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The middle finger's of normal size I don't get what
Right! Post your greatest pictures here!
The scary thing is that I'm not sure whether you're wearing a shirt in that or not!
Nice job all the same!
Nice job all the same!
We Did It First screenshot thread
The RM2K game 'Forgotten Majesty' had some rather nice black characters who were well realized and very believable. But then, I loved that game for its exceptional characterization.
But yeah, you don't see that alternate skin tones in video games in general. that often. S'shame.
But yeah, you don't see that alternate skin tones in video games in general. that often. S'shame.
Some questions
RPG Maker engines graciously have a lot of 'work arounds' for the programming inept such as myself.
If you can figure out how to use events effectively, there is a startlingly amount you can do. However, if you wind up being overly ambitious and wanting something like a custom battle system, it is probably preferable to break down and learn the Ruby programming language that RMXP uses. It is liable to be preferable over having a sea of common events.
However, I may be wrong. I have no first hand experience with the contrast between the two options when making CBS's, though. Do any of you?
If you can figure out how to use events effectively, there is a startlingly amount you can do. However, if you wind up being overly ambitious and wanting something like a custom battle system, it is probably preferable to break down and learn the Ruby programming language that RMXP uses. It is liable to be preferable over having a sea of common events.
However, I may be wrong. I have no first hand experience with the contrast between the two options when making CBS's, though. Do any of you?
Your Priorities
Despain rises great points on atmosphere. Creating an all encompassing theme or style to a game is very remarkable when it is fully achieved.
Ill Fate: Here's the thing, I figure we don't have to distinguish the type of game being made, because your priorities would probably define what sort of game you would WANT to make in the first place. If you're a writing buff, you will want a genre that will allow you plenty of opportunity to write cutscenes and outline plots. If you're a mechanics fan, you will probably daydream about complicated gameplay systems. Et cetera. People are liable to lean towards what they're talented at, or just generally like.
I have to agree with Chartley, Oistin.
Some times people worry a little TOO MUCH about cliches. It's certainly good to strike out on your own path, but it is entirely possible to take a tired old idea and make it interesting again. The realm of fiction is very, very old and you really can't get by without utilizing old ideas at some time or another. The trick is to make sure you use them in an interesting way.
For instance, the RPG Maker community seems to abhor 8-bit era, fairy tale RPGs. Princesses needing saved, elemental crystals and what not. But over the years it has UTTERLY ABUSED the 'Ancient demon war' motif to the point that I'm tempted to quit any game that starts rambling about one in its introduction. This does not mean, however, that a good game cannot be made with that plot device. It does, however, give such a game the burden of distinguishing itself from every other game that is using the same idea.
Ideas are like fashion sometimes, though. Old ideas eventually become fresh with age, after everyone has stopped paying attention to them. Sometimes, being 'original' just means ignoring current trends.
Ill Fate: Here's the thing, I figure we don't have to distinguish the type of game being made, because your priorities would probably define what sort of game you would WANT to make in the first place. If you're a writing buff, you will want a genre that will allow you plenty of opportunity to write cutscenes and outline plots. If you're a mechanics fan, you will probably daydream about complicated gameplay systems. Et cetera. People are liable to lean towards what they're talented at, or just generally like.
I have to agree with Chartley, Oistin.
Some times people worry a little TOO MUCH about cliches. It's certainly good to strike out on your own path, but it is entirely possible to take a tired old idea and make it interesting again. The realm of fiction is very, very old and you really can't get by without utilizing old ideas at some time or another. The trick is to make sure you use them in an interesting way.
For instance, the RPG Maker community seems to abhor 8-bit era, fairy tale RPGs. Princesses needing saved, elemental crystals and what not. But over the years it has UTTERLY ABUSED the 'Ancient demon war' motif to the point that I'm tempted to quit any game that starts rambling about one in its introduction. This does not mean, however, that a good game cannot be made with that plot device. It does, however, give such a game the burden of distinguishing itself from every other game that is using the same idea.
Ideas are like fashion sometimes, though. Old ideas eventually become fresh with age, after everyone has stopped paying attention to them. Sometimes, being 'original' just means ignoring current trends.
Congratulations
Your Priorities
Here's a discussion topic:
In your game project, whatever it may be, what area of development do you focus on particularly?
Is it all about the story, cutscenes and presentation to you? Can cutscenes go to hades if you're not happy with the game-play? Do you adore tinkering and figuring out PRECISE mechanics of the control scheme and battle engine, scripting mini-games and custom menus and battle systems? Are you a pixel artist who can't stand inconsistency in graphical style? Is original music important to you, or do you just toss in Final Fantasy midis you nabbed off VGmusic.com? What's important to your design philosophy?
Ideally, we should be well rounded when developing games, but I would imagine that the majority of us have our predispositions towards certain areas. If we're skilled in an area, or just favor it highly, realizing that aspect of the game is a higher priority for us.
Personally, I adore scripting, writing and tinkering with cutscenes. I respect all other areas of design, but I am talentless when it comes to graphic and music work. I am pathetic when it comes to raw code and programming work. I do, however, have some delusions about my writing ability. I am most satisfied with my projects when I think my cutscenes are well presented.
If your game project was perfect in ONE aspect, and significantly flawed in every other area, what would you want that perfect aspect to be?
In your game project, whatever it may be, what area of development do you focus on particularly?
Is it all about the story, cutscenes and presentation to you? Can cutscenes go to hades if you're not happy with the game-play? Do you adore tinkering and figuring out PRECISE mechanics of the control scheme and battle engine, scripting mini-games and custom menus and battle systems? Are you a pixel artist who can't stand inconsistency in graphical style? Is original music important to you, or do you just toss in Final Fantasy midis you nabbed off VGmusic.com? What's important to your design philosophy?
Ideally, we should be well rounded when developing games, but I would imagine that the majority of us have our predispositions towards certain areas. If we're skilled in an area, or just favor it highly, realizing that aspect of the game is a higher priority for us.
Personally, I adore scripting, writing and tinkering with cutscenes. I respect all other areas of design, but I am talentless when it comes to graphic and music work. I am pathetic when it comes to raw code and programming work. I do, however, have some delusions about my writing ability. I am most satisfied with my projects when I think my cutscenes are well presented.
If your game project was perfect in ONE aspect, and significantly flawed in every other area, what would you want that perfect aspect to be?
Squeezed text and commentary
Right! Post your greatest pictures here!
There's an 'Insert Image' on the far bottom left above the post message box. You stick your image URL between the two commands.
(img)http://website.com/image.gif(/img)
Replace the parenthesis with brackets '' and you're good to go.
If you're already doing that, maybe your link isn't working?
(img)http://website.com/image.gif(/img)
Replace the parenthesis with brackets '' and you're good to go.
If you're already doing that, maybe your link isn't working?
Squeezed text and commentary
Something that comes to my attention, but is largely irrelevant, is that if you choose a large screen-shot for your game's main image, it squeezes the expository text in its frame off to the side.
This can be remedied by either choosing a smaller image, or just hitting enter enough times to bring the text under the image. Not a big deal, but I wondered if it was noteworthy.
Other comments about this site:
I am altogether WAY too enthused about the revival of this community. Please bear with me if I prove irritating.
I'm impressed with the site. It's cleaner and better designed than any revival RM community sites I've encountered. I just hope it lasts a while. I have the impression that this community has had a tendency to fall into apathy and infighting. Or at least that's why I suspected this place took forever to reopen.
I may not be entitled to guess, since I wasn't a part of it. I was extremely pessimistic that anything would come from this place after so long. So, I owe this place an apology it endures the test of time. Which I hope it does.
Considering Gamingw.net has been the best community for RPG Maker related goings on, in spite of the fact that the main site has not been updated in several years, I am glad that this place stands a chance of taking the reins. And in a tidy package, too.
This can be remedied by either choosing a smaller image, or just hitting enter enough times to bring the text under the image. Not a big deal, but I wondered if it was noteworthy.
Other comments about this site:
I am altogether WAY too enthused about the revival of this community. Please bear with me if I prove irritating.
I'm impressed with the site. It's cleaner and better designed than any revival RM community sites I've encountered. I just hope it lasts a while. I have the impression that this community has had a tendency to fall into apathy and infighting. Or at least that's why I suspected this place took forever to reopen.
I may not be entitled to guess, since I wasn't a part of it. I was extremely pessimistic that anything would come from this place after so long. So, I owe this place an apology it endures the test of time. Which I hope it does.
Considering Gamingw.net has been the best community for RPG Maker related goings on, in spite of the fact that the main site has not been updated in several years, I am glad that this place stands a chance of taking the reins. And in a tidy package, too.













