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Screenshot Schmeenshot
author=BadLuck link=topic=2555.msg49921#msg49921 date=1228800161No, go away. It looks too good.:'(
RIDICULOUS
Am I allowed to post this here? ;o
I have nothing to say other than that screenshot makes me very happy. The high res textures are professional quality and puts other RMXP games to shame.
Show more.
What makes you download a game?
Yeah I hardly ever download anymore. :(
Nice screenshots, but not necessarily screenshots of MAPS. I like to see diversity in them, so showing gameplay and dialogue screens show that there is more to the game then it just being pretty. If they look like they know how to design an actual game, then I will check it out. Videos of the game in action are a plus too.
And of course some originality with the setting, story, and characters. If somebody recommends the game to me, I usually check it out instantly.
I will also instantly hate you if you false advertise. That means showing screens that are not in the actual game or making mockups.
Nice screenshots, but not necessarily screenshots of MAPS. I like to see diversity in them, so showing gameplay and dialogue screens show that there is more to the game then it just being pretty. If they look like they know how to design an actual game, then I will check it out. Videos of the game in action are a plus too.
And of course some originality with the setting, story, and characters. If somebody recommends the game to me, I usually check it out instantly.
I will also instantly hate you if you false advertise. That means showing screens that are not in the actual game or making mockups.
RPG Mechanics II : Unique Action Command Theory
¿Unlimited resources? But if you have limited materia ranures, and materia its rare and cost a lot of money, and have handicap on stats. Even i think that handicaps stats and limitated ranures could be better in FFVII(if were more important) its sufficient to say that its not unlimited.
It's not bad, I just didn't like it. And you're right, it isn't unlimited, but I never liked how you could almost always obtain another Counter/All/Bahamut Materia. The customization in the game was good, but it was never unique except for the limit breaks (unique being the key word there).
RPG Mechanics II : Unique Action Command Theory
author=kentona link=topic=2612.msg48655#msg48655 date=1228269310Blank slate avatars aren't a bad thing, though. At least depending on the game. But I didn't like the FF7 customization either. It essentially gave you unlimited resources which you can tune however you want. That's the issue with it. Blank slates with limited resources is much better, because you have to be more careful when customizing the character.
That's the thing. I didn't have to do retarded shit just so that I could max out damage/second or some such to play FFVII. Whichever character you picked didn't matter - they were all blank slate avatars (so I picked the chicks so I could at least see boobs bounce).
Most of the questions are just up to the creator, really. There isn't much discussion to be made here other than who has implemented a certain type of unique action into their project or how another game does it. It's a subset of the larger skill system altogether. That said, there needs to be unique skills in some shape or form so characters are different from one another. It's in the handbook of all good games.
Graphic proportions in games
author=BlindSight link=topic=2607.msg48303#msg48303 date=1228168501Blind...you're a good mapper but WHAT!?!? :o
I don't think proportions in map design are really a problem if ultimately adds to the visual allure. Video games in and of themselves are un-proportional anyhow; and so as long as the style and design is consistent enough, I don't think it's an issue.
There is nothing visually appealing about that. What are you talking about. =O
Just look at the game you get most of your graphics from (Suikoden) and see how perfect everything looks. When used in RM, it almost always looks like the characters are opening giant doors. Ask any professional spriter about this. You're aware of that like you said...but don't try and ease your way out of the problem by saying it's visual allure. No commercial game does this and you know it.
I'm mainly talking about character sprite size vs. the sprite objects. It's obvious that certain objects (like chairs) should be smaller than the sprite. Seriously now.
Fallen-Griver, most games with building inners are proportional to the outside. It may not seem that way because of the 2D plane or perspective, but usually it's like that.
Challenging the Standards
I have no problem with monsters dropping currency. I prefer that method, actually. If you're going to make monsters drop loot that you have to sell, add some depth to it. An easy way would be to have several merchants throughout the game. Each merchant needs a specific loot drop and is willing to pay more than the standard price for that item. So that Blue Slime Goo that usually sells for 5G can be sold for 10G depending on the merchant. There are also games like Fallout 3, where you can make weapons or items if you have the necessary parts to create it, or just have the loot you sell be determined by your Bargain stat.
As for the actual question, I really have no idea. I guess it all has to do with the type of world you're trying to create. It's one of those things that I don't really think about. There are the obvious things, like not having certain terrain around a capital city. And I find it pretty stupid as well that the only way to get to the port city is through the EMERALD CAVE.
As for the actual question, I really have no idea. I guess it all has to do with the type of world you're trying to create. It's one of those things that I don't really think about. There are the obvious things, like not having certain terrain around a capital city. And I find it pretty stupid as well that the only way to get to the port city is through the EMERALD CAVE.
Graphic proportions in games
author=Clest link=topic=2607.msg48236#msg48236 date=1228140053Yes, but it's a different engine. That's the simple reason behind it. FF6 does a good job of finding its way around it by making everything look fantastic, though. It's kind of like using RPG Maker and finding your way around limitations if you think about it.
DE: I know all that (before the big bang when you replied to my other topic :P) about the reason it is done. Still my first RPG was Chrono Trigger and it had all Map sprites as enemies, sure animated, but if they were static, with the background being a map shot, the visual impact wouldn´t be much different on me.
But hey, let's not JUST talk about proportions in battle. How about we talk about these RM games with horrible map proportions. I hate how barrels are twice the size of the character sprites, and how beds are so large that 6 people could fit in one. Please, make your game have similar proportions and do not rip your resources from 30 different games with different scales and proportions. Thanks.
Screenshot Schmeenshot
There seems to be some color loss in the screenshot. Maybe that's just the style, but it clashes with a lot of other things in the screenshot. Half of it looks gritty, the other half looks like it came from a completely different game. You should also try tweaking the placement of the objects in the tileset. Some things look like they are not aligned properly. But it is a decent compilation for a first, I can see a certain style evolving from it. Perhaps a specific tint or overlay can help with perfecting it.
edit: this isn't good. I am not posting screens.

Max McGee screen I commented on.
edit: this isn't good. I am not posting screens.

Max McGee screen I commented on.
Benefits of a world map?
It takes too much time to implement some of the ideas here into an RPG. That's why we don't see it ever done. Most of us here work alone, and to make a large world map like Secret of Mana is a lot of work. Half the reason that even works for that game is because of the battle system and gameplay. But if you're going to try that, then make it interesting. Nobody wants a point A to point B world map if you're doing it this way. There should be secrets and other things hidden throughout the maps, otherwise it's just boring and is basically like going through Generic Dungeon #3495. The same approach can be applied to traditional world maps like Chrono Trigger or Final Fantasy.
The best approach is to take an idea that is simple and easy to implement into a game, and apply your own unique twist to it. Dragon Destiny does a good job of a large world with lots of secrets, while Tara's Adventure does a good job of making a traditional world map with the exact same elements applied as above, but trimmed down. Just rememeber your world map has to complement your other areas. Sometimes it's better to work with one method than another, despite how cliché it may be.
The best approach is to take an idea that is simple and easy to implement into a game, and apply your own unique twist to it. Dragon Destiny does a good job of a large world with lots of secrets, while Tara's Adventure does a good job of making a traditional world map with the exact same elements applied as above, but trimmed down. Just rememeber your world map has to complement your other areas. Sometimes it's better to work with one method than another, despite how cliché it may be.
Sephiroth in a whole new light, homeslices. *Also Discussion topic, see inside*
author=Feldschlacht IV link=topic=2560.msg47175#msg47175 date=1227682110Aaaand this is where it goes bad.
The article did a better job of establishing his personality than Square did.
If you (the creator) cannot portray your characters personality in a game and must rely on other peoples articles or things that are not in the actual GAME to find out about their personality, chances are you didn't do a good job. Nobody except the hardcore fans will even look at this.
It's extremely tough to make memorable characters in a game. I think the key to it all is creating a bond between the player and the characters in the game. Changing the dialogue is not the only way to turn a boring character into someone interesting. If you can create individual conflicts that are unique to that specific character and have it bond with the player as well, you have a good chance of making things interesting.













