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Game Content Rules

How strict is RMN on offensive language in games? I don't mean on the game page but in the actual game.

The reason I ask is I'm making a game which has a dark theme and dark humor. Though the designed dialog will be tame, the weapons have randomly generated names where each word of the name is random. Some of those words are curse words, some of them can be innocent on their own. However, in the right combinations could take on more offensive meaning.

For example, the word penetrate on its own isn't a dirty word and has a valid meaning in weaponry. Combined with a particular f word, it automatically takes on a sexual meaning.

The names of the guns are four words: blank blank of blank. Yes, it tends to generate a lot of inappropriate content when the words are often innuendo or intentionally edgy.

Threatening Naughty (censored) of Sci-Fi could be a trigger but for those like myself with a dark sense of humor think it's hilarious.

Where does RNM stand though?
I was considering making a "PG pack" which replaces the edgiest stuff cutesy, playful words but don't want to build the first version and have it retrospectively banned.

Discord?

I'm wondering if the users of this site have a discord channel I'm unaware of?

If not, I'd be interested in seeing one started. It'd be fun to talk in real time with other developers while working on projects! It would spark new collaboration as well.

And if I'm just wag behind the ball... can someone send me an invite???

Features you love in indie games

There are many ways to approach game design, but when it comes to RPG Maker and similar programs, we often see repeating features. It's unlikely you've played an indie game without a menu or some variation of an HP bar, for example. Though we sometimes break the mold and add unique features or mechanics, or execute old ones really well.

For some, overlays can make a game more immersive while others find them distracting. Radial menues are cool, but they aren't always necessary. One thing we probably all agree on is custom is usually better, as long as the game is well executed. Custom menues, battle systems, graphics and mechanics tend to be what makes games stand out. Still many, myself included, love the old school rpg vibes and low-res pixel graphics and sound effects. These days I consider them a selling feature.

Discussion!

What features make you fall in love with indie games? Which can turn you off from a game completely?

Concept Generation, Feedback and Fine Tuning

Good day all. My turn to give back to the community which has been so helpful with my technical issues.

This is free help.

Do you need help generating or fine tuning ideas and concepts? Need some feedback on what you have so far? Looking to start a new project and need some inspiration or a unique idea?

Message me with your needs and I'll give you an honest and creative response.

My skillset includes;

- creative, outside thinker
- game design theory and application
- game mechanics
- battle design including equations for CMS
- art design
- story and theme design
- setting, character snd plot development

Please be specific on your needs. I will not be programming or providing art samples, but can assist in the concept portion.

There is no cost and what you share with me will be considered to fall under a general non-disclosure agreement, thus no risk. No obligation to use my advice and my feelings won't be hurt!

[RM2K3] Picture folders

My project requires a pretty massive library of pictures to be called between the custom menu and custom battle systems. I'm wondering if anyone knows if there is any way to have more than one picture folder to pull from. I'm concerned about lag, crashing or even project management as the picture totals grow in quantity.

Simply adding another folder doesn't work. I'm hoping someone knows a work around or plugin which somehow expands the show picture command.

Suggestive Content & Themes

This is an inquiry into RMN's boundaries on adult themes, such as drug and alcohol use and voilence.

The game I'm developing involves drug and alcohol use as central game mechanics, much like how healing/booster items work in many RPG's. The D&A use isn't depicted. The items are simply used from the menu or in battle, but they have names like methamphetamine and fentanyl. I also have a heavy use of sugar as a main diet, such as energy drinks, which is just as harmful and more addictive than many drugs, but would never be questioned.

I guess the question is, how does the community feel about it?

On a similar note, I see a lot of horror games on here so I assume there is a high tolerance for violence. Is there a point where the psychology can be too real? I'm not talking about on screen representations, but an attempt to make the player feel disgusted by something extreme like cannibalism or rape through suggestion. Example; sounds of screaming and torture while moving through a known cannibal base.

These are elements portrayed in popular games like Dragon Age and Fable, but where's the line drawn in RMN? Is it fair game if the proper warnings are applied up front, is the game auto-banned or are players excited for this type of content?

Also, before anyone thinks I'm a psycho. My game also explores the good nature of people, but to portray the world realistically things like cannibalism and rape would need to be at least mentionable. The entire civilization is formed of criminals.

[RM2K3] CMS issue need help



Long Explanation
Hi all. I've been struggling to solve a simple programming issue on a complex CMS. Above is my CMS done with pictures. The green areas are content areas which I'm not having issues with. The stuff in the red box is my struggle.

The dark box within the red zone is a highlight image I use as a cursor position.

The character menu (and all sub-menus) appear in the same red box space. The idea is the options change and the cursor & highlight move back to the top position. So instead of seeing the current options, the menu would change to show only the options "Profile, Conditions, Reputation, Romance and Stats." This means instead of 8 menu options there are 5.

After selecting a sub-menu if I then close my menu (shift) and try to reopen it, or try to go back one menu (x) the highlight moves to position 1, but the actual selection doesn't. If I press down from this point the highlight jumps to position 2 instead of position 1 (from position 0). It also no longer recognizes selecting a sub-menu, such as Character (enter/z) any longer.

What I Need
Is anyone able to point me to a tutorial or sample project which utilizes menus with sub-menus which function similar to what I'm trying to accomplish? If I can see the functioning code for one, I can figure out where I'm going wrong. I've found tutorials for simple CMS but nothing which delves into sub-menus for RM2k3.

Basic Setup

Menu Variable: defines which menu options are currently displayed.
Menu Position: defines where the cursor highlight position is (1-8).
Key Input up/down: Movement for cursor movement.
Key Input Enter/Z: Forward to next menu / show new content.
Key Input Cancel/X: Back to previous menu.
Key Input Shift: Open initial menu / close menu system.
Menu Option Limit: Determines where cursor goes if passes limits.

Objective
Player presses shift to open up the main menu or to close it (parallel process.) This should show the initial menu images, options, content and erase /reset everything when shift is pressed again. This works fine as long as I don't go to sub-menus.

Player should be able to press enter on any menu option to change the menu options to the sub-menu options.
Cursor position & highlight image would default to position 1 at top.
Menu limits would change to the total options for that menu. If the cursor moves past the top position, it jumps to the bottom position and vice versa. I feel like this piece has become overly complicated. It functions, but not sure if it breaks something else.


Player should be able to hit shift to close the whole menu system from any point, reset it, without it causing issues when they open it again. Currently if they go into a sub-menu, the cursor positioning gets wonky when reopening.

Player should be able to hit X to go back one menu without it getting wonky. Currently X will go back one menu, but then all the movement and selection gets messed up.

Another way to think of what I'm trying to do is to look at this image. Imagine I'm trying to open up these sub-menus, but instead of drop down menus when "hover" is clicked the top bar options would change to submenu options. And when one of those options are clicked, the top bar would change to the sub-submenu options. And if X was pressed the top bar would change to the previous set of options or if Shift was pressed, the options would reset to the original options.


[RM2K3] BetterAEP Custom Save / Load help needed

The problem I'm pulling my hair out trying to solve is to get the save/load system to work properly, considering I am using BetterAEP to skip the main title screen. While in game testing, I am able to save a file - the save01 files will appear in the folders - and I can retrieve that save while the game is running. I'm also able to exit the game without a hitch.

However, when I close the game and return, even though the save01 files are still present in the folder, the option to load a previous save will not be available. It never recognizes that there is a save file.

I've tried the following, and end up with the same results continuously;

- Creating a new game disk and testing.
- Uninstalled and reinstalled RM2K3; using version 1.08 to be compatible with Dyn.
- Deleting and re-adding custom save-load plugin.
- Deleting and re-adding BetterAEP.
- Playing around with the code in the game (I'm 99% sure this isn't the issue.)
- Re-reading and following Cherry's guide steps about 5 dozen times.
- Creating a game disk and replacing the RPG_RT file.
- Basically tried breaking in in as many ways as I can to fix it.
- Reinstalling BetterAEP, DYNRPG, CustomSave-Load on new game discs, in various combinations. Everything always appears to be working correctly, except the load is never recognized.

At this point I would settle for either option, to avoid having to transfer every part of my game over to a new folder 1 copy and paste at a time:

1. Preferably resolve the load problem so I can use BetterAEP without a hitch.

2. Failing that, how do I remove BetterAEP permanently from a game file I'm working on?

3. Is there a third option, where I can skip the standard title screen using BetterAEP (since it works and I can't stop it from working) where I can use another save/load/quit option other than Cherry's that is meant to work with BetterAEP?

Summary: Everything works for the system as far as I can tell, except that after leaving the game or a game test, then returning, the program will not recognize that there is a saved game.

Please help me go to space. Seriously.

I've entered an actual competition to go to space which is entirely dependent on votes from people like you! (ie. anyone)

I would greatly appreciate any help from you to help me fulfill a childhood and life-long dream.

You can vote here!
https://www2.axeapollo.com/en_CA/2709/jody-pratt

Thank you!

Looking for advanced programmer to bring game concept to life.

Hello,

As the title suggests I'm in need of a programmer to bring a concept to life. The programming required goes beyond the capabilities of RPG Maker in terms of the amount and speed of moving objects on the screen at any given time. The processing would never keep up and frankly there are better engines for this out there. Low and behold, I have no programming experience in any of them.

What I Will Bring to the Table:

- Game concept that is not entirely unique, but has a uniqueness to it and has not been overly done.
- All music and sound effects.
- All graphics.
- Coordination as timing of events and speeds of events in the game is crucial and will get complicated.
- I will not retain 100% of the creative rights of the game. This would be a mutual effort to create something awesome. I believe two minds and creative paths can do so much more than one.

What You Bring to the Table:

- Advanced programming experience in Construct/Game Maker/XNA or other more advanced game design languages. This game is intended to be 2D, but will have a large amount of graphics, sounds and fast paced actions happening simultaneously. The software needs to be able to keep up and you will be the expert in this regards.
- Creative input and decision making in game design.
- Primary level designer by default of how the game operates. Levels are made up entirely of moving objects - thus programming is needed for the entire design of the levels aside from the actual graphics used.
- Patience and the ability to carry a project through.

Benefits of This Project:

- Will challenge you as both a programmer and a game designer.
- When finished would make for a great addition to a portfolio of anyone looking to break into the gaming or programming industry, or that wants to beef up their existing portfolio.
- An opportunity to create something out of the norm.
- You'll be working with me and I am not motivated by anything but the urge to make a fun, entertaining, unique and quality game.

General Concept
Please note: Further details will only be given to serious and qualified candidates along with an NDA (non-disclosure agreement.)
- Levels are designed around a specific genre of music.
- Movement is similar to space shooter games with 8 directional movement.
- Game mechanics are largely reaction, timing and speed based.
- Atmosphere is high-energy, panic stricken, and intense.
- Game advancement will work somewhat like Guitar Hero where a couple levels will be playable at a time and not all levels will need to be completed to gain entry to new levels.
- Extensive use of overlay, background, tinting and picture image changes on screen can happen at any given time.
- There are no planned special abilities for the character as the game mechanics rely heavily on the players skills in hand-eye coordination, anticipation and reaction.
- Features/skills/abilities/etc may be added with further development discussion with an interested programmer.

With a serious partner in this project my other projects will be put on the back burner until this one reaches completion. It will receive 100% of my game design time. There is no deadline for finding a suitable candidate. I'd rather wait to start and find the right person or people interested in working on this project.

Experience tells me it is typically easier to work with just two people than a team of people, but if you are an existing team with experience working together than I am open to working with you on this project.

Thank you for your time and consideration.

Kind regards,

J Pratt
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