New account registration is temporarily disabled.

MAKOINFUSED'S PROFILE

Search

Filter

Mapping Standards and Commercial Games

The classic "appearance or functionality" argument. Well, to be honest: I think it's silly to try to shove things down peoples throat. The whole "if the game doesn't look good, it sucks" is rather unfair; considering there are a few people (like myself), who don't care about the maps all that much. There are other things that are way more important, but I see the quality of the mapping as being a "choice" of where the creator chooses to spend their time to "pretty" things. Therefore, since it's a stylistic choice, it isn't really a requirement for a good game.

Yet, I would never tell someone "Hey, you've put way too much time into the maps, everything else blows", nor would I think that to be a fair assessment. I do personally think that functionality is much more important. In fact, I would even go so far as to say that: most AVERAGE (ie: ones not associated with the game making community) players fly through maps not really caring about how it looks-- so all of that hard work tends to be wasted. Of course, if a creator wants to take the time to craft really interesting maps: it's not a bad thing, but there should be something a LOT more to it.

In conclusion: I believe that's why games like Final Fantasy and Pokemon are so "open" and don't follow the same standards. It's because they're made for the average players, not for someone who's going to dissect everything to death.

Edit: Yes, I agree with Solitayre, it makes the game stand out more in the communities.

More Progress

Sounds like quite a bit of work, good luck with all of that! Hopefully you're not going to have a lot of different types of equipment-- for your sake. At least the game is coming out pretty good; from what I've seen so far it looks promising.

ccdocks.png

Let's all complain about the fog and assume that the creator didn't put any thought into it. Then again-- you know what they say about assuming...

:P

EncJobs.png

Ahh, well that figures-- those FF's didn't look too appealing. I guess that explains why I've never seen something like this before, lol.

EncJobs.png

Cool, I like the idea-- I've not seen any games where you can do that, not even commercial ones. While I'm sure the idea exists somewhere else, it's still pretty cool nonetheless.

Bestiary.png

Hehe, well I've found that when you're working with custom stuff like this, it's always good to plan ahead. There is nothing worse than code that's all over the place; it makes the process really annoying when you have 200 switches to control something that one variable could do. Obviously I'm sure you don't do that, but you get the point :p. Keep up the good work!

Bestiary.png

Did you mean that in a sarcastic way? It looks cool, regardless :), nicely done!

Battle Animations As BattleCharSets

Hey, no problem-- glad I could be of service. Yeah, if you run any events at the end of a turn it won't run the "Battle Animation" damage, unfortunately. Good idea though, that works since you can use pick and choose which one animation comes from which set. I suppose the damage one doesn't need that many frames anyway, but I use large Heroes so I'm forced to use the old "condition" add/remove trick. It's strange however, since the animation does display correctly with that setup if you use the "Battle Charset".

Battle Animations As BattleCharSets

There is a bug in the RPG Maker (2k3), however, I sincerely doubt that it's your problem. The bug only occurs if you run a battle event command at the end of the players turn. If you run a command AFTER the player is "hit", then it would take precedence over the animation. If this is your problem: it can be fixed by using conditions to show the animation. Hope that helps; let me know if you need any more info.

vanadia_ss8.JPG

Hmm...well whad'aya know? Interesting, I've never heard of the statistical definition of the word. Ya' learn something knew everyday. Although, the sentence still seems a bit strange, but that's not necessarily a bad thing.