MAGI'S PROFILE
projects looking forward to in 2024:
#1: delatrune: snow cone maker starring Noelle feat lil bird lee!
#2: the end of video games: directors cut
#1: delatrune: snow cone maker starring Noelle feat lil bird lee!
#2: the end of video games: directors cut
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[RMVX ACE] Are there any games without those horrid default sprites?
author=WIP
Update: Everyone please use this instead.
http://www.rpgmakerweb.com/a/graphics/time-fantasy
Those sprites are good and have this awesome nostalgia factor. I like seeing the RPG Maker 2000 RTP sprites in this style. It's cool and really could help diversify the styles seen in VXA.
Those tiles are really underwhelming by comparison though. They're not terrible, they're just not up to par. It's very easy to see many of the SNES games that were used as a reference to create many of the tileset graphics, ranging from Secret of Mana, Rudra, and some Mac and Blue here and there. Palette's pretty weird, black levels are really high and the forest tree texture looks too much like a craggy cliff. These don't cost money, do they?
[RMVX ACE] can anybody teach me ruby
author=andreasaspenbergYou have to really want this skill in order to learn it. Also, you are going about acquiring it the wrong way. Learning RGSS3 won't teach you how to make scripts, learning Ruby will.
some words and stuff.
RGSS3 isn't actually an altered version of Ruby, it's a scripting language based on Ruby 1.9. Anything you learn to do in that version of Ruby is going to work in RMVX Ace. RGSS(3) is mainly just a bunch of built-in methods and classes that make building RPGs easier. Knowing these functions won't really help you write scripts, but you do need to know them to write the scripts.
My advice, because nobody here is my 'competitor' is this: Spend 1 month doing the Code Academy ruby class. After getting through the first four courses, start diving into the RGSS reference manual alongside it. You can pick up this skill in one month if you dedicate a couple hours every day to it.
If you can't learn this way, well... Maybe you should consider just sticking to a traditional classroom environment.
Ja ne!!
edit line::
author=karins_soulkeeperPython is good, but I don't really agree about Ruby being a bad first language, other than maybe it will foster some bad habits that might take some time to sort out. There are a million billion ways to do the same thing in Ruby and some of its syntax is pretty lax. I guess that can be bad if you're planning on branching out.
Ruby is a terrible first language imo. I suggest you try out something like C or Python first. Python's easier to learn, and will expedite your diving into ruby (I've proven this myself). C, on the other hand, is the base of Ruby, so most of the things you do in C can be done in Ruby.
It has the benefit of being extremely human readable in terms of a programming language though, that laughably low level of abstraction means that if the OP cannot understand what the code is doing here, there won't be much hope elsewhere.
The "new" RM2k3 engine
author=bulmabriefs144
Seriously. This is like getting bent out of shape because some people are gay. Look, in a civilized society the law of the land is that law comes into play when someone is hurt. If no one is hurt, you have a victimless crime. I can make the case that while illegal, rt2k3 is on me personally. I use the program because the new version has no plugin support, and when it does and is downloadable, it will be on me.
lol come on man, what are you doing
You don't really need to justify your personal choices to everybody. It's cool. You just keep on doing your thing, everybody else will be doing their thing, and we can go on living while hopefully making games.
I'm for the idea of an archival of the historic game content here, possibly starting with a gradual phasing out of support for old and new games being made with Tsukuru 2003. That's hardly required, but seeing as how this site turned a blind eye to the legal status of these projects for so long, it couldn't hurt to bide time and wait for a few more features to be fixed in the official release.
Random or On map encounters?
Is it a slider? I've read about some questionable design decisions in Bravely Default regarding its battles, but a literal slider button that you can just adjust to basically nothing seems weird.
"Here you go. We made a game, we'd like you to buy it, but you don't have to play the game if you don't want to."
"Here you go. We made a game, we'd like you to buy it, but you don't have to play the game if you don't want to."
Checking interest for McBacon Jam #2
I guess I'll throw my hat in and say I'm interested too. I can do almost anything, and don't worry about nothing cause worryin's a waste of my time.
Random or On map encounters?
Chill guys. Tetris is a garbage game, which is only liked because some people still haven't played PuyoPuyo in the year of our lord 2015.
As for myself, I've decided to make a game where the only screen is the battle screen, tossing this debate in the trash with Tetris, where it rightfully belongs.
As for myself, I've decided to make a game where the only screen is the battle screen, tossing this debate in the trash with Tetris, where it rightfully belongs.
Random or On map encounters?
author=CashmereCat
Honestly, I believe the stigma against random encounters is archaic and should be phased out instead.
Is there a stigma against random encounters? If people want them, they can have them. On-map encounters are just another analog for initiating your combat system, albeit a more visual one. They're a good opportunity for your game design to be more hands-on and out of the control of the program, which for a lot of people is a major benefit.
author=CashmereCat
It's like being anti-RTP. Leave that for dudes returning from #shmup days, because obviously the "golden era" was the pinnacle of gaming design /sarcasm.
Considering that #shmup was a knee-jerk reaction to community design principles of that era, I am not sure where you are coming from. Maybe I just don't understand this part of your post. Sorry!
Random or On map encounters?
Players habitually avoiding battles means that there is something wrong with your system or the frequency of encounters. Assuming your battles are well designed and the players are adequately rewarded, they won't just flee from everything with every chance they get.
I'm glad someone brought up progression. Gonna tackle this without tryin' to open a can of worms. More RPGs should experiment with progression outside of battles. Give experience points via more methods than pounding an enemy into blood pancake. You can dump in points for exploration, dump in points for interacting with NPCs, dump points for solving puzzles, you can even throw points at players just for finishing a major story event. The progression in an RPG can be made about the whole package and not just the combat. You could accommodate for a wider player base. Some dudes like to chill while others keep spreadsheets of their character's advancement.
Don't be shy now, have your cake and eat it too
author=Desertopa
and then miss out on level progression and end up more and more committed to avoiding combat.
I'm glad someone brought up progression. Gonna tackle this without tryin' to open a can of worms. More RPGs should experiment with progression outside of battles. Give experience points via more methods than pounding an enemy into blood pancake. You can dump in points for exploration, dump in points for interacting with NPCs, dump points for solving puzzles, you can even throw points at players just for finishing a major story event. The progression in an RPG can be made about the whole package and not just the combat. You could accommodate for a wider player base. Some dudes like to chill while others keep spreadsheets of their character's advancement.
Don't be shy now, have your cake and eat it too
Random or On map encounters?
Random battles are a D20 throwback and are really showing their age today. They don't really offer a lot in terms of gameplay. You walk around, you might get into a battle. It's absolutely random. To me, this manufactures conflict in an inorganic way and it sort of devalues battles. If you're "designing" a game, it should be important to design how your encounters are set up and where, and in addition to having this kind of control in deciding what enemies to throw at the player where, you can introduce new gameplay systems on top of a "touch" encounter (a very basic example is hit enemy with sword, stun it so it can't get into a fight with you.)
Random battles have sometimes had mechanics tied to them as well like in Wild Arms, but it still doesn't work as well as having the ability to place opponents on your map. If you really fancy the random angle, you can even slightly randomize the way in which enemy sprites appear.
If you're playing up the retro angle, go for random if it suits you, but just know that it takes away some control over the design of your game, which as a developer you would ideally want to minimize.
Random battles have sometimes had mechanics tied to them as well like in Wild Arms, but it still doesn't work as well as having the ability to place opponents on your map. If you really fancy the random angle, you can even slightly randomize the way in which enemy sprites appear.
If you're playing up the retro angle, go for random if it suits you, but just know that it takes away some control over the design of your game, which as a developer you would ideally want to minimize.
Is it okay to use music from other games?
author=Skie Fortress
...I'd like that if only for listening purposes.
I might even hear something I haven't heard in ten centuries.
author=Craze
(also magi i'd love to poke around that midi set)
Bad news guys... I poked around my external HD and the archive wasn't there. It's sitting on a completely different hard drive that is currently baking in a mini storage 6,000 miles away from me. (i have moved halfway across the world since 2011)














