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Non-linear RM* games
author=Shadowtext link=topic=3217.msg63403#msg63403 date=1235528728I'm like this for games that aren't RPGs. I could never get into games like GTA, Saints Row, etc. Oblivion had issues where it had too many quests that didn't have a significant enough impact on the gameplay or the characters direction.
I haven't played Fallout 3, so I can't say how that fares, but in general I just don't care for sandbox gameplay.
Still loved Oblivion and Fallout 3, though. Like Max said, the reason is because of the rewards in the game. It's a simple mechanic; start the player off with a worn out dagger, but give them a Plasma Rifle and they'll have a blast. Then have the weapon break or just give the player very few rounds of ammo at the beginning of the game. It gives the player a taste of what's to come, basically (from the fallout 3 commentary). Changes that affect the gameplay or direction of the story are key.
Some people can't get into games with lots of freedom because the game gives you no ground to start on. There are always nice treasures to be found, but everybody plays these games differently, so there's a high chance that many people are going to miss out on the loot another person found. If they don't find their share of good loot, they will just drop the game. That's why Fallout 3 (again) gave you some options right from the beginning at Megaton. It was basically a central hub for quests, each one having a significant impact on either the gameplay or your characters karma.
Also I like having different branches of gameplay. Having the option of either being a stealth character or a magic user is nice. Unfortunately it's very tough to balance this, but then again some prefer the different branches wielding higher levels of difficulty.
edited stuff
Project DOAD
Ahhh this is so tough! I must suck at these games. I have never played a Touhou so uh...I guess I don't know what to expect?
I love it though, it is very challenging and smooth. Being somewhat of an explorer, I went around the maps looking for stuff thinking this game would reward me for doing so, but I never found anything. I think that is one of the things that is causing me to die a lot, of course this is mostly my fault. =/
I'm gonna give this a try with my gamepad and see if it is compatible or not.
edit: okay it is. Now how do I beat Remilia!?
I love it though, it is very challenging and smooth. Being somewhat of an explorer, I went around the maps looking for stuff thinking this game would reward me for doing so, but I never found anything. I think that is one of the things that is causing me to die a lot, of course this is mostly my fault. =/
I'm gonna give this a try with my gamepad and see if it is compatible or not.
edit: okay it is. Now how do I beat Remilia!?
Action Game Maker Features Revealed
Yes you guys, you can make your Castlevania, Metroid, Zelda, Gradius, Seiken Densetsu game.
This is like asking if you can make Final Fantasy in RPG Maker. :(
Go play the sample games, they show some things about the program.
This is like asking if you can make Final Fantasy in RPG Maker. :(
Go play the sample games, they show some things about the program.
Action Game Maker Features Revealed
author=Fallen-Griever link=topic=3177.msg62956#msg62956 date=1235336114Annnnnd you missed my (and WIPs) point!author=Neophyte link=topic=3177.msg62896#msg62896 date=1235274976author=Mitsuhide_The_Vagrant link=topic=3177.msg62883#msg62883 date=1235271072Exit Fate.author=WIP link=topic=3177.msg62817#msg62817 date=1235234910
The only saving grace of RMXP/VX was the scripting engine. You are seeing an amazing amount of customization in these engines because of scripting.
Where? I certainly have not seen anything new or exciting to me come from VX or XP.
That is all.
You're right, Exit Fate is so new and original I can't believe it.
Action Game Maker Features Revealed
author=Mitsuhide_The_Vagrant link=topic=3177.msg62883#msg62883 date=1235271072Exit Fate.author=WIP link=topic=3177.msg62817#msg62817 date=1235234910
The only saving grace of RMXP/VX was the scripting engine. You are seeing an amazing amount of customization in these engines because of scripting.
Where? I certainly have not seen anything new or exciting to me come from VX or XP.
That is all.
Pirate Bay Copyright Case
Well they are clearly winning, 50% of the charges have already been dropped and it's only the second day.
They can't really accuse TPB of much, they aren't hosting the files on their actual servers. No crime is being committed on their part. They did a good job with their opening statement, saying it is essentially like building a car that goes over the speed limit. File sharing is really cool, but pirating is a whole different story.
They won't be going anywhere. They might be paying some fines maybe, but I highly doubt they will come crashing down.
They can't really accuse TPB of much, they aren't hosting the files on their actual servers. No crime is being committed on their part. They did a good job with their opening statement, saying it is essentially like building a car that goes over the speed limit. File sharing is really cool, but pirating is a whole different story.
They won't be going anywhere. They might be paying some fines maybe, but I highly doubt they will come crashing down.
Numbers, and System Transparency
author=harmonic link=topic=3169.msg62318#msg62318 date=1234883497Alter A.I.L.A Genesis did it within the DBS. Just use common events. There are ways around the problem. :)
...Yeah because you can do that in rm2k3.
A custom battle system or the other engines are there too of course.
Also I don't like lots of numbers.
Professionalism, Now With Less Exit Fate
author=Anaryu link=topic=3159.msg62114#msg62114 date=1234811296:)
Feedback? More like loadofbulldodo-back. Too often it's varying opinions from a bunch of quarters who never have, never will, and never even intended to play your stuff. I trust in my close circle to give me spot-checks on ideas and implementations.
"I played 15 minutes, I'll go tell them what I hated now."
Perception is reality; if you go into that game thinking "I need to review this, ugh." or "If I play this they'll play mine." what do you think your perception already is?
Get some players to give you some feedback. I'm still of the opinion that showcasing RM games to other developers only purpose is so that the other developers can springboard off your ideas.
Blizten is on the right track, hands down.
I think most of the disagreements here are actually very minor. Secretly, we are all very alike and simply have to find ways to separate ourselves from the rest of the crowd by...name calling. :-X
But looking at what you said, I think I used to be like this somewhat. Maybe I still am, I'm not sure. But I think that most of the people here and in other communities have become this way. They play other games just to see HOW they did things, that's all. Everything else just turns into a pile of what they didn't like. They'll even do this to professional games, analyzing it down to the smallest details. I'm not saying praise a game or anything, but there is something wrong when there are threads about "play my game, I'll play yours", and typing up reviews about just the negative aspects of a game. You may have a sentence or two about the good aspects, but then a 2 page essay about the negative parts come right after.
This also applies to ones own project. Either they won't review their own game (they made it themselves so it must be perfect!), or they will do the same thing they do with every other game they play (review it) and constantly go through the improvement cycle. Unfortunately this cycle never ends, partly because they're such a harsh reviewer that they will never be satisfied and also because anything can be improved upon. In the end you're progressing as a developer, but you also aren't at the same time (hopefully this makes sense).
But I guess this is what happens when you become a developer. You'll compare everything to your own work, especially if it's made in the exact same engine (and genre) you're making it in. Some people won't even play a fantastic game because it will make them somehow feel bad about their own project, so they just ignore it. I don't even know how this is possible?
But I don't know, I have never released anything except to close friends so I guess I can't relate to most here. Like Blitzen said, I do it mainly for fun and as a good way to waste some time. If something more comes out of it though, that is fine too.
Professionalism, Now With Less Exit Fate
author=S. F. LaValle link=topic=3159.msg62008#msg62008 date=1234755997And here is the other main issue. Most of the people here are advertising to game developers and not people who want a freeware game to pick up and play, which doesn't work!
requires playable games for the people passing by the site to download, which is the audience we should really be advertising to. The problem with the forums is that we're all advertising games to people who want to advertise their own games. Ideally, we could be helping each other grow as game developers.
Professionalism, Now With Less Exit Fate
Here is the problem.
The RM community is not only a small community compared to the rest of the indie scene, but it is also isolated. Almost every member in this community and the other ones rely on a crutch, which is using their community forums as the only source of getting themselves recognized. They put all of their efforts into that community, hyping it up for those people in hopes of getting the word out. The reason why Exit Fate, Barkley, and many other games (even The Way) are successful is because they don't rely on the community itself, but the indie scene in general and the actual game itself (this one is far more important). Forums are a very bad way of marketing a game, anyway. If your game is good and you've got good friends who are in the scene as well, then that is more than enough to get your game recognized. It's all about the quality of your game and the connections you have.
It's not a hard pill to swallow. Look at every game here, complete or not. How successful are they? Do they rival anything compared to Last Scenario, The Way, or any other indie RPG? You don't need to make a game to know what you're talking about, the proof is right in front of your face.
The RM community is not only a small community compared to the rest of the indie scene, but it is also isolated. Almost every member in this community and the other ones rely on a crutch, which is using their community forums as the only source of getting themselves recognized. They put all of their efforts into that community, hyping it up for those people in hopes of getting the word out. The reason why Exit Fate, Barkley, and many other games (even The Way) are successful is because they don't rely on the community itself, but the indie scene in general and the actual game itself (this one is far more important). Forums are a very bad way of marketing a game, anyway. If your game is good and you've got good friends who are in the scene as well, then that is more than enough to get your game recognized. It's all about the quality of your game and the connections you have.
It's not a hard pill to swallow. Look at every game here, complete or not. How successful are they? Do they rival anything compared to Last Scenario, The Way, or any other indie RPG? You don't need to make a game to know what you're talking about, the proof is right in front of your face.