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Dream Catcher

Ugh modifying this CSS is driving me crazy! Need to figure out how to change the text and background color of the comments now.

Faith, religion, and you

author=tpasmall
I am a Jehovah's Witness. There are tons of misconceptions about my religion, but I don't feel like this is the medium to get to deep into them, because it will almost certainly lead to an argument/flaming not because of wrong motives, just because, well, this is the internet.

But anyway, I completely believe in the authenticity of my religion. I have studied other religions extensively and I love reading science articles. While many people feel that science proves religion wrong, I think they work hand in hand together, and that science actually helps prove the existence of a Creator.


Cool. So am I. Born and raised. :)

Pengui!

author=Miracle
Everybody should play this game! I mean come on, puzzles, penguins, pirates... Good job Mateui :>

Thanks Miracle! Your input was very helpful to me and I made many fixes as a result. Thanks again!

What makes a game's story memorable to you?

author=Paxni
As the title suggests, what aspects of a game's plot make it particularly interesting or memorable to you? Is it the characters? Does it need massive plot twists? Anything else?

For example, in a game I'm currently designing, it takes a turn for the entirely opposite direction about halfway through. To you, is this a beneficial aspect, or would it harm a plot?

This is not a request, but I will use anything anyone says in here regarding story design fundamentals to help craft my game, and I encourage anyone to do the same. :)

I'm a huge fan of plot twists, provided that they are foreshadowed. If they come out of the blue randomly with no prior warnings or indications it feels like a very cheap story telling tactic.

A memorable story to me is one that makes you stop and think afterwards - whether that is by way of having been taught some moral lesson or reflecting upon the events that transpired.

The Death Penalty

In RPGs, my favourite method of saving is to be allowed to save anywhere, but still have save points that fully heal the party before any significant game events. The point of save points is two fold in these games:

1) It reminds the player to save and thereby reduces the headache and hassle of having to start over should he die in the upcoming boss encounter
2) It ensures that the party is in 100% tip top shape for the next battle, giving the player a great shot of actually not dying AND allows you as the game designer to easier design and test the battle for difficulty.

We live in an era of instant gratification and short attention spans so I think the days of forcing a player to invest 30+ minutes per sitting to be able to save are very outdated. I appreciate being able to save at anytime in a game since I have other commitments and being forced to replay a certain section multiple times just because I needed to run an errand but couldn't save in the game and had to quit it is very frustrating! Luckily most games nowadays recognize this fact.

Whatchu Workin' On? Tell us!

I'm putting some finishing touches onto Pengui! and fixing some things that Miracle noted while beta testing.

I also got back my rpg design mojo and have continued working on Dream Catcher. I'll finish it someday.. can't let over 9 years of development go to waste. (Hard to believe it's been that long already!)

What are you thinking about? (game development edition)

I'm thinking of picking up Gamemaker and trying my hand at making a game that I recently had a dream about. It would be sort of an Angry Birds/Tiny Wings hybrid, but with a monkey swinging across a jungle instead of birds (what is up with this bird obsession anyway?).

Ye Olde Ancient Screenshots Topique

I can't believe I found the following images still on the internet. Who knew that freewebs would still be operational after all these years? I'm going to copy and paste it all because looking back I find this HILARIOUS. These are from 2003.

Pokemon Black

Story:
It seemed that Jessie, James, and Meowth, of Team Rocket, had never successfully stolen any Pokémon from veritable trainers. No matter how hard they tried or schemed, someone would always thrawt their plan. Not giving up however, they kept on trying, improving their skills each time.

But darkness fell when a young trainer named Ash Ketchum arrived with his Pikachu. That pair, along with some other trainers always managed to defeat Team Rocket, and Jessie and James lost their spirit for badness.

Eventually, Ash Ketchum became a Gym Leader, and the sky cleared for the trio of baddies. Without their greatest threat, everything would go back to normal, and they would be finally able to get revenge on the people that did them wrong.

Screens





Back then attempting to make a TBS was all the rage.


I think this was for a MS-paint only game design competition at GW. Of course I never finished making this adventure game (sadly). It's long gone now.

What's your New Year's resolution?

To gain more weight!

I'm actually serious. I'm about 40 lbs under what is considering the healthy weight for my height so I'd really like to gain some weight. Problem is nothing seems to work!

[RM2K3] Phantom Save files?

After some quick research on the net and windows searching I think I've solved the problem. It looks like Windows saves program data in C:\User\AppData\Roaming\. To solve the problem I copied my project folder from C:\Program Files\RPG2003\Projects and then copied and pasted everything from the AppData project folder, making sure to copy and replace every file that was in conflict. Presto! Now the phantom save files are gone (they were originally in the AppData folder) and when running Rm2k3 as an administrator my project is now up-to-date.

Glad we worked this one out. You suck Windows! Hahaha.