MEGAN_HUNTER'S PROFILE

I'm a 32 year old cartoonist and animator living in Los Angeles. I played around with RPG Maker 95 about a dozen years ago, but these days with VX is the first time I've really used it again. Pull up a seat and say hello! I'm really excited about writing some photoshop tutorials for the site.

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Must...solve...mystery...

What's the Best Way to Share Demos?

Thanks everyone, this was really good advice. Playing kentona's game literally all of yesterday it became pretty clear that my entire game is the length of just one or two of those episodes. So it sounds like for this project, it would be best if I didn't release all those little updates with only like a half hour of play a week. I will post a demo, but then I think I'll wait until the game is done.

I'll add some more screenshots today if I can get these maps to work. I'm trying to figure out the best way to make invisible tiles to walk on and haven't quite cracked it yet.

What are you working on now?

I'm drawing parallax maps while failing to understand enough CSS to make my game page pretty. :D I'm going to see if any of my Adobe programs will do the work for me, but since it will be nested with the RMN code I don't think I'll be quite so lucky.

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Love that hand drawn look

What's the Best Way to Share Demos?

comment=31329
I would think it goes the other way around! Aka, give people a reason to subscribe, and they will.


This statement sounds like it makes entirely too much sense. Logic is not my "milieu."

comment=31320
How long do you plan for this project to be, and how are the story segments/missions/quests/etc. divvied up?


Right now I'm thinking that the game will have 5-6 hours of play till you beat the final boss and finish the story; if you go collect everyone's spells and things it might take you 8. There's some side quests you can do at any time, but the plot is very simple: get from one end of the map to the other. So it's very easy to cut it up.

And that will be the "finished" game. But in the future, whenever I end up with cartoons from doodling or whatever, I'll put them into the game too. I just figure that they'll be harder critters in new areas that are basically post-game and story-less. A lot of that comes from the voice actors; I might be able to convince folks to do it once, but I won't be able to bring all of them back every time I want to add a side quest.

I'm nothing if not pragmatic, and my only goal right now is to actually finish the game. At Mattel we'd be told to make this or that huge project in two or three months, often using a software we'd never even touched. So it's definitely do-able. There's also some clear sacrifices I make since I know my limitations: that's why I'm using the basic VX engine without altering it. My target is to finish the game by the end of July, a date that's already gotten pushed back because of my career so I'm hesitant about pushing it out any more.

Have my controller, ready to play some Heeeeeerroooooooooo's Reeeeeeaaaaaaaalllllllm!

What's the Best Way to Share Demos?

Thanks guys I really appreciate it, very new to the RM community and message boards in general. (Tried RRR for a week or so but so many there were just so mean and unfriendly I came here instead, and have been very happy.) By the way kentona, tracked down the 2003 rtp last night so I could play Hero's Realm today, very excited on my way to the store to pick up a controller :D

Unwanted.jpg

Personally I always like to organize my skills my own way, but that sounds like a hellish bit of code. More than anything, I hate having the ones I keep using at the bottom, and the ones I rarely use at the top. In some RPGs that means the more powerful ones which become my bread and butter take scrolling to reach. But most games don't let you, so I'm usually happy enough if all the fire spells are together. If you only have 8 to worry about at a time because you equip them, that fits nicely on that screen; I wouldn't whine about having to scroll from upper left to lower right with what you have. In fact I'd actually expect to just take that responsibility on me, and equip them in the order I wanted to present them in.

After mastering RPG Maker, which engine would you suggest using

Switch tutorials aside (if we haven't totally pissed him off yet, which I couldn't totally blame him) I read his question as more of him being done with RM for the time being. I've only used VX and 95, and can tell you that they feel almost identical, so I'm guessing that all of them share a lot of that. 2003 has a different battle look but I'm guessing it still feels very familar from the point and click side of things?

Anyway, I just wanted to suggest my other program of choice, Games Factory by Clickteam. I don't hear anyone mentioning it so I don't know how it stacks up, but I've been using it since...ugh, since before some of you could talk :( ...when it was called Klik n Play. I can tell you that it's very user friendly, easy to pick up and use. Anything with collisions, like pinball/ballbreak games, side scrolling platforms, anything with different surface reactions it handles beautifully. First person not so much. And as a child, it could only store 3 variables at a time that could only be 0-9 each, so you couldn't do an RPG. Not sure about now, but I doubt you'd ever want to RPG in it with simple programs like RM. But we made Zelda games, Castlevania games, my brother and I just had lots of fun with it.

They've since raised the price...instead of $40, they have three different versions going into the hundreds of dollars, and I heard that in the latest version you can't import graphics on the cheapest one. But you are allowed to sell them with the highest package now. Not sure how this compares to Game Maker since I haven't seen it yet, but at least for casual putzing around I don't think you can go wrong with Games Factory. Even have a relatively simple option to make online multiplayer in it, and there's a browser plug-in for those who don't mind installing. I'm going to buy the high end one next paycheck so I can make my Alice platformer. Though I actually still don't know if I'm allowed to post it here! :D

DOING IT! ~ WEEK TWO

Ack sound! My kryptonite, I am powerless. :D I thought about drawing a sound monster but it sounds like we're focusing on the sound itself. Well I have one thing I can contribute. The following midi is the battle theme for my cartoon game. Well, at least leading up to the first boss:

http://rpgmaker.net/media/content/users/8160/locker/Meg_Week2.mid

The party hears that the first boss is an octopus terrorizing the duck pond. When they eventually make it there and see a few harmless ducks, it turns out that the octopus is actually an eight headed platypus hydra. His name will hopefully change each round of the battle, from "Octopus?" to "Not An Octopus" to "Is So An Octopus" to "I Can't Talk To You When You Get Like This." I'm not sure if I can code that. But my meager contribution for this week is something we know I can do: during this boss fight, the music changes to the exact same tune, but a dark MP3 version made up of eight voices going "Quack" in a capella. It will sound very gothic and churchy, but still be the cartoon theme and hopefully be ridiculous.