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McDohl
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Bonds of Friendship?
author=Craze link=topic=2128.msg35415#msg35415 date=1222915250
Well, you have to realize that in its early stages, RMN was basically #rm2k's second offical website, whether that was holb's intention or not. For the uninformed, #rm2k was/is (hah) an IRC channel that had/has (huh) a handful ofelitist prickscool dudes that... well, I don't want to upset anybody!
This could not be farther from the truth. 8)
For starters, #rm2k never had an "official" website, really. There was something on I think Hellfusion that told what the chatroom was about, rules, and funny quotes, but that was about it. The now-RMNet crew used to go to excruciatingly great lengths to really belittle and inferiorize #rm2k, for reasons that still elude to me to this day. :P But that was years ago, and I've since forgotten most of the incidents.
Also, I've known Brickroad for eight and a half years. He's a really good buddy of mine, whom I had met on the internet.
...we could really use another 'fest.
5 Most Common Writing Pitfalls
author=Craze link=topic=2136.msg35505#msg35505 date=1222966041
McDohl, this is pretty solid article, and it's shorter than the cover article of a TIME. As such, good job on this! Tying in well-known examples and pointing out issues/good ideas is fantastic.
You really need two posts to make five points? That's insane. It's inane.
Wall of text also comes to mind.
5 Most Common Writing Pitfalls
Music in an RPG Maker game
I'm hopelessly addicted to field4.mid in the 2k/2k3 RTP.
I don't care if everyone uses it. It's the best RTP song ever.
Considering how few people I see using XP/VX, using RTP music over and over doesn't seem to be a problem for those who decide to use those programs.
Using commercial music should be used sparingly at best, and should be fairly unknown. And don't bog your game down with massive, multiple MP3 files. Downloading an 80+ meg game to hear music I already have is not doing you any favors.
I don't care if everyone uses it. It's the best RTP song ever.
Considering how few people I see using XP/VX, using RTP music over and over doesn't seem to be a problem for those who decide to use those programs.
Using commercial music should be used sparingly at best, and should be fairly unknown. And don't bog your game down with massive, multiple MP3 files. Downloading an 80+ meg game to hear music I already have is not doing you any favors.
Release Something! Day IV: Discussion Thread!
I've finished the majority of the RS! games here, I think.
I'll be saving the comments for the podcast.
I'll be saving the comments for the podcast.
Release Something! Day IV: Discussion Thread!
Release Something! Day IV: Release Thread
Zephyr Dreams VX 0.3!
So, yeah. I had a really shitty weekend, and I've had a cold for about a week now. It really kind of stymied what I had hoped to accomplish with this release for RS!. I just spent the last few hours tying up some loose ends to make the demo coherent for the time being. I fully plan on expanding on things once I'm feeling better.
But anyway:
The most poignant criticism I got was that the maps were too big (like none of you have ever played a Dragon Quest game before). I truncated most of the maps, most notably the first dungeon, the Tower of Fire. I also began to set up some things (quests, notably) for future releases. As of right now, they're unattainable, because, well, they're simply not implemented yet.
In terms of new content, there isn't all that much. Like I said, where I wanted to be for RS! and where I actually am are two different places spread out from each other. There's a bit more story developed though, so hopefully that'll hold your interest for a while longer.
When's it's approved, you can devour it here. http://www.rpgmaker.net/games/447/downloads/625/
If there's any problems, let me know. I was kind of haphazard in doing a playthrough this time around, so there's probably a plethora of bugs I didn't find.
So, yeah. I had a really shitty weekend, and I've had a cold for about a week now. It really kind of stymied what I had hoped to accomplish with this release for RS!. I just spent the last few hours tying up some loose ends to make the demo coherent for the time being. I fully plan on expanding on things once I'm feeling better.
But anyway:
The most poignant criticism I got was that the maps were too big (like none of you have ever played a Dragon Quest game before). I truncated most of the maps, most notably the first dungeon, the Tower of Fire. I also began to set up some things (quests, notably) for future releases. As of right now, they're unattainable, because, well, they're simply not implemented yet.
In terms of new content, there isn't all that much. Like I said, where I wanted to be for RS! and where I actually am are two different places spread out from each other. There's a bit more story developed though, so hopefully that'll hold your interest for a while longer.
When's it's approved, you can devour it here. http://www.rpgmaker.net/games/447/downloads/625/
If there's any problems, let me know. I was kind of haphazard in doing a playthrough this time around, so there's probably a plethora of bugs I didn't find.
One man codes a DS game on his own in 5 years
Everything's done by hand. I'm impressed at least on that level. But it doesn't look like a terribly entertaining game. It seems to be all about walk-around. And if the game's not entertaining, it loses its purpose.
Regardless, it'll probably land him a design position somewhere if he wants it. If I was thumbing through a stack of resumes and portfolios, "Made DS game from scratch" is certainly an attention getter.
Regardless, it'll probably land him a design position somewhere if he wants it. If I was thumbing through a stack of resumes and portfolios, "Made DS game from scratch" is certainly an attention getter.













