LOCKEZ'S PROFILE

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The Unofficial Squaresoft MUD is a free online game based on the worlds and combat systems of your favorite Squaresoft games. UOSSMUD includes job trees from FFT and FF5, advanced classes from multiple other Square games, and worlds based extremely accurately upon Chrono Trigger, Secret of Mana, and Final Fantasies 5, 6, and 7. Travel through the original worlds and experience events that mirror those of the original games in an online, multiplayer format.

If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
Born Under the Rain
Why does the jackal run from the rain?

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What are you thinking about? (game development edition)

Speaking of which, I need to figure out a way in RMXP to get a map event to fully inherit all properties - including graphic, number of pages, and conditions for each page - from some sort of archetype event. So that if I add a new tool that changes how my destroyable crates work, for example, I don't have to change thousands of them manually. I was trying to script this feature into RMXP myself, but it fell to the wayside in favor of stuff that doesn't take 20 hours to figure out.

Whatchu Workin' On? Tell us!

author=Max McGee
Tales of Falonia which has since been renamed Revelations of Gaia
from bad to terribad


Well you changed it from sounding like a Tales of Whatevria fangame to sounding like a generic SNES-era RPG (which may or may not be an Illusion of Gaia sequel). That's probably an improvement, unless your game actually is a Tales fangame, in which case the first name was fine. Since you said you are trying to develop your own characters, I'm assuming it's an original game. "Revelations" and "Falonia" by themselves both sound like good names to my pepsi-addled brain, though naming crap has never really been my strong suit either.

Regardless, I always enjoy hearing that people are picking back up old projects. More than hearing that they're starting new ones, in fact. It's a good sign, it means that even if your game takes a long time you probably won't ever permanently abandon it like so many people do to so many of their games. I heard a rumor that if you finish a game, there are apparently some people around these parts who like to play them.

Dash ._.

Why would you intentionally make it so the player has to hold down a button for the entire game

Secret Santa Review Event 2011!

Let's do this. Lord knows I have enough free time.

The Screenshot Topic Returns

Felipe, I find it hard to tell that the second car in the background (on the lower left part of the stage) is part of the background. It looks like a second platform you can jump onto. My suggestion would be to darken or lighten it so that the coloration is more different from the main platform.

Research, Mofo, Do You Do It?

Architecture is one area that I think is really beneficial for area builders to do research in. For any game set in the real world this is basically a must. And even in a semi-serious fantasy world, it helps a lot if the architecture resembles a specific style, since your setting probably resembles a specific culture from a specific period. (If your game is about a war between fish-people who live underwater and bird-people who live in trees, architecture research will admittedly be low priority.)

Fighting stances is the other thing. Humanoid players and enemies should generally be in fighting stances during battles. If you don't know what fighting stances look like you should find out before you start pixelling. I'm as guilty of screwing this up as anyone, because I hate making graphics so much.

movment after auto start talk scene

OK, you're not being super clear here, so there are two options:

Option 1: you want the hero to be able to move; right now the hero is permanently stuck in place after the event
Make sure page 2 is not auto-start. As long as there is an auto-start event running, nothing else will run. Auto-start events loop and restart as soon as they end. After it's run once, you want to turn on a switch, and make the switch cause the event to not be auto-start any more. This will allow the player to move once the cut scene is finished.

Option 2: you want the NPC to start walking around after the cut scene ends
Start by doing everything mentioned above, but then on page 2, set the NPC's movement type. The default movement type is "Stationary" which means that the NPC will stand still. You can change it to random, or you can change it to a custom pattern (which you can then specify), or there are a couple other options.

Transferring RPG Maker 2k3 Maps

You can also just:
- Open one game
- Click on the map name in the list of maps on the lower left
- Press Ctrl-C to copy
- Open the other game
- Click in the place in the list of maps on the lower left where you want the map to go
- Press Ctrl-V to paste

>_>

Regardless of which method you use, remember you'll need to redo any teleports that go to any of the new maps.

Research, Mofo, Do You Do It?

author=eplipswich
The purpose of research, be it other games or real life, is to get ideas.

Not really. You get the ideas first; then you do the research to make you you don't misrepresent the ideas. The purpose of research is to keep from saying, doing or showing things that are patently wrong, because doing so will usually make you look like an idiot.

For example, if you have computer hacking in your game, if you don't know anything about computer hacking you're likely to use the wrong terminology and not know what's easy and what's impossible. If you have a game that involves a World War 2 dogfight, you should research WW2 planes and find out how dogfights actually work. You might not be aware of what they actually look like, of how much damage it takes to shoot down a plane, of how hard it is to shoot a plane with a bullet. If you are animating a character who fights with a sword, you should research sword fighting stances and techniques to try to depict what sword fighting actually looks like.

Generally, how important it is to do research on these kinds of things is directly proportionate to both A) how big a deal they are to the game's plot, B) how many times they show up in the game, and C) how much the player is likely to know about the subject. RPG players are really likely to know about my examples of computer hacking and obsolete fighting methods, while somewhatless likely to know about Max's examples of blacksmithing and metallurgy, and substantially less likely to know about calunio's examples of brothels and torture. But when the entire game is about brothels or torture, and you're not in a high fantast setting, you still want to get it right. In contrast, computer hacking in an action game or RPG might just be used as a minor plot device in a single cut scene, allowing you to find out information by accessing an enemy computer terminal. In that case it's probably fine to just skim over it, and if you make a mistake people are likely to quickly forget it.

Research, Mofo, Do You Do It?

When doing fan games, I definitely do research constantly to make sure that I never contradict the original game, and to try to make the settings and dialogue as accurate as possible to the original game. The Unofficial Squaresoft MUD has ultra-accurately rebuilt almost every area in the entire worlds of FF6, FF7, Chrono Trigger and Secret of Mana in text adventure format. We make sure that when people make areas, they have screenshots or videos of the original game. The missions in the game also largely mirror the events of the original games so we have a set of complete scripts for all those games and often lift dialogue. Enemies and bosses even have the same levels, the same elemental and status immunities, and the same special attacks (though players have FF Tactics jobs so it ends up playing really differently from the original games). Sometimes we intentionally modify or add to the original games, for the sake of creating something unique or because the accurate version wouldn't work as well, but we do our best to never do so accidentally.

As far as original stuff goes, I have a friend who tries to name all his monsters after actual mythological creatures. I, uh, don't. I just name them things like "Fire-Breathing Lamia" and "Killer Turtle". And I'm used to only the first, weakest items in the game being non-magical. It isn't that I don't like research - it's more that I don't think equipment is an appropriate place (in my games) for any sort of realism to show up. I want to make a bracelet that prevents poison and has high magic defense; I'm pretty sure no real material has those properties, so I just call it the Cobra Bracelet.

High fantasy, which is a term for any setting on an alternate world where there is magic, is basically designed to do away with the need for research; only internal consistency is really important. In a non-fantasy setting, or in a fantasy story set on Earth, I can totally see wanting to make sure I was using the right kind of architecture, that I was using the right words for different stuff, etc.