I've been playing with RM2K since 2000. Been working on my current project since 2006. My approach to game-making involves attempting to do things that I've never seen in other games, and incorporating all of the elements of film making (lighting, music, symbolism, deep structure, plot twists, panning, zooming, cuts, etc.) into game making. The RPG's I've spent the most time playing are FF1 and FF6, followed by Super Mario RPG, FF4, and FF5.
The Sun Is A Star
Fantasy RPG with 6-character party size and mild humor



Discouraging save scumming

I really don't think this is necessary at all. But here's my general thoughts on the subject:
a) If you have something like important information that an NPC is willing to sell you, or you get one of several important questions answered, then "save scumming," is an easy way to get that information without paying the bill, or get all of your important questions answered instead of just one. To avoid this, don't make it so that there's a save point right next to the info. Make it so that the NPC selling you information is at the end of a dungeon or something. If you hit "reset" after you pay for his information, you also lose all of the EXP and GOLD that you gained while raiding your way to that point in the dungeon. Similarly, if you get an important question answered for free, make it come immediately after a hard boss battle with no save points in between. If they want to hit reset, beat the boss again, and get another question answered, then fine, but it's hardly open for abuse.
b) If battles are low variance, and you can't save mid-battle regardless, then I don't care about save scumming. If you have a spell that costs all of your MP, misses 92% of the time, and deals a million damage 8% of the time; then it would be open for obscene abuse if you had very powerful, very high reward enemies near save points.
c) If you have an emulator, and you can save every two seconds, mid-battle and everything, then sure, save scumming is abusive. If we're talking about raiding a dungeon that is very lengthy and takes, say, 20-50 minutes, with no save points inside, and wiping sends you all the way back to your save point outside the dungeon, then what's wrong with that? Do you really feel like a 40-minute setback isn't enough of a setback?
d) Are we talking about a community-based amateur game? You think players would brave a 6-hour setback and start all over because they're that dedicated to playing your game? I think not, because players have massive ADD when playing community games. You have to work from the assumption that you barely have their attention, not that they're glued to their monitors.


I think I learned a thing or two about mapping from this map.


This isn't really the same breed of CMS that takes people 120 hours or so to program. But oh well.

Articles: Why they are neglected and what you can do about it.

Possible article: Comparing and contrasting the various game makers (RM2K, RM2K3, RMXP, RMVX, GM, etc.). Criteria to compare: how many pictures can be shown on the screen simultaneously, which sound formats can be played, what picture resolutions and file formats are allowed, which operating systems can they be used on, what are the limitations of the DMS / DBS, how similar are the commands to the other game makers (i.e. if you already know how to use X, will you immediately pick-up Y, or would you have to learn everything all over aain?), etc. etc.. Make-up your own other criteria, but try to cover all of the most important contrasts.

If you're looking for ideas on topics, perhaps this thread could be of use.


A topic like that almost seems to me like it should be stickied.

What I do is comment all of my common events and most of my algorithms in the code (for my own reference and karsu's, if need be). If somebody wants to learn how something's done, crack open V&V and take a look.
/me sighs.

I don't recommend this on any level.

I don't understand why not. This is considered good form in the programming world. Plus, it very well can help a player learn how you did what you did. Although, a lot of times, a system can be so complex that the comments won't give perfect clarity if they're relatively brief (especially in my systems, because my variable names can be confusing, and get used for multiple things).


Input-based, reaction/timing-intensive skills are awesome. For example, I made an ability where arrows appear on the screen randomly pointing up, down, left, or right, and you have to match it on the keypad within like 0.4 seconds or whatever, each time you correctly match it you deal physical damage, and your turn ends when you fail to match. Another example would be Sabin's blitzes in FF6, where you had to enter a blitz combination. Another example would be (sorry if I describe this poorly) if you had a meter, with a bar that rapidly oscillates between 0% on the left and 100% on the right, and the better you time pressing enter, the closer you deal to 100% of max damage. Please feel free to free to make-up your own example and post it.

You could also have some sort of paper-rock-scissors attack style (i.e. punch, kick, throw or w/e) that affect how vulnerable you are to the next attack the enemy makes. The enemy could have subtle tells or attack patterns that might hint what there next attack will be, so that you have to pay attention to select the correct attack. This is almost like elemental weaknesses, except that instead of spamming fire on an ice enemy, which is mindless, the attack selection is a more mindful process that requires more focus. Another version of this is if you made the attack and defend commands more balanced and more strategic by making the enemy have a subtle tell or pattern as to who they are going to attack next (a system that makes much more sense than punch-kick-throw).

Also, if you play WoW, there are various classes where you don't spam at all (honestly, I haven't played WoW in 4 years, but I assume it's the same), such as the Rogue and the Warrior. With Warriors, you often prefer to use the Battle Shout buff right at the start of battle (so make 40-60% of the battles long enough that using a buff for your first command is strategically correct). Often when you're lower level, you want to use the hamstring ability (slows their movement) to keep them from running away, so you could make a game with plenty of thieves (I hate thief enemies, who steal a ton of your money and then escape), so that a hamstring-cutting move is worthwhile to use. There's the execute command, which uses the amount of rage you've accumulated to deal a proportionate amount of damage, which you use as the final hit of the battle, so you could have a command similar to execute, a command called "revenge" that deals damage proportionate to the amount of damage the enemies' have done this battle (logically most effective towards the late stages of the battle), or a command that just auto-kills the enemy if its HP is low enough (say between 1 and 3 attacks worth of HP) and otherwise does nothing. I don't know exactly how to play rogues, but they also don't just spam attack or spam magic.

Also, you could make regular encounters challenging enough to require mid-battle healing, as a way to encourage occassional use of yet another non-attack skill. If so, you'd need to compensate by reducing the total number of regular encounters and increasing the EXP awarded, which again reduces the monotony of grinding / attack-spamming.

Btw, magic-spamming is just as bad as attack-spamming, imo, if it's super-easy to strategically choose the best magic spell. So if you're going to make your battles more of a magic-spamming affair, then you ought to spice-up the spells so that you don't cast the same one over and over. For example, you can give the spells cooldowns, such as "this is the best offensive spell, but after you use it, you gotta wait 3 turns before you can use it again" etc.. You could also make magic spells agility-intensive, I guess, similar to first-person shooters, the bullets are like magic spells that you have to aim, and they aren't magical :-D

The importance of Music in a game

GRS - I'll second you that Ace Combat has great music. I remember the dogfight at the end of Ace Combat 4 was sort of romantic in a way. The enemy ace and I were both in strategic stalls, facing straight up into the sky, plummeting towards the earth in a tight corkscrew, struggling to get a lock on the other . . . and the music was so understated. It was a really magical game experience.
What other games has noteworthy music in your opinion? I ask this so that I can steal from it make up a good playlist for myself.

FF6 has freakin' sweet music. Nobuo Uematsu is a master.


This screenshot is intriguing.

Chrono Trigger

This game's so annoying. The fact that the game over screen lingers for about 6 seconds is torture, considering that you're going to see it about a zillion times. The crude humor just doesn't appeal to my crude sense of humor, because it's so juvenile.

For anyone who still thinks this is a fangame continuation of Chrono Trigger, I'll ruin the surprise, this game has absolutely nothing to do with Chrono Trigger, in any way, aside from the title and the title screen. It's like that insufferable game I Wanna Be The Guy, except you can save anywhere and it's not very coordination-intensive like IWBTG is.

Chrono Trigger Review

I lolled a lot from reading this review. I'm downloading the game now.

The importance of Music in a game

How the hell did you even stretch this so far? I'll recap for everyone to ensure we're on the same page.

1- You mention it's exceedingly easy to have a good soundtrack

2 - Another person remarks that it takes effort to create a good soundtrack

3 - You proceed to reference how certain movies use licensed music in their films (Hint : Read the topic)

4 - Another poster notes that the creators paid for said licensing

5 - You - *somehow* link this to rpgmaking and the use of ripped media.

In summation : What the fuck?
It's easy to have a good soundtrack in your game using unlicensed music, which doesn't seem unscrupulous, at least for some users, who also use unlicensed RPG Makers and so on. It's a reasonable position, but everytime I tried to say anything, resistance was encountered. That's really not my fault.