MUNINN'S PROFILE

Programmer. Amateur Author (non-published, so nothing really to be impressed over). Game Designer.

Has many stories to tell you, and games to give out. If only there were enough time to finish them all...

Search

Filter

What program do you recommend?

Can you find a way to shave a few pixels off of the size of your tiles? Computers work best when working in powers of two (2, 4, 8, 16, etc), so most engine programmers would be using those as the dimensions of their tiles; you're not likely to find an engine with 35-pixel tiles. Your best bet would be to either reduce them to 32x32 tiles, or to write your own code to handle the map.

RMN Anime

author=Yellow Magic
Lain's a bit of a strange anime in that I preferred it in the beginning when it made less sense. Didn't like how everything sorta fit in the end.


I got that feeling from Chaos;Head (series in the same franchise as Steins;Gate, which Natook mentioned). Except with Lain, I still found it to be a really good series even after everything started to fit together, while Chaos;Head got less interesting every time I saw a new episode.


We haven't really seen many anime movies mentioned in this thread...
The works of Satoshi Kon (Perfect Blue, Tokyo Godfathers, Paprika, was also the director of Paranoia Agent) are rather engaging: Perfect Blue messes with your brain, Paprika messes with your eyes, and Tokyo Godfathers... well, it's a nice movie, if not necessarily in the same league as the other two.
Makoto Shinkai (Voices of a Distant Star, The Place Promised in our Early Days, Five Centimeters per Second, Hoshi no Ou Kodomo, and a bunch of short animations) makes really gorgeous animation. (Well, directs gorgeous animation except in the case of Voices of a Distant Star and his shorter works, where he did make them himself). Not a lot of plot diversity at first glance, as pretty much all of his works are variations on the theme of separation.
Mamoru Hosoda (The Girl who leapt through Time, Summer Wars) tends to have rather uncomplicated films, but they're still rather fun to watch.

author=Natook
karsuman considers my interests as "shonen tripe"

That's okay, my interests would probably be considered moeshit. Together we can account for everything karsuman hates.

[Poll] How do you make your living?

Professional software developer, currently working with embedded systems. I'm satisfied with my field of work, although not particularly enthused about my current work environment.

Logical Dungeons in RPGs

author=LockeZ
This is exactly the sort of problematic scenario I meant earlier when I was talking about conflicts that have to do with your game. Going through the cavern full of foul creatures is moving the hero away from the conflict. In fact, he's going into an area that he's visiting specifically just to get away from the game's central conflict. It makes no sense, from a dramatic perspective, to do it that way. He should be sneaking through the blocked off area and having to fight off the evil empire's army, instead! Both ways are honestly equally logical, but one is putting the player in a situation that's relevant to the game, and the other is not.

If you can make your game make more sense without hurting the story, then do that, but don't forget to do the same thing the other way around also. Improve the story if you can do so without hurting the sensicalness. Yin and yang, peanut butter and chocolate.


Simple solution: Make the enemy army competent. Make it so that a small group of people attempting to 'fight off the evil empire's army' is considered a suicidal idea, just like it would be in the real world. This especially applies if the story has heroes that are attempting to contribute to the war effort in some way that isn't merely "kill every enemy you come across".

For example, maybe they're passing information to their side's generals about enemy troop movements. Maybe they're trying to sneak into the capital to assassinate the enemy leader (in which case fighting their way through is army when he isn't with that army makes no sense from a logical perspective). Maybe the heroes are trying to recover the mystical Orb from a thief who will eventually offer it to the evil god, but who isn't working with enemy armies because he doesn't want to share the credit (and therefore, will not be found with the armies).

Summaric version: Going through the cavern full of foul creatures is only moving the hero away from the conflict if your hero has no long-term goal and is just killing every enemy soldier he comes across. If the fight with the army is something that the heroes don't think they could accomplish and they have other goals that would help to defeat the army without directly fighting them, then they should be looking for the path of least resistance, regardless of how "Related" the conflict on that route is.

(By the other logic, the crew of the Millenium Falcon in The Empire Strikes Back should have never attempted to escape into an asteroid field: After all, why would they try to move away from the conflict with the Empire?)

Silent hero or non silent hero?

How about this for an idea: Why have a singular "Hero" in the first place?

Plenty of narratives get along without designating a single character to be more important than the others. While attempting this type of an approach certainly wouldn't work if one were to make an action, platforming, or FPS game where the player directly controls one character at a time and has no influence whatsoever on anything beyond that, this should be quite doable in an RPG. Consider: Barring odd cases like certain installments of the Persona series, there usually isn't much of a difference in the level of control the player has over the so-called "main" character and the other members of the party. From a gameplay perspective, there's no actual need for one character to be arbitrarily elevated above the others.

Just as there's no particular gameplay reason for this pervasive design choice, nor does there exist a narrative necessity for this to happen in an RPG. A book must have a single main character because there must be a narration describing the events, and in the cases of first-person or third-person limited perspectives, the narration must be written with a single character as the reader's standing point. While there are books that don't have a single main character, among them A Song of Ice and Fire, Battle Royale, and Lord of the Rings, these books still do not really eliminate the main character; they merely change it from time to time, and each section has its own character serving as the perspective. This doesn't have to be true in an rpg, however. Think about it for a second: do most RPGs give you any narration from a single character that isn't already displayed onscreen?

There are certainly reasons why one might wish to have a singular main character in their game. Foremost of these is the possibility of a branching storyline, where it might feel more immersive to the player if they are given control of the actions of a single character rather than all of them. In this case, the advantage comes from making the player feel as though they are the character, rather than some omnipotent force manipulating several beings like puppets. (One could argue that this immersion point would be shattered by combat, where the player almost always controls the entire party, but this is easily abstracted away by the player as giving orders to their comrades, an abstraction boosted by the occurrence of status conditions such as "Rage", in which the characters stop listening to the instructions of their leader). Leaving aside the digression, however, what need is there in making the player identify with a single character if they will have no effect on the actions of said character? This is not to say that doing so is pointless, but the convention of a single main character seems to be a convention included in the vast majority of RPGs for no reason other than because the vast majority of RPGs include the convention, with no thought as to why it might be done that way, or whether it could be done differently.

Thus, to answer the question initially posed by redman45: While there is certainly merit to asking whether or not you want to have a main character who is a character in his own right or one who has no character written for him, there is another question that you should ask first: Do you need a main character in the first place?

In August and Everything After, you get a little less stats than you expected, somehow...

author=Dyhalto
Damn. Went from 100 to 105.
And it's going to be worse next month, when all the NaGaDeMo reviews cash in :O I wish I had time to do some too.

It probably won't fall that much more. The Review Drive is already 2/3rds finished, and the majority of the makerscore from that events is from the reviews themselves (which were already factored into these stats), rather than the achievement at the end.


Speaking of the NaGaDeMo review drive, 8% of the reviews currently on the site were posted in the last month, and the un-reviewed game count went down. Quite the successful event.

"Other" engine category

author=kentona
My first reply identified that the request was already fulfilled by an existing element on RMN. The reply was first, prompt, and concise.

After it kept going on for days, then the snark and disregard came out.


The "days" of thread between your first two replies also happened to cover concerns that weren't addressed in your original post, such as the inaccuracy of the label on the existing element.

"Other" engine category

author=kentona
No one is confused, except for the people in this thread it seems. In 5 years this is the first time anyone has brought it up.


So in other words, nobody is confused except for the people who are.

You also have to keep in mind that misused labels would have the greatest effect on people that are browsing through the site and haven't been around here in order to pick up on the idea that custom doesn't mean custom. These are people who aren't part of the community, so you're not likely to hear feedback from them.

"Other" engine category

author=Liberty
Having something called custom isn't gonna break the site or anything.


It might not break the site, but it will cause confusion due to the fact that we're using words to mean things that nobody else, anywhere, will understand right away.

Such a minor change, and we could have labels that are clear and can be immediately understood by everybody who comes to the site (which is, in fact, the point of having labels in the first place).

(I do wish for the orange diamond to stay, though)

Uchioniko

Disclaimer: I've not actually worked in RPGMaker, so this is going to be extrapolated based on what I know as a programmer.

What's probably happening is that each variable can only store values that are integers. (If RPGMaker variables can store non-integral values, than this entire post is likely useless). Most programming languages that don't automatically cast variables to a type capable of handling nonintegers will simply drop the problematic component when necessary. Thus, code such as this:
$example_variable = 2.5

Will simply drop the decimal, and be functionally identical to code such as this:
$example_variable = 2


The problem in your code is that you perform the necessary math, store the result of said math in a variable (which results in the decimal component being eliminated as per the "floor" command), then call the desired operation on the resulting variable, which has no additional effect because the decimal component has already been eliminated. If you change the code to something like this:
#At the beggining of each battle, each character has TP equal to one-quarter of that charater's level. Rounded up?

$game_variables[1] = ($game_actors[17].level / 4).ceil
$game_actors[17].tp = $game_variables[1]

$game_variables[1] = ($game_actors[18].level / 4).ceil
$game_actors[18].tp = $game_variables[1]

Or even shortening it further:
$game_actors[17].tp = ($game_actors[17].level / 4).ceil
$game_actors[18].tp = ($game_actors[18].level / 4).ceil

The code should give you the proper output.