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?

Search

Filter

RMN: Review Misao Nominees

author=El_WaKa
Edit: Well, at least I can give it some use because I was wondering... There's a Misao for "Most Promising Demo", and I want to review and nominate a game for that. But the rules of the event only mention completed games? So... that review won't count?


That review and nomination is definitely appreciated, and the review will still earn you makerscore like normal. But this event is focused on reviewing completed games from this year, so it won't count for the event.

RMN: Review Misao Nominees

Hmm. The goal of the social media badge is for you to share other people's RPG Maker games with the public, so more people hear about those games and potentially play them.

If you literally have no account on any social media platform (not even Facebook?) and you get your brother to do it instead, then sure, I guess that fulfills the same purpose.

My goal with this badge is definitely NOT to get people on rpgmaker.net to start using social media; that's not a fate I would wish on anyone. My goal is to get people on social media to start using rpgmaker.net.

I Am Somewhat Concerned I May Actually Be Addicted To Marijuana

Sounds like your life is supremely fucked up and you should probably figure out what you're running from so hard.

sometimes i feel proud of the games i've made

Pride is one of the seven deadly sins. While you're there, you should make some games you can feel lust for too.

Personally I mostly tend to feel sloth for the games I almost made.

New Developer Mapping Help Thread

A few long straight walls are okay. They're certainly better than the zig-zag walls you get when you try to make curves or diagonals with the RTP graphics. My #1 recommendation would be to find different cave graphics that actually have curved corners instead of perfect right angles, and preferably also diagonal and curved walls.

Using just one ground tile everywhere, combined with no changes in height and almost no doodads, also doesn't look great.

Also, this should be obvious, but you need to erase the shadows along the edges of the walls. There's no light source to cast those shadows like that. This is indoors. I assume those are only there because you forgot the engine made them automatically.

Optional Alternatives - A Different Substitute

I suppose there hasn't been much discussion of dead end paths that contain nothing. Probably because they're uninteresting.

Open world games are founded on the idea of adding 99 places with nothing for every actual path that has something, though. And for some reason, a lot of people seem to like that. I guess they're not actually "dead end" paths, since you can go directly from one spot that has nothing to the next, instead of having to backtrack to a main path first. But they're certainly dead locations.

I guess if you have a very generous view of random battles, then putting random battles in your game turns all your pointless dead ends and dead locations into red dots. Is that an improvement...? I'm very much unconvinced that it is. In a typical modern-style open world game, it certainly sounds like an awful addition. It doesn't ever seem like a satisfying solution in JRPG dungeons, either. But it works okay in... hex crawl board games, I guess.

Optional Alternatives - A Different Substitute

I think this is a pretty good list. I think if you want to make the game more interesting than the small set of choices in Darken's list suggests, you're going to have to do so by combining these structures together and looping them back around on each other to create a more complex map. Or, you're going to have to start making the player choose their path in a more interesting and interactive way than just walking in a different direction.

I do think it's worth counting a unique case where the player has to not only select the right path, but also first discover that it exists. This isn't really a different structure than anything Darken mentioned, but it's another way to differentiate the exploration in two different games that might otherwise seem to use the same option out of Darken's list.



In the original Legend of Zelda, you have to bomb every wall and burn every bush in the entire game. A few bombable walls have moblins inside who make you pay the door repair fee for blowing up their house. Most others have a reward which might be either optional or mandatory. Some things are not hidden, though the non-hidden things are never traps. This is probably the most common structure for hidden paths - having all three types, while also making some mandatory paths be non-hidden.

In a typical section of Super Metroid, there are likely to be a bunch of hidden spots you can find, each by a slightly different method. There's also one mandatory path which is not hidden. The mandatory path often has obstacles that take some time to figure out, but its mere existence is never invisible like the optional rewards are. For example, to complete a mandatory path, you might enter a room have to use your grappling hook in a new way you've never used it before, but to find an optional item you might have to shoot a random tile that looks identical to 800 other tiles in the same room. There are no traps in Super Metroid.

La Mulana is an exercise in frustration for many players - it's a game where every single thing in the game is hidden. Unlike Super Metroid or Legend of Zelda, there's no systematic way to discover these hidden paths - each one is different, often requiring the player to solve what amounts to an invisible puzzle, like "stand in this unmarked spot for 3 minutes" or "fall onto this unmarked tile from as high as possible." And none of these puzzles have even their presence conveyed to the player in an obvious way - in 100% of cases, it's possible to go through a room without even realizing there's something to find. The game conveys what to do via subtle clues that the player must notice and then also interpret, such as "there was a thump sound and it came from the right speaker, so maybe something happened in a room further right" or "this statue's eyes opened, so I should check the room 19 screens back where there was another matching statue."

The Tomb of Horrors is a classic Dungeons & Dragons adventure. A typical room in the Tomb of Horrors has a lot of details, one obvious exit which is (almost) always a trap, and a lot of hidden traps which are punishments for interacting with the wrong detail or doing so in the wrong way. The game uses riddles to try to convey what to do, but interpreting the riddles is difficult. The riddles often only make sense in retrospect (and sometimes not even then). For example, the riddle "If you find the false you find the true" is supposed to convey that when players find a hidden door leading to a dead end with a trap, they can search the dead end (after being impaled with spikes) to find a second hidden door which actually leads to mandatory progress.

Notably, in all of the above games except for Super Metroid, it's possible (in fact, it's very likely) for players to get stuck and simply be unable to complete the game without a walkthrough. I think that is frustrating to a large majority of players, and is why very few games put mandatory objectives behind hidden paths. Modern Metroid and Zelda games heavily de-emphasize even optional hidden paths, having only the occasional bombable wall or hidden grotto that isn't clearly marked. I think it's not a coincidence that Super Metroid is a game people love, Legend of Zelda is a game people tolerate because of its sequels, and the other two games I listed are strongly hated by most players. Most people really do not like hidden mandatory paths. La Mulana has a small niche audience that enjoys it, though. So maybe there are enough people who do like them for an indie developer to capitalize on the fact that AAA games are ignoring that audience.

Hali's Review Thread (Request Your Game!)

Yeah it turns out that RM2K3 only has "increase speed" and "decrease speed" commands, and doesn't have a "set speed" command, nor any way to check the player's current speed. What a good engine. You can work around it, but it's a pain, especially if you realize 5 years into development that you need to go track down every speed change in your entire 100 hour game and change how they all work. And also go back and add conditional speed changes to the beginning and end of every cut scene in the game.

In other words, this game is about 30x too big and I'm glad I'm not the one who gets blamed for its problems.