LIBERTY'S PROFILE

I enjoy playing and creating games (mostly RPGs) and have a love of story and characterisation above graphics. I've been into RM* since '96 and have used all makers - started on the PSX makers, found and used a patched version of the SNES RM, then moved to RM95. When I found RM2K I finally decided to join some forums and I've been a part of the community ever since.

Absolute Justice

Site last broken: 7th January, 2017
Before that: 24th May 2016
http://pile.randimg.net/1/120/92579/Katt.png
Wolf and Kid
Save your best friend, a wolf.

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MISAO RESULTS 2023

I will fix this list later there's some fucking errors

Fixed!

Congrats to the winners! Ya'll done good!

The Featured Game Thread

orz
the idea was to wait until the misao round-up was done before putting up this month's game, frogge

:shake fists:

:cries in spaghetti:

I think RPG Maker.net should start giving out physical shiny gold medals for the Misaos.

you pay for 'em

MISAO RESULTS 2023

it's kinda weird this site still exists right?

author=kentona
Time to make MFTs - makerscore fungible tokens


so we need to rename badges, is what I'm hearing?

Bropaca and the Beachtime Blues Review

Fixed and updated!

Bropaca and the Beachtime Blues

So that "little while" was about... 6 years, but it got done! Go forth and date all the pacas, if you DARE! >:D

Bropaca and the Beachtime Blues Review

That is incredibly fair and completely understandable. XD

(that said, the game is 10 minutes long, if that, but I can understand not wanting to revisit this mess >.<)b )

Countering the Psychology of Touch Encounters

I have a few games that nevergotreleased used touch encounters. Usually I'd have a reward if they defeated all the enemies in the dungeon - which gave them a reason to hunt down those critters.

I also rarely had enemies chase the hero - they'd just be doing their own thing (chasing other enemies for noms, sleeping, guarding chests, etc). That way players could choose to engage or not, and usually did engage because it was their choice and not usually foistered apon them. If they can see a treasure chest, they're going to go through enemies to get to it. If the way forward demands they kill an enemy, they'll do so.

Another thing was to have invisible on-touch encounters and ambushes at set points so that there was only a set amount of encounters per dungeon.

There's also the idea of multiple paths forward with different encounters and treasures, so you encourage the player's curiosity of "what was in the other path" allowing for more areas to encounter enemies in - especially if you train them to expect rewards for checking. (If you don't put something worthwhile in another path then they won't bother checking after that point.)

A combination of reward and strategic placement, I think, is the best way to go about it.