KAEMPFER'S PROFILE

Evoker
The walls between worlds begin to weaken, and one man seeks to bring them crashing down for good...

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Getting emotion from 2d characters

For me, personally, animated facesets have so little impact that they may as well not even exist. Unless they're animated all the time (ie, they're shown talking with their mouths moving) I tend to not even notice them after the first or second time they're on screen. There have been several games where I didn't even realize they were changing until quite awhile into the game!

I think animated sprites work most effectively. Since the player spends the most time looking at them, they'll notice the most when they change. Even a simple set of animations (looking sad or looking happy/triumphant) can make a huge impact. I would say a sprite template is quite realistic for emotional animations, although larger sprites should show more variation in both their base sprite and their special animation sprite, so it's less use the higher resolution you go.

Screenshot Survival 20XX

An imbecile caliph who appears high out of his mind on srooms? This guy's future is so bright I'm surprised he's not inflicted with the "irradiated" status condition (or is he? It's a little unclear if those are POSSIBLE or EXTANT conditions)

What's the closest RMN has ever got to FFVI and Chrono Trigger?

Blackmoon Prophecy and Blackmoon Prophecy II are close to FF4 and FF6, respectively. They've both got everything you listed as criteria.

Whatchu Workin' On? Tell us!

@ellenor: fair enough, the shader you posted looks amazing. Keep us updated once you've slapped some textures on your geometry!

@Darken: That makes sense, now that I think about it. I haven't used it, just read about it. I've mostly seen static images of things built with it, and they've mostly been small one-off objects (like a car or whatever) rather than comprehensive areas. Even the few scenes floating around are quite small. I guess I know why, now!

Whatchu Workin' On? Tell us!

@Giznads: Damn, you're a machine. Everything looks so good.

@ellenor: Have you heard of Crocotile 3D? It may streamline your process and help you do what you want to do. It's specifically built for building 3D geometry using 2D sprites/tiles.

Misaos 2020 - Discussion Topic

I'm super excited to see Moonsong nominated in a few categories! There are some amazing games out there this year, it'll be an honour to lose to them.

;D

Screenshot Survival 20XX

There isn't a screenshot in the last couple of pages that doesn't look good!

@Punkitt: *heaps more praise on those smooth animations*

@UPRC:
Ah! That's so cool. Turning BP into something that's yours from top to bottom is an excellent idea. How are you finding the switch to MV from VX Ace (which I'm guessing you were pretty familiar with after BP2)? Is it good for SNES-styled projects?

Things to Consider When Buying Your Baseball Equipment Bag aka Sports in Games

author=Isrieri
Basketball. You can get away with basketball but never in an RPG. Basketball for action games only. That's the rules. Like traveling, it cannot be done without the ability to jump. No one ever made a three-pointer without jumping so if you don't get the reach you don't get the peach.

How very dare you

Barkley, Shut Up and Jam: Gaiden begs to differ

Screenshot Survival 20XX

@Punkitt:
I love how simple the basic geometry is- just big and small circles, but how effectively it's used to make a cool looking play area.

@Giznads:
That all looks great. How long have you been working on this? Seems like just yesterday we first saw signs of this project! Also, is the guy's name supposed to be Lincoln, like the US president, or just some made up name?

@ellenor:
I always like fading effects and a lack of sudden transitions, and yours looks really good!

Touch Encounters and EXP

I learned the hard way that people tend to have more experience than you think they're going to. With touch encounters, you'll always have people who chase down enemies because they want something- money, exp, item drops, a sense of accomplishment after they clear an area. You'll also have people who don't want to avoid fights because they don't want to be underlevelled, or people who...just aren't good at dodging them.

With random encounters, they is always the issue of players who explore every nook and cranny being almost automatically overlevelled. Even in a 20x15 map, a straight line (from entrance to exit) might only be 7-8 tiles, but someone who explores might end up stepping on 15-20 tiles as they check walls and decorations for hidden items. And that grows exponentially, so a 40x30 map will result in a far higher number of encounters for the explorer. In Moonsong there is a hidden variable which reduces the encounter rate as random battles are entered to try and combat over-fighting, but even then I dramatically underestimated how much exp players would have.

A system like Liberty's where hidden encounters are used can work really well, as you can turn off encounters altogether if the player is too high a level and they'll never even know.

My standard in the future will be to scale the difficulty to be slightly on the "too hard" side, but only slightly. The player can always do a wee bit of grinding if they're struggling, but you can't take back levels you've already earned.

edit: the idea of disconnecting exp from enemy encounters altogether is an intriguing one, because like GRS said, milestones are much easier to control. It might be too radical for most projects, though.