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Everything You Need to Know About Me

Bumping the thread to point out my new username.

RPG Creator for iOS

Is there an official explanation of what each company is responsible for? When I load up VX Ace (US Steam ver), the splash screen says "Published by Kadokawa", not Degica. And who do we blame for the English translation?

RPG Creator for iOS

There's now an English trailer on the site. For some reason they're showing autotiles on the same sheets as simple tiles (at 1:08), and their water tiles aren't animated.

Is there a language name for RM2K/3 event script?

If you call yourself a "programmer" I'll expect you to know a general purpose object-oriented language and have the skills needed to write a program from scratch (and get it to work as intended). Anyone who sneers at you for using RM would have an even lower opinion of you if you claimed to be a programmer first.

Just call yourself a "game designer" instead and talk about the new features you've added. Also consider learning a full language like Javascript; there are lots of free online courses/tutorials to help you learn and you'll gain skills that people will actually pay for.

What are you thinking about? (game development edition)

I've been thinking about romance in games, and wishing I would see healthier relationships, where the player is rewarded for actually caring about someone else (in a non-stalker-ish way) and respecting their decisions. And I was wondering how an RPG engine could do that in a way more interesting than "keep trying dialog options until they fall in love".

Which led to Today's Random Idea:

A game centered on a golem that several chars take turns controlling. Romance would be determined by what each char does with the golem. I came up with the scene where they find the golem, and the mechanics of how control is passed around and stuff. I don't have any sort of story yet, I assume there's some sort of crisis that they have to work together and use the golem to resolve or whatever.

Anyway, the player would only control whichever char was currently controlling the golem, and would only see and hear what the golem witnesses. Which means each char will be doing things the player has no control over, and likely won't learn about until later.

Would not having total control over any char turn you off from this game?

And then there's this potential Plot Twist:
Eventually the chars realize that something (the player) is subtly influencing their thoughts and actions while they control the golem, and each reacts differently. But this would make all those romance sub-plots I wanted really uncomfortable. :(

Random battles: Can they be good?

You don't have to have random battles, just leave the Encounter table blank for every map. Then make events that wander around (or not) and start a battle when they touch the player (Event Touch trigger).

[RMVX ACE] Reputation: How do I code that?

author=DoctorRocket
I'd like to do this without using plugins, because I fear that if I publish a game with plugins, I'd had to give royalties to the person who wrote the plugin. By the same margin, it may not hurt to show me a few plugins just so that I can read the code myself and maybe learn a thing or two when coding in the future.

First of all, RM started using the term "plugin" in RMMV, so if you search/ask for that you'll likely get results in Javascript instead of RGSS3. Also, many scripts are free or have a one-time fee, so check the licensing terms if you find something useful.

But as Mirak says, this is pretty easy to do with global variables, in fact it's very similar to how you make a "Kill 10 Slimes" quest. You can also use this variable as a page condition (Conditions -> Variable ___ is ___ or above) so you can have Dante hug and kiss you every time you meet if DanteREP >= 10 or run away if it's 0 (Autonomous Movement -> Custom -> Move Route... -> Move away from Player).

Displaying them in the menu will be harder and probably needs a simple script.

Everything You Need to Know About Me

I keep the radio on quietly in the background, but the important word there is "background". The fact that the radio isn't trying to be relevant to the game keeps it from distracting me. Also, game music runs the risk of covering up the sound effects, and those provide me with important feedback.

Anyway, my post was intended mostly as a warning that I'm not a typical gamer.

Everything You Need to Know About Me

I'm not really good at talking about myself, so I'm going to try to fit everything into one post so I never have to do this again...

About me:
I usually use "Kalin" as my username, but that was already taken here. Should I talk to a mod (Liberty?) about getting that name? It seems to have been created 9 years ago but never used. It may even have been created by me, but the password recovery didn't work for either of my current email accounts.

I'm probably older than most of you (PCs and consoles didn't exist when I was born). I'm very liberal in my politics, but you'll probably only notice when I grumble about the lack of women and minorities in games.

The only console I've ever owned was the Atari 2600. I don't like commercial games (see below) so everything I know about JRPGs comes from free games made in RPG Maker (and a few Flash games). I haven't owned a video card since they started putting video controllers on the motherboard. I also don't own any mobile devices.

I'm extremely introverted and uncreative. I'm here because I have lots of ideas about game mechanics, and I also love playing free games. I own RPG Maker VX Ace (from last year's Humble Bundle), but a lot of the defaults are things I don't want (like the LUK stat). I'm teaching myself Ruby but I've decided I really don't like dynamic typed languages.

What I want in games:
Sense of accomplishment
This is my whole reason for playing games (if I want a story I'll read a novel or webcomic). I want to explore, collect everything, and challenge my mind.

Free
I'm poor and stingy, and much of what makes commercial games expensive are things I'd rather not have in the first place (see below). I got burned by a couple games in the early 90's so I swore not the spend any more money on computer games. I've relented a little in recent years, but a game needs to earn my money before I'll consider paying for it.

Turn-based
I want to challenge my mind, not my reflexes (because my reflexes always lose and that's not fun).

Clear interface
I want to be able to easily see my character(s) and everything around them, and I want my options at any point to be obvious. I hate it when a game's fancy animations or "realistic" graphics get in the way of actually seeing what's going on. Don't get me started on people who need a 3D engine to make a card game.

Strategic and tactical gameplay
I want clear rules on how the game mechanics work, and the ability to use that knowledge to beat my opponents. There are a couple WRPGs where I spent more time min-maxing my party than actually playing the game.

Escapism
I like saving the world by slaughtering hordes of monsters because I know the real world doesn't work that way.


What I'm not interested in:
Music, voices, ambient sounds, particle effects, reflections, fog, shadows, etc
The first thing I do when I start a game is disable all these things, because they just get in the way of me enjoying the game. I bought a keyboard with a Mute button specifically for games that don't have an options menu.

Choices that matter
I want to see all the content in the game, but only once. I hate having to go through dialog and cutscenes I've already seen. I prefer grinding because at least I'm doing something and not just watching.

Action/timed elements
My reflexes are bad, so anything that uses them will likely be very frustrating to me.

Multiplayer
I'm horrible at real-time communication, and find human opponents to be very stressful regardless of whether they're better than me or not.


Favorite Games:
Ultima V
My all time favorite RPG, and still the standard I compare all others to. I love so many things here that I can't find elsewhere: the top-down non-isometric maps, opaque walls, ranged attacks with actual ranges. The series went downhill fast after this.

Card Hunter(browser or Steam)
A beautiful hybrid of CCG and TBS. I've been playing since beta, have purchased all expansions, and I almost always log in each day for the Loot Fairy. I've even had some of my own maps included in the game. I'm Kalin in the game and on the forums.

Prismapix
Basically a multi-layer Picross using Minesweeper clues. I played through the demo puzzlepack 8 times over a couple years before buying the full version. Full version has over 60 puzzlepacks which should last the rest of my life even with skipping all the easy and medium difficulty puzzles.

Deadly Rooms of Death
An excessively violent puzzle game pretending to be a dungeon crawl. Most of the first installment can be played for free at that link.

MARDEK series
One of my first JRPGs, and still a great game (even if the dev now hates it). Has several flaws, but the skill system is unlike anything I've seen anywhere else, and made me actually enjoy grinding.

Battle for Wesnoth
My first pure TBS, and the most impressive open source game I've ever played. It's also super challenging (I struggled to beat the so-called tutorial on easy difficulty), but I plan on playing it again when it comes out on Steam. And I might even try to use it as a base for some of my own game ideas.

Battalion (Nemesis, Ghosts, Vengeance)
A much easier TBS.

I've played a whole bunch of RPGMaker games (and have a bunch more on my harddrive waiting to be played), but I've never replayed any of them like I've done with the above games.

Combat demo

author=StarSkipp
Loved the idea to have 360 aiming but I'd have to make an extra 40 character sheets for the player and every enemy in the game to make it workable.

Why would you need more charsheets? The player is going to be looking at the cursor, not the gun.

If you're going to be limited to four directions, why bother with aiming? Just shoot the direction they're facing. If you want to be fancy, have an option to move without changing facing (by holding Shift or something). Or have 4 shoot keys, one for each direction (like some arena shooters).