KILLER WOLF'S PROFILE
Killer Wolf
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When you're bound by your own convictions, a discipline can be your addiction.
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What are you thinking about? (game development edition)
author=Craze
I do almost everything via common events and/or scripting so that this doesn't happen.
I do this in my newer stuff too, always taking extra time to set things up in such a way that they will be easily modified/expanded upon. The main problem with the project in question is that it has been going since late 2004, and I wasn't quite as good at planning ahead back then as I've gotten lately. It was right about the time I figured out it was a good idea to use hero names in the database for names of locations/terms that I might want to change later. Unfortunately, I seem not to have figured it out until I was two areas into the game, so now all these years later, I'm having to go in and change every reference of "Kestral" to \n0034.
Between things like that and having to make alterations to every enemy and monster group, it just makes a lot of annoying busy work.
It all comes out positive in the end though, since I do think the next game I start will definitely benefit from what I've gone through with this one in the last few weeks.
The main thing I've learned, which is probably pretty Day One/First of May for everyone else, is to always take the player into consideration! In my earlier drafts, so many aspects of the game went unexplained, just because when I play tested them, I already knew what I had to do. That has always been a problem of mine, even going back to being 10 and 11 and making stuff in Qbasic. I think I've FINALLY got it now.
HEEEEEELP MEEEEEE!!!!(KEYinput processing problem)RM2K3
Yeah, it looks like you could just have one event that reads like this, just like Calunio suggested.
Key Input Process: |0020:Analyze|
Branch: If Var.|0020:Analyze| is 7
Switch Operation: |0157:safe ON
End
Key Input Process: |0020:Analyze|
Branch: If Var.|0020:Analyze| is 7
Switch Operation: |0157:safe ON
End
post your picture
Here's an old one I made for Halloween a year or two ago that I just recently stumbled across again.
You wouldn't like me when I'm... feral.
Something a little more normal...

You wouldn't like me when I'm... feral.

Something a little more normal...

What are you thinking about right now?
author=Max McGee
Overall, I problem for the misguided attempt to discuss something SERIOUS here of all places: forgive, forgive, sirs, I was fucking high.
A discussion is over because someone disagrees with you? I was just expressing my opinion about the topic you brought up.
Maybe you could re-frame your point into an article?
What are you thinking about right now?
If one of my projects generates such a level of antipathy in someone that they feel compelled to give it a one star, or even a one and a half star rating, I think they have every right to post it for other people to see. At the same time, I do think reviews should be more than just, "This sucks, nobody should ever play this piece of trash." But if that is what my project makes someone feel, I can't argue with their right to express that, just because it might offend my fragile ego.
I don't pay much attention to reviews, honestly. I've never decided to play or not play a game here based on a review. I do check them after I've played a game, to see if other people had the same misgivings I did about this or that.
Frankly, I'm hoping some of my releases get completely eviscerated in review form, and lets face it, I seem to be on the right track thus far! Some of the best learning comes through pain.
If an indie dev can't weather a little peer criticism, how are they going to stand up to what they might face if they actually manage to break through into a bigger world?
EDIT - I'm also thinking "Damn! I made some good chili tonight!"
Had people over, so I was busy cooking and hosting. I didn't actually get to eat much, aside from tasting it along the way as I adjusted the flavor. Just pulled a bowl off for myself, and I'm pretty happy with it. The only downside is that I'm used to putting a little beer (or tequila) in it toward the end of the cook, but since I don't drink I didn't have any around.
I don't pay much attention to reviews, honestly. I've never decided to play or not play a game here based on a review. I do check them after I've played a game, to see if other people had the same misgivings I did about this or that.
Frankly, I'm hoping some of my releases get completely eviscerated in review form, and lets face it, I seem to be on the right track thus far! Some of the best learning comes through pain.
If an indie dev can't weather a little peer criticism, how are they going to stand up to what they might face if they actually manage to break through into a bigger world?
EDIT - I'm also thinking "Damn! I made some good chili tonight!"
Had people over, so I was busy cooking and hosting. I didn't actually get to eat much, aside from tasting it along the way as I adjusted the flavor. Just pulled a bowl off for myself, and I'm pretty happy with it. The only downside is that I'm used to putting a little beer (or tequila) in it toward the end of the cook, but since I don't drink I didn't have any around.
What are you thinking about right now?
So, basically... if you don't have anything nice to say, say nothing? Leave people to carry on working in a vacuum, and hope that they have an epiphany regarding the quality/direction of their work? That is an awful lot of faith to put in a bunch of deaf idiots in an empty room.
Return of the Sith
You might need to re-download it. If you opened it in Rm2k3, it saved when you did the test play and probably wiped out all of the character's stats.
Return of the Sith
Thanks for pointing that extra message out. I thought I'd removed all of the stuff I threw in to help me test things out, I guess that one slipped through the cracks.
I'm going to try to get the remaining areas balanced out in time to put up a more complete version sunday evening, so anyone else who finds bugs/glitches before then, either tell me in a post or a pm so I can try to adress everything.
I'm also working on something for after the game. Once the credits roll, I'm going to give the player the option to make another Clear file which will convert all the skills/items/equipment/levels into raw variables so it can be used to import the character into any later version of this I make without causing any database conflicts. Of course, since a couple of the revisions I have in mind will also effect the early game, I'm leaning towards letting the player use their Clear file to start a new game, but with some bonuses based on their accomplishments.
That might not make it into the next release though, since I'm trying to focus on getting this one right before I start adding anything else onto it.
Brain Dilemma Studios - I still haven't been able to replicate the crash after the first battle. Could you pm me a copy of the .exe you used so I can test it out?
EDIT - I found a major error in the demo release that occurs if you choose to go ahead into the content that has not been re-balanced. Sometimes a glitch happens that causes your ship ID to change, in effect giving you back the ship from the intro. This will prevent you from leaving the current planet. This will be addressed in the next release, which will have the "roped off demo area" restriction removed.
I'm going to try to get the remaining areas balanced out in time to put up a more complete version sunday evening, so anyone else who finds bugs/glitches before then, either tell me in a post or a pm so I can try to adress everything.
I'm also working on something for after the game. Once the credits roll, I'm going to give the player the option to make another Clear file which will convert all the skills/items/equipment/levels into raw variables so it can be used to import the character into any later version of this I make without causing any database conflicts. Of course, since a couple of the revisions I have in mind will also effect the early game, I'm leaning towards letting the player use their Clear file to start a new game, but with some bonuses based on their accomplishments.
That might not make it into the next release though, since I'm trying to focus on getting this one right before I start adding anything else onto it.
Brain Dilemma Studios - I still haven't been able to replicate the crash after the first battle. Could you pm me a copy of the .exe you used so I can test it out?
EDIT - I found a major error in the demo release that occurs if you choose to go ahead into the content that has not been re-balanced. Sometimes a glitch happens that causes your ship ID to change, in effect giving you back the ship from the intro. This will prevent you from leaving the current planet. This will be addressed in the next release, which will have the "roped off demo area" restriction removed.
Return of the Sith
author=Brain_Dilemma_studios
It runs till the first fight with the greedo dude. then it shuts down. I had to put my own exe file in there to run it as well.
This is something completely new! I think it might be caused by miss-matched files. I created the game in Rm2k, then I switched to the Italian rtp so I could use the enter name function as an archive search in game. Then I upgraded to the Value patch, to try and get the use of the Shift key in game, but it wrecked my fonts. I'll try to replicate the exact crash you described to figure out what is causing it.
What version of the .exe did you use? I'll have to see if I still have any calls for Value functions in, because with a regular .exe they would just be garbage.
Solution to the problem described in the spoiler tag-
I thought I'd fixed all of these. Well, this is another little glitch I am still trying to track down. For some reason which I haven't been able to track down in the eventing yet, one of the planks will randomly become un-passable, and will not let the player land on it with a jump.
You should be able to make it through that part of the test cave (if I've got the right area in mind) by moving the left most plank into position one chip above the middle one. Jump to it, walk down, and then you can make your jumps to the platforms on either side. Since that middle plank is apparently one that makes it self un-passable now, I might just remove it and put a section of platform there for the next release.
- The menu can be opened during and before dialogue.
I'm fixing the menu issues for the next release. I'm having to go back through every conversation longer than a single dialog box and turn a switch off at the beginning, and back on at the end. Fun!
- The droid shop teleport event doesn't teleport at the entrance, it teleports some spaces to the left of the entrance.
Fixed!
- The force powers are a big bugged sometimes and telekinesis the cursor can sometimes move out of the screen so I try not to get too out of the player's view. Also I find it really hard to control the telekinesis as moving bridge pieces sometimes move more than one tile at once, there was this one instance where I used it to move a bridge piece in place and let go of the piece then it moved to the left all by itself.
I still have to work on it. When an object is grabbed, I set it to pass through even un-passable tiles, so sometimes it hitches and delays/repeats the last movement when that is turned on/off, like going over the water.
I think you should consider changing the font to the one you used in your title screen for that sentence "The Return of the Sith" and change the system set, the one your using seems pretty generic and your game would look so much better with a system set. I've made one for you and sent it to your PM.
Edit -
There is an unused system in the file folder I used during testing, but when I made it, I messed up and didn't color the text right, so it didn't differentiate between skills & items a player could use, and ones they couldn't.













