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[Writer] Need a writer for yo games? I'm FREE!

It does, but I've unfortunately already begun work on something else as a result of this topic. If my schedule lets up in the future, I would consider it, but for the time being, I'm a bit too busy.

Best of luck though, it sounds pretty cool!

Parallels

I need to stop lurking and actually play stuff. Imagine my surprise seeing this on the RMN front page. I didn't even know you go here! :P

Writer's Block. How to beat it? Creating a story.

author=Harbinger
So far it involves a Fortune Seeker(Like a Treasure hunter, bounty hunter, monster hunter, mercenary etc.) He is just a laidback, average Fortune Seeker, he does his jobs, gets paid and done, he usually wastes his money on getting drunk, etc. He usually doesn't try to be a hero or anything, but he's not a bad guy. At some point he get's involved in something bigger and get's hired to track down a dangerous man(this can all change though). So far what I got...


To help get you started, here are some questions to think about to help define your story.

- Why does he spend so much money on getting drunk? What's the story behind that? Does he just drink for fun? If so, how can you make that interesting?
- Why is our average laidback fortune seeker the guy they hire to chase the dangerous man? Does he have a connection to him? Does the client have a relationship to the protag? Does the client owe somebody a favor?
- What is so important about this fortune seeker? He seems rather unremarkable; you say he's average, he gets the job done, not a bad guy. Why do we care about him? What exactly about chasing this man is significant in his life and why are we going to be invested in his journey?

Writer's Block. How to beat it? Creating a story.

Usually for me, it helps to create a world first. Knowing the where of things, the circumstances and state of the world I'm in, helps me canvass out what type of things my characters are bound to encounter. Then, I figure out the starting points of my characters, and from there it's a matter of making decisions. Every beat in the story is a point where your character makes a choice. Don't always trust your first instinct. Come up with 4 or 5 possible outcomes for every choice. You want to have your characters make choices that simultaneously make sense to the character and make sense for the story.

For example if your idea is "lazy guy goes on adventure", you have to have your beats make sense to both things, since the character and story are inherent contradictions. So, if guy chooses to stay home, it makes sense to the character but betrays the story, and guy chooses to go adventure does the exact opposite. Now's your chance to spice things up a bit. Maybe lazy guy is forced by his mother to begin his adventure. This services both the character and the story and drives us to the next beat, where we have to make a similar choice.

Honestly, I agree with the sentiment that writer's block is a thinking thing. It's all about weighing options and saying "does this make sense?" and picking the most interesting result. If any of that helps.

[Writer] Need a writer for yo games? I'm FREE!

Hi there, my name is Alex, frequent lurker of the RMN community. I've been more or less in the RPG Maker community for 13 years altogether, but I haven't gotten any projects done. I'm largely developing on Unity or I've moved on to other forms of writing, but I really want to get my feet wet with some serious RPG projects.

I am willing to offer my services as Writer for an RPG, free of charge. I am largely doing this for resume building purposes, so you can expect a certain degree of professionalism from me. I haven't formally written a video game before (largely wrote scenes as I went directly into RPG Maker), but I will do my best! I would prefer to join a project with an established storyline already that just needs some writin' to be done, but I can also write a story from scratch if you'd like.

Please reply to this post, PM me, or email me at alexkinielsen@gmail.com

Sample Works:

Screenplay I've been writing: https://drive.google.com/file/d/0B-Ho6heyGvKUQmJEY1p1bFpzREk/view?usp=sharing

Prose Work I've done in the past: https://docs.google.com/document/d/1TvrKoDRjv1YMNlCiQ1K2dyKvSsXhWSvLWPYAOYDzbl4/edit?usp=sharing

Musician & Composer for hire

I really like what I'm hearing here. I've got a project in preproduction/early production that I think your musical style will fit quite well! I can send you the desgin document if you're interested, but it's by and large a traditional RPG.

[Pixel Art] Help/Advice Creating High-Res "SNES-style" Sprites

So I'm working on a game engine for RPGs that runs in 1280x720 resolution, and the main projects I'm working on for the engine are SNES-style RPGs. One of these projects, the "proof of concept" so to speak, is a Final Fantasy fangame, so I want it to look and feel as close to a Final Fantasy game as possible. In my quest to do that, I've been trying to redraw FF6 sprites in a higher resolution (72x96 vs. 24x32). Now despite my general lack of artistic knowledge, I'm pretty competent at spriting in 24x32. What I'm finding difficult is when I'm taking the same techniques I utilize in the higher-res sprites, the artwork doesn't really retain that "feel" that makes 16-bit graphics so appealing to me in the first place. Obviously adding detail and expanding the color palette will do that, but I want to take advantage of the technology I have without losing that "SNES" feeling, and I'm sure there's a compromise there between detail and charm. To that end, I'm drawing inspiration from the FF4 PSP remakes (I know, they weren't exactly HD, but I really love the work done in that and it's the philosophy I'm going for with the FF6 redraws).

But enough talking, here's a WIP of Terra I've been working on using the original colors from the SNES version and using a wider range of shades, while also incorporating more detail from official artwork. It's not the only version I've done but it's the closest to passable I've done. Even so, I can't really put my finger on what's wrong this (besides everything):



I guess what I'm ultimately trying to ask here is: what should my goals here be? Fewer, but more detail oriented colors? A broader range of color in the sprites? Are there any articles out there on high-res sprites that aren't fighting game sprites?

Been working on a game for years, haven't given up.

Heh, boy, do I know this feeling. I've got ideas, plethora of ideas, and full scripts and what have you but I always get hung up after awhile. I'm going on four years on my main project which isn't even close to my first. I think my big hangup is deciding on what engine to use. :\ That and artwork.

[RM2k3] Buttons Not Working in Test Play

Amazing, thanks a million! Looks like that did it.~

[RM2k3] Buttons Not Working in Test Play

Not sure what's causing this piece of work, but in Test Play, my directional button and confirm buttons aren't registering input. Cancel works fine.

I googled it a bit and found that Skie Fortress had an identical problem here: http://rpgmaker.net/forums/topics/5680/ But it wasn't said how they resolved it. I am running Windows 7, just recently changed computers a few days ago. It was working fine until today. The only thing I did was import a Faceset graphic and clear my Heroes tab to put in my characters. Any help would be greatly appreciated!