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[2k3] Movement System

I am trying to create an event that will stop the PLAYER from moving after moving X amount of tiles for X amount of time. The purpose of this event is so NPCs will only move after the player has moved X amount of tiles. I tried using a parallel process to halt the hero's movement and then when you press the direction keys it would disable the event for enough time to move for X tiles. The problem with this is if your holding the key down it won't work again until you release it, so you have to press the direction key every time you want to move a tile and if you press the key within .5 seconds of releasing it the game will think you never released the key.

Does anyone know a way I might be able to do this while holding down the directional keys?

[DynRPG Plugin] DynModeSeven

I noticed that moving up/down at 270* moves the hero at double the speed of moving left/right, this is is true for other angles as well. I think the texture scale might be affecting this.

What happened to manuals?

I wasn't sure if this was the right place for this topic, but since it had to do with game design I thought it would fit.

I haven't played Dark Souls, but with a good enough manual(With Pictures) you can skip tutorials for game mechanics or at the very least limit them to only the complicated stuff. I think companies are just removing/decreasing the quality of manuals from games to further increase their profits even if it lessens the game play of the game. Also the reason we still have boxed Cartridges/CDs is so we can own the game physically. I also prefer this because I don't have to deal with inputting a 16 character code to prove I own a game every time I install the game.

What happened to manuals?

I noticed that many modern games lack a good manual and instead add an hour long tutorial in the beginning to explain all the important stuff(Controls, Story, Mechanics) followed by additional tutorial stuff for more advance stuff later in the game. I not only miss manuals for their bonus artwork, but also so I don't have to play through a bunch of tutorial stuff that could easily be explained in a manual. Manuals can also remove the need to add an hour long cutscene at the start of the game to explain everything and let the player dive right into the game.

I feel like no matter the game I always have to sit through some boring tutorial and sometimes they go as far as explaining every single button on your controller, this is what a manual is for! Maybe I am just old school and enjoy starting a game without having to watch a long cutscene followed by a long tutorial right after or shortly after. Do you think manuals should be phased out for monotonous tutorials in game?

Note: The super detailed manuals that were almost like the commercial guide books were the best!

How long does it take you to make a tileset?

author=GoatBoy
I don't know exactly how long, but I do know it is the single most time consuming process in game dev for me. I always set aside a few weeks for each new area tileset, and even then I end up going back later and tweaking/adding/editing it constantly. I'm very picky and I don't think I've ever gotten one done perfectly.

Sometimes I also do a bit of parallaxing on top of that.
I know the feeling too well. I do this so much that the time I spent redoing a tileset could have been used to make another 3-5 tilesets. I fear that being a perfectionist is working against me when it comes to making games.

How long does it take you to make a tileset?

author=SnowOwl
I enjoy making graphics so I don't mind spending 70-90% of my time making them. I don't really use tilesets anymore, since I use parallax mapping almost exclusively but a single sprite can take me between 10 minutes and 3 hours, depending on what it is.

I do too for some of my projects, but I still make the graphics for my map then create the map with the tileset. Do you just create the entire map without any premade graphics? That must take a while.

How long does it take you to make a tileset?

author=RyaReisender
I always thought I suck at graphics. Then I asked someone who did really good pixel art and he told me that he works at least one hour on a single 20x20 tile. Then I tried that too, working on a single tile until it was perfect. And then I realized that I don't actually suck at graphics, just that good artists spend a lot more time than I used to.


That sounds like me except I'm never satisfied with my stuff and usually come back to it to change it. I feel like all of my game make time consists of making graphics for my game.

How long does it take you to make a tileset?

I'm curious how long it takes other people to make a tileset for their games. I think I take a long time to make mine, upwards of 10 hours for a single tileset for rpg maker.

Note: Talking about tilesets made from scratch(Your own graphics).

menu.png

What plugin did you use to add colored symbols in the title spot?

Grinsia (3ds)

@SnowOwl
I know and that's the worst part about it. These games should be significantly better in quality than any rpg maker game, but their not.

I think their games all look really plain and boring.