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The Direction of RPG Maker Community

author=Instinct
author=Killer Wolf
When someone criticizes your work, it is not healthy to delete the files and generate a rage topic about how much the place sucks just because it doesn't get you.
#1: I have not received a single criticism on my work at this website. So whatever it is you are implying is failing to connect.

Okay, so you just deleted the files implied by that now empty post in the screenshot topic to be avant garde.

author=Instinct




#2: There is no rage topic, this begs me to thank you for reinforcing my earlier point about people posting without reading what they are jumping into. So... thank you.

No, you get to speak your mind, but when anyone else does the same you accuse them of fitting into a specific pattern "Just like GW".

As for this:
"Act like a dick and get treated like one."

It's ironic that I've seen that same response before... guess where?

Everywhere in the world, outside of congress?

The Direction of RPG Maker Community

I'm not even sure that the problem is WHAT you are saying, but rather how you say it, or the perceived attitude you say it with.

The GW paradigm turned into "be a dick for dickness' sake." Here, the general rule seems to be "Act like a dick and get treated like one."

When someone criticizes your work, it is not healthy to delete the files and generate a rage topic about how much the place sucks just because it doesn't get you.

The trick is to take your work seriously, without taking yourself too seriously.

The Direction of RPG Maker Community

Nowadays, all of the techniques that took ingenuity to implement in RPG Maker 2000 can be done with simple settings in RMVXAce.


All the know how is going out of surgery, all the make do. These young squirts today couldn't lance a pimple without an electric vibrating scalpel.

...ABL... If you don’t know this game, or you cannot understand what makes it so good because you are comparing it to today’s graphics… then I daresay you have yet to graduate from RM school.


I would rather people spend time developing their own games than worshiping at the alter of the past. Knowing where you come from is one thing, setting up permanent residence there is another entirely.

When Gaming World was young all the newbies came in...


Elitism that was successfully disguised as “constructive criticism”. In time people started to forget…


Assholes are like Assholes. Every site has them and they're all loud.

Enter RMN. The cycle starts again.


As a long term citizen of both, I find that comparing RMN to Gaming World is highly offensive. This site has better management, less bias against "noobs", and is generally a more supportive and progressive community than Gaming World ever was. (Granted, I was hanging out on Squirrel's Rm2k site before I found GW, and by that time the front page was already a static mess promising a Roller Coaster game and broken links to tutorials about how to emulate final fantasy seven's systems.)

It is not the quality of these games that make them stand out… it is their quality at the time they were made. Let’s see you push RMVXAce the way these greats pushed RM2k.


There are modern maker games that DO push the boundaries, if not always in terms of engine bending, at least in the terms of presentation. They've already been mentioned, but Star Stealing Prince, Set Discrepancy, and I Miss The Sunrise are all great accomplishments.

I prefer using 2k3, as I'm not fluent in the language that would really make the move to VX worthwhile.

The newer makers have changed the game making landscape. If nothing else, they push people who still use older tech to elevate their craft. When it is "easy," as you say, to make things look good and pull astounding features off the assembly line to drop into your game, keeping your little 2k3 project relevant is a task in and of itself.

Exactly... you have room to learn, we all do. So the next time you speak to new community members don't act like you don't. Mission accomplished.


Granted, I stumbled into this topic during a late night bout with insomnia, but this didn't EVER seem to be the point you were trying to make.

The Direction of RPG Maker Community

I think part of the reason older games, circa the first RM2k wave, seemed to make a bigger impact is because they were the works of individuals who managed to bend the rules and get the maker to do things that it wasn't originally intended to.

The reason I like Rm2k3 is that it comes with some hard limitations. Circumventing them is part of the fun in creating my projects, so much so that a lot of times once I bend the events enough to get them to do what I want, I lose interest in the game.

To paraphrase something from The Diamond Age, there are honers and forgers. Honers work with older tech, hacking it for all its worth and making it do things it was never intended to. Forgers go off and create new tech.

To continue in psuedo-hacker parlance, a lot of the VX and XP projects that make use of well known/circulated scripts could be seen as the work of "script-kiddies."

In reality, it isn't much different from using the Maker to begin with, since they are just tools that others have written to assist in the generation of games, but to me, at least, having to give credit for a whole half of my game's systems to some script-writer (who happens to be the wellspring everyone else is filling their troughs from) makes the newer makers and their advanced features lose a bit of their luster.

Just my opinion.

That said, there are still projects that push the boundaries of what the newer makers can do. Progress still happens, it just seems to have slowed to glacial time. It was a long way from Kittyhawk to the first 747. The jump from there to modern aircraft is no less of an accomplishment, it just isn't as broad of a stroke.

Progress, like the Devil, is in the details.

Real Time Narration in Video Games

Try not to artificially stretch the story out just to match some predetermined length requirement. I enjoyed 24, but I hated the way they had to draw things out so artificially sometimes.

I'm currently reading a book which is doing the same thing. It seemed like the story was winding down, coming to a natural conclusion (though I could obviously tell I wasn't far enough along in the book for it to really end) and the author threw in a somewhat ridiculous twist. Now the narrative is picking up speed again, and has blown by another natural ending point, although we have at least four new main characters introduced.

I like twists, but not when all they do is pave the way for a couple thousand more pages between me and the back jacket, especially since the core mystery/the part of the story I was most interested in has already been resolved/glossed over.

a_gentlemanly_drive_by_threatening.png

Thanks!

Also - Vaguely, Presence, Empress =)


Need help with preventing abusal of multiple weaponsets in my system.

I'm not familiar with VX, so I'm not sure how easily my advice will translate, but here goes:

Separate weapon gains from character leveling.

Make variables for each character & weapon combination. In any battle that a character is wearing a given weapon, add a number to that variable. When any character's weapon variable crosses whatever threshold you set for leveling up, increase their associated stat.

Mapping Contest #2(Finished)

I'm officially removing myself from this. With everything else I have going on right now, I just don't have the patience it takes for my rotation/scaling/perspective tricks on the artwork.

Premature Congratulations to the eventual winner!

Task Length (Not Playtime Length)

Well, in my game... Just had to say it. When someone, especially someone on the internet, suggests strongly that I do not do something, it triggers my contrarian streak. Asking for a discussion, then telling people what not to discuss strikes me as offensive.

Anyway, I prefer not to have to adhere to preordained session lengths at all. I like being able to save at any time I want, turn the game off, and go do something else. I really hated the save point culture of the PS2 era. Something comes up, I have to leave the game paused on a cutscene or whatever until I can get back to it. By the time I return, chances are the power either fluctuated (Florida weather) or a roommate hit the wrong switch and killed everything plugged in along the far wall in the front room instead of just toggling the porch light.

Dragon's Dogma is interesting, because it does both at the same time. It allows me to save whenever I want, but also forces "session" limiters. If I want to use an Inn to advance time or heal my team up, I have to sit through the standard "You're in an inn" sequence, as well as the time it takes to connect to the server and fetch information about who has been doing what with my pawn. The delay takes me completely out of the game and makes it very easy to just switch off afterward.

They do a good job of pacing the gameplay, though. You're never too far away from an Inn, a rest camp, or a Healing Spring. Unless you're underground, and then, just hope for the best.

The thing is, when I log in to any of my characters now, I usually just stick around long enough to see if my pawns got a new review before losing interest and logging back out. The third or fourth time I get a quest telling me to hike all the way to the other end of the map, when I was just over there really annoys me.

If I had to go with a set interval, I prefer something in the 45 minute to an hour range. Under normal circumstances, that is about as much time as I can give myself after a long day, before it becomes time to wash dishes/make dinner/drag my dog through the yard for her evening walk during monsoon season, etc.

Cyber-Noir

Thank you for the sub and the compliment! I have some media, basically just the game's opening and an early combat test, currently pending approval.