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.
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.
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~~Community Project~~
I vote that you play as an 8 year old girl who has been turned into a zombie, and all other zombies have been killed by a single rugged adventurer (played by Bruce Campbell, or possibly Simon Belmont), except you. This would of course be presented as a tragic backstory, as it's as though your entire race was mercilessly slaughtered before your eyes. Your goal is to kill and infect the entire population of the world.
Because 8 year old girls are much better supervillains than normal supervillains, but it's hard to come up with an excuse to make them be so evil. Plus, everyone loves zombies. If you don't love zombies for some inhuman reason, I'll settle for just an 8 year old girl who acts like a normal supervillain.
Because 8 year old girls are much better supervillains than normal supervillains, but it's hard to come up with an excuse to make them be so evil. Plus, everyone loves zombies. If you don't love zombies for some inhuman reason, I'll settle for just an 8 year old girl who acts like a normal supervillain.
Oh My Guitar Hero
I made this for something else, but I know you guys will appreciate it.
Best read while listening to the song.

Best read while listening to the song.

post your picture
Fine, no one asked for it except for the topic name, but since I know I'm such a superstar that you're all just in a fit about possibly bothering me, here I am.
In live color, as well as awesome 1920s nonchroma.


In live color, as well as awesome 1920s nonchroma.


Status Effects
Status effects are wonderful and fabulous. They can add tons of tactical options to battles, if done well. I like damaging abilities that have a small chance to inflict negative status effects.
But you have to make sure they all have pros and cons versus each-others. A status that makes you essentially instantly win the battle is not balanced, and needs a much bigger downside. This applies to buffs as well as ailments.
But you have to make sure they all have pros and cons versus each-others. A status that makes you essentially instantly win the battle is not balanced, and needs a much bigger downside. This applies to buffs as well as ailments.
Community project, anyone?
One thing that bothers me is that you have no idea what the project is before posting it. Do you have any story idea, any genre, any theme??? That would actually make people consider.
I don't actually have a problem with letting the people designated as writers come up with that. I would probably drop out though they decided on a DBZ game or something.
Community project, anyone?
Well, a game is defined by its combat systems. If you have the same combat system as another game, you basically have the same game. For instance, FF4 and FF4: The After Years. They're the same damn game.
All the differences you listed are just minor things in the user interface. No one who would be working on this cares about the user interface. How easy it is to use is irrelevant. We know how to do everything by now, otherwise you shouldn't be letting us work on your team in the first place. So the only real difference is the map editor.
If the scripts that upgrade VX's map editor are good enough I guess I might give it a try.
All the differences you listed are just minor things in the user interface. No one who would be working on this cares about the user interface. How easy it is to use is irrelevant. We know how to do everything by now, otherwise you shouldn't be letting us work on your team in the first place. So the only real difference is the map editor.
If the scripts that upgrade VX's map editor are good enough I guess I might give it a try.
HP Recovery... after every battle? MADNESS! (Resource Management)
LockeZ, you're really bad being neutral about something, aren't you? THIS SUCKS or THIS IS PERFECT - but whatever, you're still wrong.
I feel like I have a grudge against you from some other topics so whatever, nyah nyah nyah go away
Well, obviously I say these things for the purpose of debate. The entire point of this forum is debate about game design. That's the only reason I come here, so I can pick people's brains and see how various ideas stand up against each-other. If I thought an idea was just kind of pretty much alright, I would either pick a different topic to talk in, or I would try to think up some kind of reason why it wouldn't work, and debate from that angle despite it not being how I really thought.
The discussion that comes out of the debate is the useful part of this forum, not deciding what's best or worst. Obviously no one idea is ever perfect, or people would be out there making perfect games. Seeing how ideas bounce off of each-other is the goal here. You have to get people to talk about their ideas, and to do that you have to challenge their ideas.
Sorry if it seemed like I was just being a dick about people's ideas, that's never my goal. (Unless their idea is a DBZ game.)
Community project, anyone?
post=200350
I chose VX because it's simple to use, and it's got loads more features than XP. Not to mention, there are LOADS more scripts for it, and Yanfly doesn't script for XP.
Simplicity is not a factor, we know what we're doing. At this stage, we should be caring about power, not ease of use. Anyone who's not comfortable enough with RM to make full use of the software shouldn't be working in a team on a major community project. So what features do you mean, exactly?
I don't really approve of using other people's scripts, especially popular ones, and especially for something like this. Generally if you use the same scripts as someone else's game, you'll end up making the same game. If you're making a large team, you just need to get some scripters on the team.
post=200358
The RTP isn't as ugly? I dunno, that's all I got.
Actually, its the RTP charsets for XP that I can't stand. They are horrendous.
Yeah, both RTPs are pretty bad. Guess what, though, you can copy them from one program to the other. It takes like a minute.
Community project, anyone?
I think I read somewhere before that RGGS2 handles graphics better than RGSS. Though with so many VX users just copypastaing scripts, it shouldn't really be an issue.
But which version of RGSS you use has nothing to do with which version of RPG Maker you use. If you like RGSS2 better, it takes ten seconds to copy and paste all the RGSS2 scripts from VX to XP.
I find VX's mapping to be pretty good. Welp, better than XP's anyway.
...uh, XP gives you infinite tiles per tileset, infinite tilesets, and three layers. VX gives you 64 tiles per tileset, 5 tilesets, and two layers. That makes it pretty much completely unusable, unless your entire game has only one area. So in what way is it better than XP's? Does it offer some major benefit that I'm not aware of?
So how do you like your backstory?
Eh. There is definitely something to be said for games as a storytelling medium. They have the potential to connect to the player in a way that a book or movie cannot. If done well, a game will make you feel like things that happen to the main character are happening to you personally. This is why even poorly written SNES and PSX games, with their abominable translations and stilted dialogue and idiotic plot twists, can move you to tears.
But story and backstory are not the same thing. Backstory is, by definition, not immediately relevant. So it's told in half-assed ways, or via flashbacks. And thus, the lack of interactivity is often what makes it harder for the player to connect to it. You no longer feel like you're there.
But story and backstory are not the same thing. Backstory is, by definition, not immediately relevant. So it's told in half-assed ways, or via flashbacks. And thus, the lack of interactivity is often what makes it harder for the player to connect to it. You no longer feel like you're there.













