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.
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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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RM2k3 - Changing ATB

RM2K uses a Dragon Warrior style turn-based system, RM2K3 uses a Final Fantasy style ATB system, and the newer makers let you do whatever you want.

"Not enough memory" RM2K3 bug

Ah, so it is music-related after all. Hopefully replacing the music that was playing in the room will have fixed it, then.

Come to think of it, I have another midi file that doesn't loop properly in-game, that I should probably also replace. Though that song only plays in the first dungeon, and the error only happened in the last dungeon, so I doubt it's related, but I should really fix it just to be sure. If only I could remember what game this song was from, so I could get another midi of the same song. Sounds like Zelda...

Gameplay is the only thing that matters

post=151230
I know there's nothing wrong with discussion, and dissertation, but the more you guys try to break apart and dissect the magic ingredients of FUN like a couple of Asperger patients, the more (I hope) you realize that it's something a bit more ethereal and unseen than you're giving it credit for. Like Soli said, what makes a game fun isn't something that you can turn into a list or equate it. It's something that's very distinct, personal, and contingent.

This is the worst thing I've ever read. As someone who is trying to create something to be the best it can be, you should always be trying to figure out HOW to make it be the best it can be. Doesn't that go without saying? Isn't that the entire reason you're on this forum?

There are formulas as to what works and what doesn't. There are ideas in game creation that are seemingly great ways to improve your games, but directly in conflict with each-other. There are systems that seem to solve problems, but only create others. Our goal - your goal - is to figure out exactly what path leads to the perfect game. If you want to just shoot blindly, this is the wrong place to spend your time - and certainly the wrong place to tell others that trying to figure out how to make better games is a waste of time.

post=151242
I just get sick of people trying to break down what makes "good game" into some kind of magical "equation." Good game = gameplayx2/story^n -(graphics+sound} as if you can plug in numbers and out comes a perfect game. There is more to it than that, something beyond the mechanical or numerical or the graphical, the soul and wit and charm that really creates a memorable game. It's like what Mog said, it is something you can't put into words, much less an equation.

What you are talking about is "polish". Perhaps to an end user, a polished game will be the most memorable - but it will always have major problems, problems which the player is simply willing to ignore because the game is made with such... finesse. But while hiding a game's issues behind a wall of production value will indisputably make it more enjoyable, it will not perfect it. Giving a game this sense of style and charm is a worthwhile endeavor, but doesn't solve the game's other problems.

Final Fantasy 6 is a great game, but it has significant problems. Characters are woefully imbalanced against each-other, especially those who are obtained last in the world of ruin - they'll be missing out on 20 levels worth of stats. Normal attacks are completely useless for several characters. Armor and helmets are almost useless for the first third of the game, due to the defense formula the game uses - to say nothing of the evade bugs. The large number of unusual and interesting magic spells is rendered pointless due to the game's very low difficulty, which makes all but a few of the spells completely pointless to bother with. And yet this game - which I've named myself after - is considered one of the greatest games of all time, due to the innovations it added to the RPG genre and the baseline it created for future fantasy game plots. Imagine how much better it would be if the problems were fixed? If the gameplay were perfected by people who care about gameplay? Imagine playing it not just for the story and nostalgia, but also because the battles and customization were just as fun. Wouldn't that be better?

And if it would be better, why are you not striving for it? You're a game designer, after all. You're not being stopped by a corporate budget or a strict timeline. If your passion is making games, then make games like you're passionate about it! Start with the best game ever, locate every single problem in it, and fix them. Then find the new problems you caused, and fix those. And keep doing that, more and more and more, until no one on Earth could possibly find anything about the game that's not completely perfect.

...Or just make another FF7 ripoff with the DBS. Who am I to judge?

Gameplay is the only thing that matters

post=151197
Is a Choose your own adventure book a game? (despite being horribly bad in all other ways)
No, but Phoenix Wright is. And yet, the gameplay consists entirely - totally and completely - of nothing except proving how well you understand the story.

And it's still fun. The GAMEPLAY is still fun, not just the story. I don't know how they do it, but it's definitely a winning formula.

You can have a game without a story, and you can have a story without game. It's very common to combine the two, though, and a lot of people prefer it - or at least prefer it over the game without a story. So if you plan on combining them, you should make sure both parts are done well - though neither has to be done quite as well as it would if you were making a pure story or a pure game. If you don't plan on combining them, then it will probably help your popularity if your game is not of a genre that people expect to combine them. In other words, you should probably make a strategy game or a dungeon crawler, not a JRPG.

Requesting Advice: Room Design in VX

Crossbows are cool. Could also be a harpoon launcher!

Other long range weapons include longbows, boomerangs, shurikens, chakrams, shotputs, javelins, and of course magic.

"Not enough memory" RM2K3 bug

I haven't heard of it before either. When searching for it on google though I found another game for which it had happened to at least two different people several times each. So it concerns me that it might become a recurring problem.

Requesting Advice: Room Design in VX

You uh, you seem to have lost about 500 years worth of technology in there somewhere. The computers and wires got replaced by helmets and banners.

That aside, it definitely does now look like a storage room that no one visits very often. If you are going for a modern setting though, I'd replace the medieval weaponry with modern weaponry, and the tattered banner with some wires or a power box, and the quill and parchment with a clipboard.

Maybe you decided to change your whole game to a non-modern setting, and that's fine. But if it's just this map that you changed, then it's going to look weird. Trust me when I say from experience that your game needs to have a specific level of technology. There's some leeway for strange combinations like steam-powered robots and gunblades, but mixing computers and quills in the same world is not going to cut it. I made that mistake in my game and it ended up seriously wounding the game's setting.

"Not enough memory" RM2K3 bug

A user who played my game recently reported that at a certain point in the game (right before the final boss, though that's probably not relevant), he stepped on a save point to save, and the game told him "Not enough memory" and crashed, which corrupted his most recent save file, turning it into a 0 byte file.

I looked around some on google but couldn't find any solutions to this problem - in fact, there's barely any record at all of it happening to anyone else. There's a vague reference to it being related to midi music, so I replaced the song that was playing in the room where the error occured, but that's just stabbing blindly in the dark. I haven't heard of anyone else having this problem with my game - it certainly never happened to me or any of my testers in our 20+ playthroughs.

Any advice on what sorts of things could cause this error, or ideas on what sorts of things might fix it?

LoZ rpg

post=150825
I guess the Clawshot sort of makes sense, because it can't dig into everything like a Hookshot would, but thats a pretty stupid technicality for me to bring up, since they could have just made it into a freaking Hookshot.

There's a good reason they didn't make it into a normal hookshot, and that reason is the upgrade that you get for it later. Whereas in OoT the upgrade to the hookshot is the longshot (boring), in TP the upgrade to the clawshot is a second clawshot. So you can hook onto a wall or ceiling, and shoot again while hanging from it.

You turn into freaking spiderman. If you could hook onto anything made of wood, as the hookshot could, this would be way too ridiculous, you could just fly over everything forever, so they had to limit it to grates. Also, the hookshot didn't let you hang from things, you just dropped to the ground immediately, but that's more of just a technicality since they could have added it.

Rod of Dominion is the worst tool. Spinner isn't so bad, though, since there are spinner tracks all over the place, and it's also useful anywhere with sand. Remember that wand in Link to the Past that created blocks and platforms? That was basically the same thing.

All the Zelda games have some tools that are also good as weapons, and some that are also good as transportation, and some that are only good for solving puzzles.

DOING IT! - WEEK TWELVE - Dialogue

Guys, guys, it's not puzzle week. I'm sorry for posting dialogue that was related to a puzzle. I just wanted advice on ways to make it sound less drawn out or more silly or whatever, because I felt like it was bad writing but couldn't pinpoint what needed fixing.

In the end I removed the need for the dialogue, so it's no longer relevant anyway. Move on to someone else's stuff.