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Corrupt a wish game!
Firefox 3 - Download Day Guinness World Record attempt [June 17][UPDATE: 8.2 million]
The Envelope: An Improvised Live Text Adventure
lol hi who are you
author=harmonic link=topic=1307.msg20497#msg20497 date=1213761907
Jabbo: I like that stuff too. I'm a raging choleric >:(
Or according to MBTI: I'm an ENFP.
Eww, really? Haha, just kidding, but I always find it interesting to find a choleric in places like this... although I'd bet money that no one here is a sanguine. I'm a boring old phleg/mel.
I also think Wikipedia is completely wrong on sanguine.
As for MBTI... INTJ, I guess, although I hate INTJ because everyone's an INTJ. ISTJ fits really well, except for the whole "don't change tradition" thing. I don't know, even when I know the difference (like between N and S), I can't apply it to myself. I don't like MBTI because everything (except I/E) changes depending on how you look at it.
So maybe we should lower our standards a tad.
author=BlindSight link=topic=1340.msg20597#msg20597 date=1213843642
Personally, I can openly say that weaving a *successful* narrative into the medium of a game is quite the task; and far separate than traditional writing... something many developers don't even seem to realize.
This is true, but has anyone put a lot of thought into WHY this is true? Is it pacing? Inability to let the hero do things the player wouldn't? Limited quantity of text? The necessity of a lot of fighting?
Having never actually tried to do this before, I know I'd benefit a lot if someone wrote out a guide or "things to watch out for" in regards to RPG stories. I mean obviously a good story can't be quantified, but maybe the pitfalls can. The whole "I can't tell you where the good shipping lanes are, but I can point out some of the rocks" deal.
Monitor Disposal
Our state has this random truck that comes by and collects old electronics and disposes of them properly. But it only comes around once a year and it sets up in a parking lot in the middle of nowhere, and I don't think many people know about it.
Top Ten Topic: Favorite RPGs
As much as I don't like that guy's font and the way he talks, he's almost dead on, except for adventure, where he's not quite right. Here's the short list.
Action - Involves reflexes.
Adventure - There is a world, and in certain places throughout the world there are items to collect. These items are special and enhance your character's abilities, allowing him to reach new areas. Point and click adventure games are the origin of this, where you'd walk around clicking on things to pick up and use. It's ALL ABOUT THE ITEMS AND COLLECTING THEM!
RPG - Everything else (Note that whether or not you play a role has nothing to do with whether or not a game is an RPG). You collect items, but unlike adventure games, none (or a very small number) of items are absolutely required to beat the game. Stats, blah, blah, blah, everyone here knows an RPG when they see one, the trick is just not to mislabel adventure games as RPGs.
=Hybrids=
Action/adventure - Zelda (Zelda is not an RPG), Metroid, and Castlevania. Your reflexes matter, but your character progression depends exclusively on the items you find. Generally exploration-heavy.
Action/RPG - Any RPG that involves reflexes. Soul Blazer -> Terranigma are great examples.
Adventure/RPG - I can think of no examples, but I think one of these would be really fun and want to make one. Also, Wild ARMs? I might have to look in that.
And just because a game has elements of a genre doesn't put it in that genre. Tales of X-ia is hardly an action-RPG, even though the battles are action-based.
ANYWAY, back on topic.
10) Fire Emblem 7
9) Quest 64 (And not because it was good or anything)
8) Tales of Symphonia
7) Golden Sun 1
6) Soul Blazer
5) Paper Mario TTYD
4) Earthbound
3) Super Mario RPG
2) The Way (...what? I wrote a walkthrough for it, so leave me alone)
1) Chrono Trigger
Also I just realized how few classic RPGs I've played. Go figure.
Action - Involves reflexes.
Adventure - There is a world, and in certain places throughout the world there are items to collect. These items are special and enhance your character's abilities, allowing him to reach new areas. Point and click adventure games are the origin of this, where you'd walk around clicking on things to pick up and use. It's ALL ABOUT THE ITEMS AND COLLECTING THEM!
RPG - Everything else (Note that whether or not you play a role has nothing to do with whether or not a game is an RPG). You collect items, but unlike adventure games, none (or a very small number) of items are absolutely required to beat the game. Stats, blah, blah, blah, everyone here knows an RPG when they see one, the trick is just not to mislabel adventure games as RPGs.
=Hybrids=
Action/adventure - Zelda (Zelda is not an RPG), Metroid, and Castlevania. Your reflexes matter, but your character progression depends exclusively on the items you find. Generally exploration-heavy.
Action/RPG - Any RPG that involves reflexes. Soul Blazer -> Terranigma are great examples.
Adventure/RPG - I can think of no examples, but I think one of these would be really fun and want to make one. Also, Wild ARMs? I might have to look in that.
And just because a game has elements of a genre doesn't put it in that genre. Tales of X-ia is hardly an action-RPG, even though the battles are action-based.
ANYWAY, back on topic.
10) Fire Emblem 7
9) Quest 64 (And not because it was good or anything)
8) Tales of Symphonia
7) Golden Sun 1
6) Soul Blazer
5) Paper Mario TTYD
4) Earthbound
3) Super Mario RPG
2) The Way (...what? I wrote a walkthrough for it, so leave me alone)
1) Chrono Trigger
Also I just realized how few classic RPGs I've played. Go figure.
RM2k Forest Tiles
I was really looking for an actual algorithm for how this works (Seeing as how I'm going to want to copy it later). The inner corners thing is easy to see, when it's bounded on two straights without the connecting corner.
Something like this?
1) If no borders (straight borders, not corners), break it up into four and take the outmost corners.
2) If one border ...?
3) If two borders...
A) Check to see if there are two borders across from each other.. if so, take the two edges in between.
B) Otherwise take the proper corner
4) If three borders... well the corners matter now so I don't know what the hell is going on.
5) If four borders! Easy, just use the middle block!
6) Fill in all the inner corners wherever appropriate.
My experience with programming tells me this is NOT THAT COMPLICATED. I just can't figure it out.
Something like this?
1) If no borders (straight borders, not corners), break it up into four and take the outmost corners.
2) If one border ...?
3) If two borders...
A) Check to see if there are two borders across from each other.. if so, take the two edges in between.
B) Otherwise take the proper corner
4) If three borders... well the corners matter now so I don't know what the hell is going on.
5) If four borders! Easy, just use the middle block!
6) Fill in all the inner corners wherever appropriate.
My experience with programming tells me this is NOT THAT COMPLICATED. I just can't figure it out.
RM2k Forest Tiles
No one is going to know the answer to this, but you know how in the chipsets for RM2k you have the forest, which looks something like this:
o O
xxx
|O|
xxx
Basically a 3x4 grid of various forest tiles? They have it for the mountains and other stuff too. Well the translation from your image into the actual tiles on the screen uses some sort of voodoo magic where each in-game tile is split into four corners, selected from various tiles here. And I can only see vague patterns in the algorithm. Does anyone know how this works?
o O
xxx
|O|
xxx
Basically a 3x4 grid of various forest tiles? They have it for the mountains and other stuff too. Well the translation from your image into the actual tiles on the screen uses some sort of voodoo magic where each in-game tile is split into four corners, selected from various tiles here. And I can only see vague patterns in the algorithm. Does anyone know how this works?
So maybe we should lower our standards a tad.
I guess the problem isn't the fundamental story structure so much as it is people who try to implement it and end up with really bad dialogue. I mean really, the girl doesn't have to be Princess Peach. The villain doesn't have to say "mwa ha ha." Sometimes people don't even try to hear their characters talk and just put down anything for dialogue. Couple that with a stock story and you get bad.
Honestly though, if you're capable of writing a story that isn't cliche, you probably should. It's just... your moral duty as an artist, I guess.
Honestly though, if you're capable of writing a story that isn't cliche, you probably should. It's just... your moral duty as an artist, I guess.













