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Favorite dungeon music GO.

author=Craze
8=============D
is the game itself any good

You would enjoy the battle system a lot. Okay story.

Favorite dungeon music GO.

http://www.youtube.com/watch?v=6xnhLTNsYjc (Wild Arms 5)
Even without Naruke, I think this is the best soundtrack next to the first game. It's very, very good.

http://www.youtube.com/watch?v=gS19rrW3HS8 (Wild Arms 5)
seriously.

http://www.youtube.com/watch?v=NuSQoWzjRL4 (Brave Fencer Musashi)
This game had a great soundtrack. It wasn't that good of a game, though.

Venus Lighthouse, Black Omen/Undersea Palace, and the Lufia song are ones I also would have mentioned.

Greg Orduyan you meaningless piece of shit!

we must stand tall and salute quality female artists. Yoshino Aoki (breath of fire), Miki Higashino (suikoden), and Michiko Naruke (wild arms). All babes!
oh how could I forget Ms. Yamane. Symphony of the Night is great, it is clear we need more females in the industry...

Fascinating Shit

I read this and thought it was only decent because it felt like some gamefaqs walkthrough, then read it again.

It's actually very good how this was written, because you're looking at the design process of a Zelda dungeon when they're polar opposites. On one hand, you have a dungeon where you have little to no tools at your disposal and is fairly linear, and another where you have a handful of tools and you're somewhat free to explore how you want. There is a certain balance you have to maintain between the tools a person can use, and the complexity of the dungeon itself. I've noticed that lots of rpgs (even the more complex ones) still don't go deep enough into this. Even when they give out tools to use, the dungeons are still very linear like the dungeon b image of figure 2. The rpgs that do try this Zelda method of being very complex usually fail because they mostly consist of *push block here* *click* "A clicking noise was heard somewhere in the dungeon!!" which is very one-dimensional and forces you to follow the developers candy trail. An entire mechanic needs to revolve around this rather than throwing random, 'unique' puzzles (aag) that aren't consistent. At the same time, you can't have too many layers like the water temple, which is a terrible dungeon.

Level design is very exciting, isn't it.

Alter A.I.L.A. Genesis

It's just that tab in the program. Doesn't apply to anything else.

these are my digital friends

That is magi's expression when he sees 90% of the games entering rmn's database.

Rm2k3 Command Bug

Well it's been awhile for me, but you could possibly get around it by disabling a character completely with a status effect while those single use commands execute. Your method probably works as well.

Rm2k3 Command Bug

2k3 bug. You can't fix it.

How long should a game take to make?

Releasing a demo more than once is treading in bad territory. Developers tend to get very lazy once they put their product out there. You lose the motivation you once had, and showing something off too much is also a sign that there is a lack of motivation, seeing as you need to be recognized for every little screenshot you make to continue onward.

Not working on a product for a long time is really bad in practice. I've learned that there's a time limit for every game you make, whether you like it or not. It varies from person to person (and it depends on the product as well), but if too much time passes between the start of your project and the end of it, too many complications arise. The obvious one is quality. As a game developer, you grow pretty quickly over time, and your interests and overall quality of work increase. If you take too long to progress, you'll find yourself constantly going back to older scenarios in your game revising things because it now doesn't reach your standards (thus the time limit). The best advice I can give is to decrease your work load in any way possible. I found that when other people provide things for a project, the time limit of their "quality" tends to last a lot longer than if you actually did the work yourself. It's kind of a psychological thing, I guess. Decrease the amount of work you have to do, and focus on your strengths/highlights. Work on something every few days (preferably every day), even if it's just for 10 minutes.

And yeah, write everything down. That's probably the most important thing. I also keep a very pretty completion chart on every detail of a game from beginning to end, and when something gets done it gets highlighted in pretty colors! Makes you feel good. =)

Misaos and the Final Demo Release Date

RTP sound effects...?