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Parallax Mapping or Custom Tileset?

Aloha, Ladyknight.

Parallax Mapping or Custom Tileset?

In my opinion parallax mapping is only worth it if you're good with that kind of art in general. Changing different types of ground tiles to seemlesly flow into each other, special water effects, fancy stuff basicly.
Simply rearranging things to get rid of the "locked to the grid" look can be done with normal mapping too.

The Direction of RPG Maker Community

I don't know who you are, but i'm in this for just aslong as you are, just i never witnessed the first generation RM2K games in the english speaking communities, just in the german ones.
However i totally agree with you on the trend the communities have taken, that wasn't different in germany.
Criticism sparked everywhere, to absurd dimensions, something absolutely not justified, neither now nor back then.
Games that were the absolute top end of meassuring how good a game is, suddenly were complete crap a year later.
Things that pushed the boundaries became the standard, and everything below that was suddenly aweful.
That it didn't really get easier to create lightning effects, custom battle and menu systems didn't matter anymore, you either had it, or you sucked.
The same thing happens now, RTP games are mostly instantly framed for beeing not unique enough, custom material is expected, even if the work going into those things didn't dwindle one bit.
It seems that when people evolve, when communities eveolve, they forget where they came from, that they also started out as someone not knowing anything, yet they don't (mostly) treat them as new guys, simply as beeing bad.

It's not always like that and also not everywhere, but the hostile feeling you get sometimes, is really not something you want as a starter.

However, breaking the boundaries with newer makers is hard, atleast on a scale like what was done with RM2K/3, simply because scripting already breaks almost all boundaries, and there are a ton of scripts around for basicly everything.
I don't think there really will be something groundbreaking, rather than something that is just a really awesome overall package. Games that are just good, with nice features. Not games that really introduce something new, since that is hardly possible anymore.

The Screenshot Topic Returns

Ok 2nd try, the shape of some houses feels weird to me but i don't know.
I know i could change the elevation here and there but i decided not to do that for that map, i definitely keep that in mind tho.

The Screenshot Topic Returns

Looks brighter normally (due to conversion, filesize would explode else) and it has no NPC's, animals and the like yet, just some basic layout.

Averting level grinding

Hmm, seems your only real focus in a game is "challenge" then.
Well, then we aren't really talking about grinding, or rather gaining power, but simply about playing the game, enjoying the gameplay beeing worth less than biting the dust a few times on some boss.

I played everything you mentioned above and i don't disagree with how you see the things you did in those games, they only get easier.
I however don't see that as a problem at all. Gaining power is fun, it is what most games are actually about. The only challenge in any game is getting better than what you're up against. If you decide to to that with a low ammount of power (low lvl runs, or almost everytime you play a game for the first time), instead of getting as strong as you can, then that's your decision.

You see gaining power as a problem, i see that as what the game is actually about.
We are talking about normal RPG's here, not about MMO's where you need to try to stretch out content as far/long as possible. Real challenges are something for optional content, not for the storyline imo. Doesn't mean it needs to be an aatack spamfest, but doubt anyone would see, for example a SMT game, as too easy, simply because the main gameplay actually is gaining power in an almost limitless way.

I think this thread is originally about games where you NEED to grind to progress, which isn't the case in any older FF games tho, you really don't.
I would definitely see that as a problem tho, albeit i personally wouldn't mind most likely, but i'm sure a ton of people would hate it and it's not exactly thrilling gameplay wise either.

But when gaining power is the major part of the gameplay, i wouldn't see it as a problem when boss battls turn out to be rather easy in return.

But let's be honest, i bet a lot of people will be quite the powerhouse when replaying older games, but when you first played them? Were they really that easy?
Even FF7, which is really easy if you look back now, the first time playing didn't leave an "man, this is way too easy" impression on me at all.
You always have optinal bosses for a challenge too, up to the point where you know how to beat them ofc, then they are easy too.

But there is definitely a difference between a player playing FF7 for the first time, leaving Midgar and getting crushed by the Midgar Zolom - like it is supposed to be- and someone who grinded up all the lvl 3 limits to turn the snake into dust.

I think our oppinions most likely vastly differ here, but i can't recall any game where i would say that were too easy the first time i played them.
Especially not something like SMT Nocturne (or Lucifers call for the version i own), too easy would never be something i would describe that with.
Even new FF games, as in X and onwards, have some kind of challenges the first time, altho they really do get easier overall, thats for sure.

Averting level grinding

author=LockeZ
Well, if you can't do it for long enough to really make a difference, then we're talking about completely different types of systems. If you're limited to becoming 10% more powerful than you're supposed to be, you've already got a perfectly good built-in system to avert level grinding.

I don't think making it fun to gain power is a bad idea. I just want the power I gain to help me get closer to the level of power I'm supposed to have, instead of further from it. Otherwise, it becomes fun to gain the power, but boring to have it.

If it seems like I'm making every other post in this topic, it's because this is probably my favorite discussion topic to argue about. I started a second thread about a subset of this debate, for god's sake. KEEP THREAD GOING FOREVER


But that's how most systems are actually, they are already limited.
I wouldn't know of too many games where lvl grinding would actually make a real difference, aside from the final boss, or rather the point where you have access to every other ressource in your game. Normally a few lvls only help a bit, 10% isn't actually too far of as a guess. You still won't necesarily have new skills and most like will never gain higher tiers of equipment through that.

And if it's just about minimizing the impact of that very special point, those are up to you/us after all. Lvl based final boss, limiting most additional power sources to the optional after story content etc.

I mean a lot of posts on RMN seem to be simply about straying away from your usual standarts, sometimes more, sometimes less.
But i don't know, it just feels like some "features" get described way worse than they actually are.

When did you actuall grind in old FF games? What is your definition of grinding?

If i find my self gaining a few extra levels/ressources, then because i want to, and it will always be because the very spot i'm doing this at is good for that, it's efficient and fast.

In a way, that actually isn't a tedious grind, it's clever use of the system.

Ofc i'm always gridnding up to 99 (or what ever kind of lvl cap) in most games at some point, but simply because i want to, not because i need to.

And what's wrong with you having a lot of posts here, it's certainly 1 of the major things people like to discuss, most likely for the very reason they feel it beeing a lot worse than it actually is.

Averting level grinding

author=LockeZ
author=Necromus
Ofc you can totally shift the game balance if you encourage grinding too much, but giving the players a fun and rewarding way to gain power is definitely not wrong.
Well, no, certainly on its own. The problem is when this allows them to gain more power than the battles are designed to accomodate while still being challenging.

But I don't think it's possible to make it actually fun to gain optional power, and simultaneously make it impossible to become overpowered. What you're talking about is only granting the player a negligible amount of power, which... makes it not fun any more. You're not really getting any kind of reward and so the skinner box effect vanishes. Why would I spend ten hours earning upgrades if they're not going to let me do anything I couldn't do before?

So if you don't like the idea of discouraging character development, and you don't like the idea of becoming overpowered, there's only one solution left. And that's to balance the tasks so that gaining the power is expected. In other words, if there's a real power difference between someone who grinded and someone who didn't, then it's just a matter of which of those two people you want to design the main quest for. And if you made the sidequesting and levelling really legitimately fun, that's an easy question to answer: you should expect the player to have done that stuff. So that this hunt for power, which is enjoyable enough that everyone's gonna want to do it anyway, now has to be completed before the player can do the main quests at a reasonable difficulty.


I think you're thinking a bit too much in extremes, just because you can grind and can learn that extra spell or 2 (just an example, there so many different char development systems after all), doesn't mean you can do that indefinitely.
You could artifically limit progress like FFXIII did, you could create diminishing returns where experience from monsters (and/or skillpoints or what every you might gain from battles) declines the more you outlevel them - and the content you're supposed to be in.

Advertising grind shouldn't necesarily mean that you can absolutely overlevel (if the character level is actually the main thing to consider when creating boss battles) the area you're in/supposed to go next.

But the more possibilities you actually have, the better imo.
Like leveling your skills in grandia, getting a few more SP for the next skill in FF6 or FF9, those are examples of making progress without trvializing things.

You're definitely not wrong tho, hitting a balance is hard, like with everything.
But saying that there can't be a fun way to gain power is just not something i think can be applied everywhere.

Averting level grinding

author=LockeZ
author=Clareain_Christopher
In Ill Will, I found myself grinding almost unconsciously. This was because I wanted to max out certain skills for certain characters- not because the game was hard but because I liked doing so.
So if you can't "avert" level grinding, find ways to make it feel fun and rewarding.
I have definitely played games that did this, but I really disagree with your conclusion here. To me, this is the worst-case scenario. Not only did you leave in the possibility of letting the player grind to too high of a power level for the challenges to be any fun, you are now encouraging it. By making grinding fun, you're ensuring that there's no chance that they'll ever stay at a low enough level to keep the game challenging. Why would you ever want to encourage the player to unconsciously mess up the game for themselves? Yeah, you made secondary aspects of the game more fun... at the expense of making the main game less fun.

This is the core problem with viewing levelling up as a type of difficulty setting: the player can only make the game easier, not harder. If grinding is boring then that's probably mostly fine, because they're not going to grind beyond the point they have to. But once you start making it fun to gain power, they are. They're going to start doing hunts and item synthesis and skill upgrading, and before they know it, the entire game will be beatable on autobattle.


I don't think enjoying a fun gameplay element is flawed in any way.
Ofc you can totally shift the game balance if you encourage grinding too much, but giving the players a fun and rewarding way to gain power is definitely not wrong.

Lvls shouldn't be the way to determine difficulty, the battlesystem should dictate that.
Just because person A is a bit strong than person B, person A should not be able to beat everything with attack spamming.
The strategy to beat the boss is at fault there, not the grind.
Sure you definitely need to limit how strong a player can get at a certain point in the game, but saying that advertising character development is wrong, now that sounds wrong for me.

Averting level grinding

Grinding doesn't have to mean lvling only. I would rather focus on a more complex char development system, that isn't just based on lvls alone. Gathering materials to craft certain equipment, battles giving you additional points to learn skills with or boost your current once, things like that.
I personally like grinding, but it should always be rewarding and fun to do.
The more things you can actually achieve through fighting, the better.
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