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What defines an episodic game?
I always thought episodic related to having different episodes / downloads releasing at separate times. Probably within one game page. Prolly doesn't have to be like that and what you're doing fits, though; you're just updating the game project with every new episode. But, uh, the quintessential episodic rpg maker game may be The Way? So something like that as opposed to a game with several in-game chapters or episodes?
How can Designers Create Levels to deal with Unflexable Players?
author=Sooz
2) Considerably less valid, but you will get people pissed about the existence of an optional "easy mode."
I see getting people pissed at this as a bonus, tbh.
I don't like tips very much. They're welcome, but they're the outermost level. Design should be as good as possible first.
[RM2K3] CBS - is it worth it?
Totally agrrrrree with Darken, and I want to add my other 50 cents here, which as usual goes against what I said 5 minutes ago because mentally I'm a schrodinger's 20-sided die:
If you're already familiar with 2k3 but unfamiliar with anything else, and what you're going to program is designed with simplicity in mind so that you can prototype it in a couple' days at most, as well as intended for a small game where you won't be adding countless' CEV Database entries for years and years to come, then it is really nice. It can even be nice to prototype a more complex system before moving on to another engine. But for all the reasons Darken stated, if you're making a project you're going to want to stick to for a longer period of development and is more complex, then it's better to just go elsewhere like GM.
I myself only know 2k3 and am perfectly aware that the stuff I'm making on 2k3 could be made much cleaner and easier on GM / Unity / god knows what. Maintaining common event databases is annoying as hell. But then again, I'm prototyping fun little systems I'm not going to turn into epic journeys, I'm just learningas i have been for 15 years without releasing anything. The things I learned this very August making my last little 2k3 project are things that I'm absolutely going to carry along when I move towards a new Engine. So yeah, the way I'm seeing this question now is "am I ready to crack the egg and move on? no, not yet"
Given how much I've developed my ability to make quick system prototypes on 2k3, I'm confident that the moment I get to learn a full-featured programming language, I'll perpetually be able to make even quicker and better prototypes in it. I just don't feel like doing that at the moment with the amount of things I'm having to deal with, but I'm sure that any experienced RPG Maker custom event systems programmer will be exactly the same.
Also, someone mentioned that making a 1v1 game is easier than making a 4v4 game, and I agree, not having to program targeting is a boon. But making a 4v4 game is NOT any harder than making a 100v100 game (supposing both have the same featuresets otherwise) because you really ought to be using pointers for the 4v4 game anyway. Which on any non-rpg maker engine would be information stored within that particular enemy instance, for example, instead of having variables 441-460 being enemy3's data. But even on RPG Maker, even if there's only two party members or two enemies, you DO NOT, i repeat you DO NOT want to be hardcoding stuff like targeting or battle calculations, USE POINTERS and it won't make a difference if you have 2 or 200 party members. (uh. It will, in the sense that you'll need to leave 100+ room on your variables thing)
Hope I made any sense. Enjoy making your rm2k3 event systems! And consider assessing how difficult it would be porting them to another language. Maybe start with a very tiny, very simplistic battle system or such. It can't be too hard, I'm looking forward to doing so myself
If you're already familiar with 2k3 but unfamiliar with anything else, and what you're going to program is designed with simplicity in mind so that you can prototype it in a couple' days at most, as well as intended for a small game where you won't be adding countless' CEV Database entries for years and years to come, then it is really nice. It can even be nice to prototype a more complex system before moving on to another engine. But for all the reasons Darken stated, if you're making a project you're going to want to stick to for a longer period of development and is more complex, then it's better to just go elsewhere like GM.
I myself only know 2k3 and am perfectly aware that the stuff I'm making on 2k3 could be made much cleaner and easier on GM / Unity / god knows what. Maintaining common event databases is annoying as hell. But then again, I'm prototyping fun little systems I'm not going to turn into epic journeys, I'm just learning
Given how much I've developed my ability to make quick system prototypes on 2k3, I'm confident that the moment I get to learn a full-featured programming language, I'll perpetually be able to make even quicker and better prototypes in it. I just don't feel like doing that at the moment with the amount of things I'm having to deal with, but I'm sure that any experienced RPG Maker custom event systems programmer will be exactly the same.
Also, someone mentioned that making a 1v1 game is easier than making a 4v4 game, and I agree, not having to program targeting is a boon. But making a 4v4 game is NOT any harder than making a 100v100 game (supposing both have the same featuresets otherwise) because you really ought to be using pointers for the 4v4 game anyway. Which on any non-rpg maker engine would be information stored within that particular enemy instance, for example, instead of having variables 441-460 being enemy3's data. But even on RPG Maker, even if there's only two party members or two enemies, you DO NOT, i repeat you DO NOT want to be hardcoding stuff like targeting or battle calculations, USE POINTERS and it won't make a difference if you have 2 or 200 party members. (uh. It will, in the sense that you'll need to leave 100+ room on your variables thing)
Hope I made any sense. Enjoy making your rm2k3 event systems! And consider assessing how difficult it would be porting them to another language. Maybe start with a very tiny, very simplistic battle system or such. It can't be too hard, I'm looking forward to doing so myself
Combat System First Person Rpg Maker MV
The butterflies and the spartan (not in a bad way!) environment give me Madoka meets King's Field vibes. I dig a lot
[Poll] RPG Maker users: Which engine do you use the most these days?
Kinda shocked that people are taking so long to move to MZ. MV's only advantage pretty much is the plugin DB but they're already pretty comparable at this stage... Not to mention the fresh MZ plugins are REALLY pushing things forward.
I don't ever see myself using MV again; XP and Ace are still great with fantastic databases but they're at a weird spot where ""current"" processors offer inferior single core performance to what we had at their release (esp. ace) meaning slowdowns and lag when doing more ambitious stuff... And I assume as single core performance bounces back, compatibility will become the new issue.
Now, 2k3's performance is pretty pretty difficult to fuck up, compatibility issues ain't a thing with EasyRPG being constantly worked on (it's the easiest engine to get running cross-platform ironically, at least for a beginner) and there's a plethora of options on how to do it... Including BingShan's all new engine built to substitute RPG_RT which should come out sometime in the next... IDK 1 year? 2 years? It'll come out probably, and when it does it'll do wonders for archival's sake too since these new interpreters not only perform better and open possibilities, but keep the engines compa
I don't ever see myself using MV again; XP and Ace are still great with fantastic databases but they're at a weird spot where ""current"" processors offer inferior single core performance to what we had at their release (esp. ace) meaning slowdowns and lag when doing more ambitious stuff... And I assume as single core performance bounces back, compatibility will become the new issue.
Now, 2k3's performance is pretty pretty difficult to fuck up, compatibility issues ain't a thing with EasyRPG being constantly worked on (it's the easiest engine to get running cross-platform ironically, at least for a beginner) and there's a plethora of options on how to do it... Including BingShan's all new engine built to substitute RPG_RT which should come out sometime in the next... IDK 1 year? 2 years? It'll come out probably, and when it does it'll do wonders for archival's sake too since these new interpreters not only perform better and open possibilities, but keep the engines compa
[RM2K3] CBS - is it worth it?
Absolutely worth it, and it can be actually really easy and painless if you use the right tools, are familiar enough with the quirks of whichever version of 2k/3 you're using and keep your scope small. I can make quick CBS prototypes in rm2k3 Maniacs in one day to a week, but they're always simple and unambitious, based on a single core idea.
You're making a new system from scratch. It doesn't have to be bloated with a million different functions to try and compete with Final Fantasy XIV, no. Do you really need that super complex Element system? Are 20 different status ailments really necessary? How complex do you really need your turn order calculation to be? A CBS is an opportunity to pat your game design down to the simplest essentials and build from there. Build, not bloat.
Which makes me want to ask you a question -- is changing the damage formula to use dice like in D&D going to fundamentally change the experience, or is it not just ultimately an aesthetic choice? What is core to your vision? Game design is also about working with limitations, and I find that being lazy and finding the path of least resistance can yield creative results game design wise.too bad my 1 week binge prototypes never become anything
With the advent of Maniacs patch you can easily do a hybrid CBS, too. Save for one CRITICAL flaw on Maniacs (the Get Enemy Parameter to Variable command is bugged and won't check for database ID, just in-battle ID, as confirmed by BingShan) you can easily interrupt every command, calculate turn order on your own, create your own custom skills, a custom menu, substitute the damage popup... Unfortunately that is bothersome due to the aforementioned bug, but it's still possible to do SOOO much via events and make the DBS completely irrecognizable!
You're making a new system from scratch. It doesn't have to be bloated with a million different functions to try and compete with Final Fantasy XIV, no. Do you really need that super complex Element system? Are 20 different status ailments really necessary? How complex do you really need your turn order calculation to be? A CBS is an opportunity to pat your game design down to the simplest essentials and build from there. Build, not bloat.
Which makes me want to ask you a question -- is changing the damage formula to use dice like in D&D going to fundamentally change the experience, or is it not just ultimately an aesthetic choice? What is core to your vision? Game design is also about working with limitations, and I find that being lazy and finding the path of least resistance can yield creative results game design wise.
With the advent of Maniacs patch you can easily do a hybrid CBS, too. Save for one CRITICAL flaw on Maniacs (the Get Enemy Parameter to Variable command is bugged and won't check for database ID, just in-battle ID, as confirmed by BingShan) you can easily interrupt every command, calculate turn order on your own, create your own custom skills, a custom menu, substitute the damage popup... Unfortunately that is bothersome due to the aforementioned bug, but it's still possible to do SOOO much via events and make the DBS completely irrecognizable!
[RM2K3] Rpg Maker Maniacs Patch (for official version)
They must've had their reasons to decide to do it like that, after all much of RPG Maker is made of peronal challenges, isn't it? I agree that working together with the (awesome) easyRPG woulda been much cooler tho... for us
I'm just a tad bummed out because there's ONE tiny unfixed bug on Maniacs that reeeally prevents a lot of stuff battle-system wise, which is the fact that the "variable = enemy id" command is bugged and will fetch the enemy's formation id instead of their database id (there's another separate command for getting their formation id and BingShan has confirmed this is a bug)
But I'm looking forward to whatever they, or the easyRPG team for that matter, end up doing. They're all doing sick cool awesome stuff.
I'm just a tad bummed out because there's ONE tiny unfixed bug on Maniacs that reeeally prevents a lot of stuff battle-system wise, which is the fact that the "variable = enemy id" command is bugged and will fetch the enemy's formation id instead of their database id (there's another separate command for getting their formation id and BingShan has confirmed this is a bug)
But I'm looking forward to whatever they, or the easyRPG team for that matter, end up doing. They're all doing sick cool awesome stuff.
Screenshot Survival 20XX
gurl did you really lmaoooo

anyway the thread is beautiful as always, momeka, decky and visitors are all chefskniss.

anyway the thread is beautiful as always, momeka, decky and visitors are all chefskniss.
When you Learn Touhou Music is Royalty Free
Tone it down a littleeeeeeeeeeeeeeeeeeeee omg.... im trying to de-escalate XD
edit: not directed at marrend lol
edit: not directed at marrend lol
When you Learn Touhou Music is Royalty Free
We don't hate you, we don't want to attack you, and you don't have to feel worried. I can sense the sincerity in what you're trying to say, personally. You're cool.
We all say some shit sometimes. Although I don't see how you ended up "being right" (I don't know what the deal with aekashics was) it does seem like you have a very reasonable viewpoint towards their making a living, and are understanding of their position -- regardless of frustration towards not being able to afford it, which is natural and understandable.
So, I dunno, no need to feel attacked. About utopia not needing money, I agree. About removing money from Earth and it leading to chaos, I also agree. It's a complex situation.
Some countries are studying UBI - Universal Basic Income -- as a solution to part of the problems that capitalism stirs on our society. I think it's a great alternative, especially considering the very positive results it has shown in the communities where it has been applied. But that's perhaps a topic for another, uh, topic. Not that we're going uncivil, in here, and this is awesome debate! So I recommend opening another thread because this is really cool conversation.
And once again, don't worry! ^.^
As for unity, she never means harm -- but she understandably got pissed upon reading that thread -- and so did I. If you don't want people to be pissed about it I recommend editing the OP with your updated views, or else anybody who reads it will think you're an ass. You've proven that you're not in this thread, now, but, you know, the old one is there.
Also, that's a lot of commas.
We all say some shit sometimes. Although I don't see how you ended up "being right" (I don't know what the deal with aekashics was) it does seem like you have a very reasonable viewpoint towards their making a living, and are understanding of their position -- regardless of frustration towards not being able to afford it, which is natural and understandable.
So, I dunno, no need to feel attacked. About utopia not needing money, I agree. About removing money from Earth and it leading to chaos, I also agree. It's a complex situation.
Some countries are studying UBI - Universal Basic Income -- as a solution to part of the problems that capitalism stirs on our society. I think it's a great alternative, especially considering the very positive results it has shown in the communities where it has been applied. But that's perhaps a topic for another, uh, topic. Not that we're going uncivil, in here, and this is awesome debate! So I recommend opening another thread because this is really cool conversation.
And once again, don't worry! ^.^
As for unity, she never means harm -- but she understandably got pissed upon reading that thread -- and so did I. If you don't want people to be pissed about it I recommend editing the OP with your updated views, or else anybody who reads it will think you're an ass. You've proven that you're not in this thread, now, but, you know, the old one is there.
Also, that's a lot of commas.














