MAX MCGEE'S PROFILE

Max McGee
with sorrow down past the fence
9159
I CAN'T NOT MAKE GAMES.

I have enough lockerspace to hold an episode of Friends.

"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!

Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."

- TW/IFS, "All The World Is A Stage Dive"
Iron Gaia
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"

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What are you thinking about? (game development edition)

I'm thinking that one person can have the energy to make an entire game by himself, or to promote a game all by himself, but I don't know how one person can possibly have the energy to do both.

What is supposed to be the best game or games made with RPG maker?

I once tried out Legionwood: a tale of two swords but I wasn't very impressed and got bored with it pretty quickly. I found it too cliche and unoriginal and the enemy designs were pretty silly looking no offense to the creators.

Dark Gaia is amazing at advertising/marketing but not actually anywhere near as good at making games. (Admittedly, I've only played some of his earliest stuff. He's probably gotten lots better. But still if his game making talent comes anywhere near equalling his sheer marketing ability, I'd eat my hat.)

That you tried his game and then watched some youtube videos and built your opinion of all RPG Maker games based off of that is certainly a symptom of the dangerous fallacy of equating popular with good.

***

Your question, itself, is wrong. In many ways. Your question as expressed by the topic title alone is wrong because it is far too broad and not specific enough. You could ask "What are the 100 best games made in any version of RPG Maker?". You could ask "What are the 10 best games made in RPG Maker 2000? or What are the 10 best games made in RPG Maker 2003? or What are the 10 best games made in RPG Maker XP? or What are the 10 best games made in RPG Maker VX?" You could ask "What are the 10 best fantasy traditional jRPGs made in any version of RPG Maker?" or "What are the 10 best science fiction RPGs made in any version of RPG Maker?" or "What are the best Horror games made in RPG maker?" or "What are the best tactics games made in RPG maker?".

But a question like "What are considered the (one or two or three) best games of any genre of any flavor ever made in any version of RPG Maker ever?" is silly on the face of it, not least because it depends so entirely upon who you ask. Not least in a generational sense but also in a cultural one.

For instance I disagree wholeheartedly with nearly all of the recommendations Kylaila just made in the context of best game. For the games that I've even heard of on the list, most of them I don't even consider to be good games.

My traditional answer for years has been an old saw indeed, going to the games that influenced my childhood, the as-yet incomplete A Blurred Line and the complete-for-decades now Three The Hard Way. But this is the modern era and it is hard to deny--even without having played more than a tease of it--that something like I Miss The Sunrise is obviously more impressive in just about every way.

For an older game that still stands up amazingly well and has major art/indie appeal, I would still recommend the immaculate Sunset Over Imdahl. Want something with more battles? The Way has six captivating episodes to await you.

But the question is so subjective that some people have even suggested that a couple of my games are the best RPG Maker games. Seriously! Corfaisus just actually suggested that he thought his own games were. Seriously!

In all cases your question is poisoned by the fact that "best" is exceptionally ill-defined. Besides the pure subjectivity of personal taste (in which case you are just asking "what is your favorite?"), what are we to judge "best" by? Reviews? Scored how, aggregated where, with what rubric? Downloads? Page views? Subscribers?

I was really just asking for the most popular.

I will say this...only an idiot who should immediately bury themselves alive six feet under would ever for a moment equate popular with good. Of course I am not suggesting you are such an idiot. Of course you're not. Just...please don't be.

That said, if you all you wanted was a lowest common denominator wild mass guessing of what those "in the know" have decided in aggregate to be their favorites, the thread helpfully linked by CashmereCat is the best that you will do.

[RMVX] Converting chipsets from RM2K/RM2K3 to VX

Whoa. I should mention that there is an ongoing project concerning this endeavor.

How do you promote your WIP on RMN?

The conventional wisdom around here, the old saw, first expressed with typically acerbic venom/wit by Craze circa 2010 or so, is that if you are concerned overmuch with promoting your game on RMN, you have already lost.

[VX ACE] HP 0% ~ 107293248%

Just noticed another modestly infuriating problem with the Steam version. I can only open one 'instance' of VX Ace at once. That makes it much more of a chore to, for instance, copy paste things from one of my projects to another since I can't have two projects open side by side.

What are the legal issues involving other peoples music in a non profit RPG?

Shinan is exactly right. It is illegal. No one will care. Coheed and Cambria has yet to break down my door and demand I remove Iron Gaia and it has been complete and available for download for over ten years.

but I'm pretty sure there'd be no problem if I used death by Metgumbnerbone since they are obscure as hell and were arrested for grave robbing.


hahahahaha what

ALERT: Player Choice Ahead!

Ok, general comment on the topic of player choice (because I didn't realize how very specific this topic was):

As a player, meaningful choices to make during the game that effect the course of the game is absolutely the number one thing that makes me want to play.

As a developer, the branching game logic and extra branching content required to support meaningful player choices is absolutely the number one thing that kills development.

Anyway as for what this topic's actually about:

author=unity
In older games, I used a sound effect cue before each choice to let players know a choice was coming. I figure a quick animation (maybe "Choice Time!" flying across the screen really quickly or something similar) might work, too.

I think a combination of sound effect cue and animation--a one of those icon bubble dealies over the character's head would work well too and isn't too obtrusive--is somewhere between perfectly adequate for this task and actually ideal. I wouldn't personally bother with having a blank choice on the menu.

Call_Upon_Pyres.png

I am digging the small numbers.

[VX ACE] I Am Not A Lunatic

This thread is "I think out loud while trying to figure out how to accomplish something simple with RGSS3 and you all laugh at how badly I'm failing/offer suggestions how to fail less". If anyone else finds even the simplest scripting tasks as paralyzingly unapproachable as I do, maybe this will help you with the learnings.

The script in question I am trying to leverage is "Yanfly Engine Ace - Lunatic States Package - Punishment v1.01" and specifically an add-on scriptlet somebody (I'm not sure who) made for it to allow a 'DOOM' or 'Death Sentence' effect a la Final Fantasy.

    #----------------------------------------------------------------------

# Punish Effect No. 9: Doom

# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

# When this state's turns reaches 0 and clears itself, the battler will

# be instantly killed unless immortal. The death effect will not occur

# if the state is removed manually through a skill or item.

#

# Recommended notetag:

# <leave effect: doom>

#----------------------------------------------------------------------

when /DOOM/i

return if dead?

# Change the number to the id of any revive animation you wish to play,

# or to "nil" if you do not wish for any animation to play

@animation_id = 0

remove_state(state.id)

add_state(1)

die

What I am trying to accomplish is a Gradual Petrify status again a la Final Fantasy. After a few turns, the character will be turned to stone.

The first thing I did was set up a stone state, State 24 in my database. It makes an actor unable to act and it has no removal conditions (so you'd need a 'Stone to Flesh' spell or a Soft-equivalent item to cure it). Its traits set Target Rate, Physical Damage Rate, Magical Damage Rate, and Floor Damage Rate all to 0%, so the effected actor shouldn't be targeted by enemies and if they are, all damage they take will be reduced to 0%. Then I added State Resists for all negative status effects because statues can't bleed, be poisoned, etcetera.

Now basically it looks to me like this Punish Effect No. 9 does exactly what I want, it just inflicts the wrong state. So what I'm going to do is basically copy it, change the name, change the comments, and change the state it inflicts.

What I wound up with including my comments looks like this, and is pasted right below the existing Doom effect:

    #----------------------------------------------------------------------
# Punish Effect No. 10: Petrify
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# When this state's turns reaches 0 and clears itself, the battler will
# be turned to stone. The petrification state will not be inflicted
# if the state is removed manually through a skill or item.
#
# Recommended notetag:
# <leave effect: petrify>
#----------------------------------------------------------------------

when /PETRIFY/i

# Change the number to the id of any revive animation you wish to play,

# or to "nil" if you do not wish for any animation to play

@animation_id = 0

remove_state(state.id)

add_state(24)

Now all I need to do should be to create an "About To Get Stoned" state which I will call "Flesh To Stone" (State 25). It doesn't do anything on its own and it goes away at the end of battle and in three turns. It has a " <leave effect: petrify> " note tag in its Notes box.

There. That...should...work? I know it doesn't do a couple things I want it to do. Multiple applications of State 25 won't cause State 24 to trigger immediately, but I can live without that. Additionally, every actor being Petrified won't trigger a game over effect like it probably should which is a slightly bigger problem.

Super Battle Kiddo Experience!

FUCK. YES.

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