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

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Screenshot Sesame Street (40th Anniversary Edition)

The top of the tower comes out two tiles and the bottom only comes out one, which presents a pretty obvious height error.

Otherwise, it looks pretty good. It does look like the kids got loose in the castle again, though.

post your picture

post=106777
Kidding, I don't show my photo on the internet.


Thanks for posting in a thread called "post your picture"!

A topic about driving.

Man, ken, you need to get a better car for your baby to roll in.

-Do you drive? If yes, are you a good driver? If no, why not?
Nope. I am a good driver, though. I don't have my license because I am stupid and lazy.

-What car do you have? Post pictures if you have any.
If I got my license I would suddenly find myself the owner of a 2004 Subaru Forrester, in silver. I love it.

-Had any accidents or has anything bad or funny happened to you?
While doing driving lessons, I asked my instructor to tell me when to turn on a weird very long curve. If I hadn't, I would have turned, but as it stood a garbage truck nearly smashed into us. Thanks, driving instructor, for saying nothing. Also, I pulled out into traffic about a hundred meters in front of a van moving at a very fast clip, which caused my driving instructor to nearly have a heart attack (even though I made it in space and just accelerated to match traffic and nothing bad happened, he was a shitty instructor).

-Were you or are you lucky enough to have parents that will paid for your lessons?
I paid for part, they paid for part.

-How many times did it take you to pass?
I haven't, yet, although I did my G1 (which is like a useless learner's permit) on the first try!

Side Quests: Why?

post=106652
Maybe if the linear part of the game is monotonous then you're playing a bad game?

Having a non-linear story/quest structure isn't the only way to break up monotony. Look at Diablo 2. Same quests every time in the same order but the game keeps itself fresh through other means (random mapping, random loot, random(ish) monsters, increasing difficulty settings, etc...). Of course we can't really do that in RM but we can adhere to the principle of it by always striving to keep the game fresh and satisfying.


Exactly. There's no reason not to have different ways to do the same thing. That increases replay value, especially if it makes you do the next thing differently, and so on. But finding ten apples or killing twelve vile rats in the sewers for their vile rat pelts isn't a good addition to the game unless you have really fun combat. If you have really fun combat, everyone will love being rewarded for killing twelve vile rats!

The Main Character and his Dynamic in the story

Well these replies have nothing to do with the topic!

I don't find Crono very interesting, but he's iconic because in the end he is a total killing machine with a katana that we all grew up wishing we could be? He can shoot FRIGGING LIGHTENING? Yes please!

Silent protagonists are rarely interesting, but because they are silent nobody can really raise any argument against them. You're the one killing those stupid monsters, you're the one exploring that dank cave, you're the ones that is verbing those adjective nouns. And since they're not screwing it up with horrid dialogue or being whiny jagoffs the whole time, they come out on top in the player's eyes.

That's sort of the best way to make your "main" character really good. Just don't fuck him up. Everyone else can be awful, which will make the character look good by comparison, or everyone else can be great which will make the character look "normal and approachable" at worst. Or, you could make your main hero a total badass.

Screenshot Sesame Street (40th Anniversary Edition)

Rudra+CT+FF6? Dude I am excited! I mean Rudra bleh but still I like the mixture here.

edit: When done right, of course. Only time will tell if you ruin all three source materials or not. I am guessing not, but I am holding my breath.

Screenshot Sesame Street (40th Anniversary Edition)

post=Neophyte
Okay, can the same 3-5 people not do that shit anymore (quotes, pictures, and large text). It's extremely annoying and a waste of space, thanks!


3rdeded

post=Neophyte
Anyway, I agree with what's been said, Blind. But I think the main issue with the first screenshot is the lack of direction. When somebody constructs a road, it's saying "HEY, GO THIS WAY". But you have 3 different ground tiles, and there isn't a clear direction of where everything is. That middle building is on all 3 ground tiles at once. If you posted the whole map it would probably make sense, but I have a feeling main points of interest will get lost in all of the mess.


This is very important and everyone should listen to it. The best way to make maps immediately navigable is to just have your tiles lead somewhere. The first thing I always do is lay out roads and pathways, and worry about making maps pretty secondly so that they have some immediately recognizable logic to them. BM's map isn't too bad, since I assume it's some sort of market square or something, but Suikoden's lack of definition means that you have to go out of your way to present the path to the player. The light-coloured road in the top right is really the only thing that confuses the screen, but it confuses the whole thing pretty well (especially since it leads into an alley!).

Screenshot Sesame Street (40th Anniversary Edition)

post=106370
oh my god that looks awesome rei. seriously, mind = blown.


Man you get a boner from everything!

@Rei: The screen itself is pretty good, although it could be a smaller room - just a few tiles here or there- to make it more compact. Really nice custom stuff, though, as always. I hate the portrait. Like, I really really dislike it. It is the only thing to come from Asc that I haven't liked so far. I am glad you are only playing with the idea!

@BM: Looks good, although I never really liked the Suikoden chips. One thing that I noticed immediately was the lack of contrast and definition between the items in the first screen. I know it's sort of a byproduct of Suikoden rips, but it's very easy for the eye to lose immediately recognition of objects, which is kind of confusing and annoying, graphically. The second screen's contrast in terms of objects and walls to floor is much better. Though who would leave a crate of applies in the middle of the town square, I don't know...

Screenshot Sesame Street (40th Anniversary Edition)

@Darken: I wouldn't call him a Shattered Soldier why are you makin' these assumptions 'bout me man come on! Also, how much can you torment... zombies? Can you dangle a brain in front of them just out of their reach? yes please (looks pretty good also!)

@Wing: I like the look of that! The shadows look ridiculous though, please make them go away.

The RPGMaker Hump

post=106103
Not adding new stuff to your game is terribly important. Everybody memorize kentona's post please.

I think, though, that like all things a balance must be found. If you have some GREAT IDEA, it might be enough to propel you forward with the rest of the game. Of course, if you have too many GREAT IDEAS then you will never move forward with the game, which is equally dangerous. You also have to sort the ideas that are "good game ideas" and the ideas that are "good addition to game ideas". Good game ideas should never be applied to your current project (since hopefully it's already got one of those), but good additions can be considered if they can be implemented without draining you of your precious life energy and will add something of merit. Sometimes it's better to not start thirty games at once and just focus on one. I find that limiting the number of outlets I have actually helped me focus on those more. You just have to choose your outlets well, I think, and not have too much redundancy.