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[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

[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?

[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!

[RM2k3] One Big Map vs. Several Smaller Ones

Are there any disadvantages, in a technical sense, to using one big map for a field map over several smaller ones in RPG Maker 2003?

For instance, in Final Fantasy XII, each region is split into several smaller sub-areas. While in Star Ocean 4, each region is one giant map.

i want to emulate the Star Ocean 4 style for the overworld regions, but would it affect the game's performance? Will there be slowdown and lag? Or is there no difference?

RM2k3: How exactly does the Agility stat work?

I've heard several different accounts on how this stat works.

The most common is that Agility "overflows" at 256

I've also heard that Agility is relative. Implying that an enemy with 100 speed vs. a character with 108 speed will act with the same frequency as a monster with 4 speed attacking that same character.

Which one of these is true? Or is something else entirely different true?

Combining Sonic elements with RPG elements

So, after playing Sonic Chronicles on the DS, I found myself wanting to make a Sonic RPG. However, I wanted to retain the most fundamental of Sonic elements: speed. Obviously, with a turn-based battle system, I couldn't really do much in battles, but during field exploration, I want to create something fast. I'm open to suggestions, but this is my favorite idea yet.

- You have three location types that exist on the world map: Action Stages, Adventure Fields, and Event Points.
- Event Points are simply one-time locales that proceed the story and contain a cutscene.
- Adventure Fields are simple RPG "towns" in a sense.
- Action Stages are the meat of the game, though. You play them out in traditional Sonic style. 2-D sidescroller. Jumping. Spindashing. Ring collecting. The key difference being that touching the enemy, instead of instantly defeating it will take the player into the traditional RPG battle mode.
- In essence, traditional Sonic gameplay with seamless movement into RPG-style battles.

Does the above sound good? Would you go about it differently?

I think I just destroyed all of my RM2k3 games. Can I reverse this!?

Thanks to Vista's mighty security suckage, I decided to move my games out of my Program Files into an easier to access folder outside of the Program Files. In doing so, all of my games that have been moved to this folder FROM THE PROGRAM FILES have had all of their map data and database data reset. While all of the games I had saved outside of Program Files are still intact, the ones behind the Program Files folders have been reset. Is there a way I can return these to the Program Files and retain my previous data, or have I irreversably fucked myself?

EDIT: Unless I can find a way to reverse this, I've lost all my progress on my main project. :(

EDIT: I fixed it! Something to do with the Compatability files or something, but I was able to restore my main project!

[RM2003] Silly Little Issue in the DBS I need help with!

Okay, so I've got my game set up where equipping an item to your character will grant said character a skill. The skill is physical in nature and only costs 1 MP, but for some reason, I cannot select said skill in battle. It's greyed out and I can't select it. I have no idea why I can't use the skill either, as everything appears normal in-game. :\

EDIT: It's not skill-specific either. All of my skills that are learned through weapons are doing this. Even when I give the skill directly to the character. :\

The Main Character and his Dynamic in the story

So, I noticed something interesting whilst working on my project. I have these characters who have tons of unique qualities and what not that (I hope) will make them quite memorable. Besides the fact that they have unique personalities, I've been focusing more on dynamics between party members than on the character itself, so everyone should blend together very nicely, but at the same time stand-out. However, I look back at my characters... and my main character is relatively dull.

So, I tried searching for games that had this same issue. I did find tons of games that were on the opposite side of the spectrum: namely Final Fantasy VIII, where the main character is the only interesting character, with everyone else being pretty dull. Although, I did manage to find one game that my game can sort of relate to. But, at the same time, it's arguably the best RPG of all time: Chrono Trigger. You have all of these wacky, memorable characters like Robo, Magus, Ayla, and Frog. But, then there's Crono, who's just there, much like my character, only my character actually talks. At the same time he's one of the most iconic RPG characters of all time. What traits should I try to incorporate that'll make my character stand out? I mean, the player plays as him, is that really all that's necessary? Or is there more to it?

To try and stir up some discussion, do your main characters tend to be fleshed out the most, with your side characters untouched? Do your side characters tend to be wacky, awesome, memorable, etc. with your main character just kinda there? Do you try and blend the two evenly?

I'm Kitsune

You may know me from Gaming World. I've been looking for a site that actually cares about its RPG Maker community >_<
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