limited time!
I'll be looking at yours too, hali. I'll be getting my own level sorted out before too much longer as well.
Also, if anyone is still working on their stages and would like me to test 'em out, or offer a dialogue with them, let me know here or find me on the slack channel if you're signed up. I'll likely only have next week though so the offer's for a limited time!
I'll be looking at yours too, hali. I'll be getting my own level sorted out before too much longer as well.
IMPORTANT! PLEASE READ!
today I learned that marsbars are real
22/02/2022 is a Tuesday!
Tues has two too many ways of pronouncing it.
...why do you pronounce things if its all about pronunciation?
Why does 'why' have the y at the end?
Is it 'drank' or 'drunk' when you're referring to the past?
If its past-tense, why can you say that you ran a race but only when referring to it, if you're running then you run. I guess 'ranning' just sounded wrong.
...speaking of wrong, why are 'right' and 'write' the same damn word for two different things. why are some names spelled 'wright' instead? why not spell 'write' as 'wright' to make it even more confusing when you have to turn right off a four-lane highway.
And! And! What's the difference between a 'highway' and a 'freeway?' We don't have lo-ways.
...why do you pronounce things if its all about pronunciation?
Why does 'why' have the y at the end?
Is it 'drank' or 'drunk' when you're referring to the past?
If its past-tense, why can you say that you ran a race but only when referring to it, if you're running then you run. I guess 'ranning' just sounded wrong.
...speaking of wrong, why are 'right' and 'write' the same damn word for two different things. why are some names spelled 'wright' instead? why not spell 'write' as 'wright' to make it even more confusing when you have to turn right off a four-lane highway.
And! And! What's the difference between a 'highway' and a 'freeway?' We don't have lo-ways.














