MIRAK'S PROFILE

Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
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Hello! Thank you for stopping by!

Send me a dm for pixel art, music, video editing or whatever commission info!


I do great pixel art, web design, video editing, music composing and any graphic design task you need help with.

Detective Waka
A community game about RMN members in their first Miristic Theathrical Appearance!

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A weird thing I noticed about Vtubers

It's good to remember virtual youtubers are human entertainers playing anime characters, and so they play anime character tropes too, one of which is performing like if their emotional output reflected over 200% what they are currently feeling, much like any of the most "effervescent" youtube personalities out there.

They need to entertain a specific audience and hamming up reactions to stimuli is only one of various methods they have for achieving this (so in a horror game for example, a jumpscare that would commonly elicit a reaction like "aHH how scary!" becomes "AHHH SO SCARYYYYYYY! *gasp gasp gasp* WAITWAITWAITWAIT AAAAH TOO SCARY TOO SCARY LETS RUN AWAY LETS RUN!" because that is more interesting to watch from a show perspective). Vtubers shouldn't be your main go-to for let's plays if you're looking for genuine human reactions. Not saying they cannnot be found in the vtubing scene, but it will always be attached to and be subjected to the characters personality traits themselves so if you're watching someone like pikamee, subaru, pekora, etc. it's expected you'll hear a lot of loud shrieking, high pitch screaming, "energized" reactions and exaggerated emotional outbursts because that's their character.

If you want less of that but still want to watch a vtuber, try watching one of the ones with the "calm" personality trait, like Okayu, Noelle, and uhh those are all I know sry.

Which Engine to Use for SNES Style?

author=pianotm
and MV and MZ are both mobile-ready
I always hear people saying this and I wonder what I'm doing wrong because in my experience MV is definitely NOT mobile-ready. I don't know about MZ because I don't own it.

Not only does exporting to mobile give you nothing you can actually use on it's own (you need to learn how to use Android Studio in order to even begin considering making a mobile build, and that is very much not begginer friendly, or at least not stupid friendly because I certainly could never do it), but you are also constricted in what kind of gameplay you can have (afaik there are conditions to be met in order to make a mobile build related to controls, filetypes, and amount of data you can use) AND you will have to pay excruciating attention to optimization. I don't know a lot of people who feel comfortable downloading a +400MB game on their phones, despite how much storage people may have, and most MV exports do very little to compress.

Finally I'd like to add a personal point of curiosity in that I'm not sure why anybody would want to put a narrative driven SNES style RPG on phones. Imo the target audience for that kind of product is not found a lot in the mobile space, most phone players I know are not the type to get immersed for hours on phone gaming but rather leans towards a preference for quick gameplay loops to use in idle moments, such as waiting for the bus or while on the toilet.

I have tried finding and playing RPGs on phone, but again they usually have a different kind of gameplay that is more finger involved and less reading. Idk, just something to think about.

[RM2K3] How do I put a custom name in dialog?

Just expanding a bit on Marrend's post, here's a full list of commands for the Show Text command in RPG Maker 2003:

\\
Displays the character "\".

\c[n]
Text displayed after this will be displayed in the nth color (where n is a number from 0~19).

\s[n]
Sets the message display speed within a range of 1~20. The default is 1, and the greater the number, the slower the display (n is a number).

\n[n]
Displays the name of the nth actor (n is a number). Supports nested variable references (e.g. "\n[\v[123]]").
Use "\n[0]" to show the name of the first party member.

\v[n]
Displays the number in the nth variable (n is a number).

\$
Displays the amount of money in possession in an additional window.

\!
Temporarily halts text display. When a key is pressed, the next part of the message is displayed.

\.
Delays the display of the next part of the text by 1/4 of a second.

\|
Delays the display of the next part of the text by 1 second.

\> "text" \<
Instantly displays the text between “\>” and “\<”.

\^
Closes the message window without waiting for a keypress.

\_
Displays half the size of a space.
Additionally, when using these, pay attention that you're using the right slash,
It's this one \
not this one /

So like marrend said, if the main character that the player names themselves is the first character on your database's character list, then you'd type
\n[0]
in the Show Text command, and in-game,
\n[0]
will get replaced with whatever name the player chose.

New RPG Maker Announced! Already? Why?

author=Marrend
That video was uploaded by AngelStarStudios? Yeah, no thanks.
it's likely this benos person is part of angel star studios, but disregarding the particular uploader of the video, the engine it talks about is a legit thing by the makers of Smile Game Builder.

We were talking briefly about it yesterday on discord, but it seems like it's an engine that aims to attract octopath traveler/triangle strategy and similar game fans much the same way rpgmaker appealed to the DQ/FF crowd before. The same day news were released about it they also mentioned more news about Smile Game Builder are coming, which I'm hoping could be a beefy update or something, idk but I'm curious because Smile Game Builder seems to be walking the path of replacement.

Board Game Stages & Levels?

Game page summary update has been reset to the original summary

Indie Game Review

You already have a thread buddy, why make a new one for your third review? Go post it on your other thread https://rpgmaker.net/forums/topics/26331/

Need a male singer

...How high a pitch? :blobsweat:

RMN Underwater Pixel Quilt 2022

would be really cool if we got a different person to complete each tile but in case we don't i wouldn't mind taking another spot

How to encourage players to use their items

How could I avoid inflicting the player with "i might need it later" syndrome?
How can we encourage the use of items so that people don't get the feeling that they might need those items later on, therefore never using them?

I was thinking of this the other day while thinking how fun it would be to "hide" cutscene triggers inside clones of useful items. For example, if my inventory system slots potions by 1 unit per item slot instead of stacking, one of those "potions" could actually be a trigger event that starts the sidequest "the spoiled potion".

The player will most likely have more chances of using that fake potion since potions are, well, crucial healing items. However what about elixirs? That one cureall that players always save for when they need it but end up finishing the game having like 10 of those. I'd assume the chances of them using it will have a much lower success margin.

So back to the question, how do I encourage players to use their items? How do you do it?