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Rei, you have set the mood perfectly. That is a very nice looking introduction, but yes it is too long for nothing to be happening. I absolutely love the atmosphere of your game, though. I'm anticipating it more than almost any other game right now.

And Skie, the animations were really cool (tone it down a little bit with the flashes, that would hurt me in fullscreen), but I'm just hoping that isn't the default attack command because it's long. It probably isn't because it looks to be more powerful than the other attacks, but I am saying that just in case it isn't. Cool stuff though, I hope you take things one step further when customizing skills and not just have chained attacks. :)

RMN3 Changes (EVERYONE READ)

What's the problem here, this is almost perfect.

I'm glad to see an actual RM (all games in general, I should say) site rise up and tackle the issues that have plagued it for the past 10 years. Things will not be perfect at first, but the tweaks can be made and I am almost positive this will help the community come together and grow.

It knocked me off my feet the first time I heard it, but now if you think about it, I'm surprised this HASN'T been done before after all these years.

Aedemphia [NOT MINE]

I'd say there is a clash of different values, but it isn't about graphically exceptional demos (that's just what gets it publicity). Most games are still in development. They have complete games just like we do, though we hardly ever hear about them. The difference (imo) is what the more important aspects of a game actually are.

edit: I think I just said what you said but in different words (and slightly different).

Aedemphia [NOT MINE]

author=BlindSight link=topic=2792.msg53169#msg53169 date=1230759084
author=Max McGee link=topic=2792.msg53045#msg53045 date=1230669920
At the very least I have to give props to the creator for releasing all of these ridiculously gorgeous visuals completely open source, which is basically the same as saying "public domain" considering what a community of vultures and hyenas we are when it comes to resource scavenging, myself included.
Can anyone confirm the validity of this? =]
Why would one want this stuff, though? Sure there are custom panoramas here, but they are impossible to edit; so your game would just look like a map from Aedemphia. The other things in the game besides the sprite work are just tileset edits, which aren't his. Not to mention the game has a VERY unique style, so unless you're going for exactly this type of atmosphere, it would just feel out of place.

Just because it looks nice in this game doesn't mean it will look nice in another. It wouldn't be smart to use these resources in your game.

Also some of you are making yourselves sound very stupid right now! It is best to keep those thoughts to yourself.

Aedemphia [NOT MINE]

author=Liberty link=topic=2792.msg53105#msg53105 date=1230708839
I thought it'd be a game I'd enjoy but for some reason it bored me within the first five minutes of playing it. There was something about it that made me bored? annoyed? Something.
Like I said, the visuals of any game only last 5 minutes so after that there were no qualities that stood out. It starts out like every other AVERAGE RM game, so nothing catches you to make things interesting.

Also if that is the Batista I remember, he is part of the German community and has made a game in RPG Maker 2000. But I'm not sure, maybe he can correct me!

Those communities do not make the same games as we do. We tend to focus on jRPG formula games. You'll notice that many German games take on a 2D European style, so their facesets and sprites look very different from what we're used to. Some games have combined the two styles, though. Velsarbor looks a jRPG (which is why it gets the attention it does in the English communities) but has some European influence to it.

Aedemphia [NOT MINE]

author=DE link=topic=2792.msg53036#msg53036 date=1230665922
It's common knowledge that ze German and ze French spend much time polishing visuals, adding lighting effects, yadayadayada, but often their games lack in every other department. Eye candy overload and no content.
He's on the money with this one.

This game looks so damn pretty, that's true. But I've played the game (the english version) and did not like it really. The 'prettyness' of a game only lasts 5 minutes once your in game. After that, people look for the other qualities of a game. While I can see some people enjoying the game and battle system, I did not. The UI wasn't very user friendly, and it was very slow.

Aedemphia 2 looks WAY better than the first, by the way.

Screenshot Schmeenshot

Nightblade, use the first one along with the first song. I find the default weather effects (especially sandstorm) to be annoying after awhile. Since this is a town, you will probably be walking around quite a bit which could lead to the annoyance.

Badluck, where is my gameplay. :(
Have you thought up of a HUD yet?

CODING HELP: Making a Super Bar?

author=Fallen-Griever link=topic=2788.msg52919#msg52919 date=1230598044
I'm sure you can make pictures appear during battle (I seem to remember doing it in the past in RM2K3, although I could be mistaken), so wouldn't that be the simple solution?

EDIT: You definately can if you make the "battle event" call a "common event".
No, you can't. Neither of those ways will work.

Trust me, I am pretty confident in my 2k3 DBS knowledge.
Feld, yeah you can make it so the bar appears when the player manually charges, but you would have to use battle animations. That means you'll have to make multiple animations for each level just like you did with the pictures. So you can either do it with backdrops (which makes it so the gauge can always be seen), or use battle animations and have it appear only when you manually charge it.

CODING HELP: Making a Super Bar?

author=Feldschlacht IV link=topic=2788.msg52857#msg52857 date=1230534238
Wait, how did Balmung do it?

EDIT: Couldn't I use battle animations to display different levels for the gauge? I decided to have one gauge divided by the party.
Balmung used facesets. Facesets are 48x48 in size, the gauge would be too large.

Also no, you can't use battle animations because they can't be displayed on the screen all the time. You COULD have an animation appear after every turn in battle, but IMO it would feel kind of weird. Since you're going to have one gauge divided by the party, your best bet is to use frames or have multiple backdrops that show the change. A battle animation can also work like I said, the problem is it would just get annoying having the thing pop up after every turn in battle. But that would cut the work load by a lot, so you could actually just go with that if you need to.

CODING HELP: Making a Super Bar?

author=Feldschlacht IV link=topic=2788.msg52804#msg52804 date=1230494002
UPDATE PROGRESS: (sorry for the double post)

So I just got done with my Super Bar (name pending) graphics. They're not totally finished, and within the program they're obviously going to be their own separate picture files, but here they are as it stands. Can anyone spot any glaring flaws?
How are you doing this in the DBS? You can't.

The pictures are too big to fit in a faceset.
Since that doesn't work, the only other alternative is to use frames or lots of copies of the backdrop since you can't use pictures in the DBS.

Your best bet is to make one gauge, because using more than one in the DBS is time consuming and impossible to do unless you're using facesets or MP to show the gauge. Yeah VX has a script for it, but it's not like it's any different than any other DBS enhancement since they all work the same.