NEVERSILENT'S PROFILE
- Silence is silver, speaking is golden -
Character Profile:
Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 18
Wisdom: 15
Charisma: 11
Skills:
- Eventing: +9
- Storytelling: +5
- Puzzle Creation: +5
Proficiencies:
- RPG Maker XP: +6
- RPG Maker VX Ace: +2
- RPG Maker 2003: +1
Description: Human Male Nerd
Alignment: Lawful Good
Background: German Student of English
Personality Traits: Talkative, Enthusiastic, Idealistic
Ideals: The well-being and happiness of the living beings is all that matters. Every single action we take has an impact on ourselves and our surroundings, so we are obliged to take our decisions responsibly.
Flaws: I have very high and sometimes unrealistic expectations of myself and of people in general. I am extremely prone to procrastination.
-------------------------
Loyal Master of the Wind fan!

Mia & Amalie will save us all!
Obey the Tezkhra!
Damsels of the world, join the Mayhem!
Proud member of the Flowey Fan Club.
Character Profile:
Strength: 10
Dexterity: 7
Constitution: 9
Intelligence: 18
Wisdom: 15
Charisma: 11
Skills:
- Eventing: +9
- Storytelling: +5
- Puzzle Creation: +5
Proficiencies:
- RPG Maker XP: +6
- RPG Maker VX Ace: +2
- RPG Maker 2003: +1
Description: Human Male Nerd
Alignment: Lawful Good
Background: German Student of English
Personality Traits: Talkative, Enthusiastic, Idealistic
Ideals: The well-being and happiness of the living beings is all that matters. Every single action we take has an impact on ourselves and our surroundings, so we are obliged to take our decisions responsibly.
Flaws: I have very high and sometimes unrealistic expectations of myself and of people in general. I am extremely prone to procrastination.
-------------------------



Loyal Master of the Wind fan!


Mia & Amalie will save us all!
Obey the Tezkhra!

Damsels of the world, join the Mayhem!

Proud member of the Flowey Fan Club.
The Book of True Will
When world views collide, a visit to a childhood friend quickly escalates. Follow an unlikely team of adventurers in this character-heavy puzzle RPG.
When world views collide, a visit to a childhood friend quickly escalates. Follow an unlikely team of adventurers in this character-heavy puzzle RPG.
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Les Visiteurs Dans L'Espace
author=Yellow Magic
I'm not sure what kind of excuse I can give. 9, almost 10 years in the community now and I still can't get a game right...pretty embarrassing. Needless to say I'm going to reconsider what to do next - as it is, I can't compete with the visually stunning games that are so commonplace these days, so it's probably time to take a backseat.
Yellow Magic, now you're being way too harsh on yourself. The fact that you made a storytelling choice that proved not to be popular doesn't mean you "can't get a game right". You're a perfectly capable developer and RMN would be poorer without you and your projects. Take the criticism people have given you to heart, but don't let it discourage you.
You have clever ideas, and (at least in my opinion) that's worth just as much as, if not more than, beautiful graphics and such stuff.
How to Train Your Dragon In Statistics 2
Yes! I'm on the list of the users with most reviews (still way too few, though).
And did I seriously push Star Stealing Prince off the list of most reviewed games? Oh goodness...
And did I seriously push Star Stealing Prince off the list of most reviewed games? Oh goodness...
mysteries of rpgmaker?
This thread is so incredibly helpful! Thank you all for sharing your tricks and knowledge!
Well, I'll try to give something in return, a little trick I figured out recently: I'm not sure if this is the case in other makers as well, but in XP there is normally no way to make a character "move" while jumping. Multiple Move Route commands for the same event always wait for the other to finish. So it's not possible to, say, make a character rotate mid-air without using pictures or scripts, right?
Wrong. An event cannot be moved while jumping, but it still switches between event pages. First, create one extra event page in your jumping event for each graphic you want it to show in the right order (in this example, each of the different directions your character should face). Set the conditions for these event pages to a variable value (start with 1, next page 2, next page 3 etc.). Set the jump in the Move Route for the event that you want to do the jump, then add a very short Wait command (as a new command, not inside the Move Route command, and don't use Wait for Move's Completion!). Add +1 to the variable you chose, then add another very short Wait add 1 to the variable and so on, until you've reached the last page of your jumping event. Then set the variable back to 0.
Sadly, this doesn't work for the player, but you can circumvent that by simply making the player character invisible, putting an event with the same graphic on his place, letting that event do the jump and making the player visible and the event invisible again afterwards.
I'm not sure if this is helpful to anyone, but I thought I'd share it anyway.
Well, I'll try to give something in return, a little trick I figured out recently: I'm not sure if this is the case in other makers as well, but in XP there is normally no way to make a character "move" while jumping. Multiple Move Route commands for the same event always wait for the other to finish. So it's not possible to, say, make a character rotate mid-air without using pictures or scripts, right?
Wrong. An event cannot be moved while jumping, but it still switches between event pages. First, create one extra event page in your jumping event for each graphic you want it to show in the right order (in this example, each of the different directions your character should face). Set the conditions for these event pages to a variable value (start with 1, next page 2, next page 3 etc.). Set the jump in the Move Route for the event that you want to do the jump, then add a very short Wait command (as a new command, not inside the Move Route command, and don't use Wait for Move's Completion!). Add +1 to the variable you chose, then add another very short Wait add 1 to the variable and so on, until you've reached the last page of your jumping event. Then set the variable back to 0.
Sadly, this doesn't work for the player, but you can circumvent that by simply making the player character invisible, putting an event with the same graphic on his place, letting that event do the jump and making the player visible and the event invisible again afterwards.
I'm not sure if this is helpful to anyone, but I thought I'd share it anyway.
author=Zachary_BraunTotally true. It's extremely time-consuming, but it's really worth it.
Making your own battle system is incredible fun. Everyone should try it.
Mirror Boy
I just played this game and I found it to be a lot of fun. The mechanic is a great idea, the levels are challenging but not frustrating and the music fits very well (Solar Platypus, ahoy). The only "complaints" I have are that the end comes a bit abruptly, and that the game is way too short. The concept has so much more potential, and it would make me very happy should you decide to expand it with some additional levels.
Overall, a very enjoyable experience. Play this, people!
Overall, a very enjoyable experience. Play this, people!
Les Visiteurs Dans L'Espace
Alright, don't worry, I get it.
I kind of want to make a lame pun about your example being literally crappy. Instead, I'll just say that there have been talented and successful artists (yes, I would call you and many other RMNers artists too) who worked with said methods. While again I agree with your ideas about good storytelling in principle, art would be very poor if it only followed a fixed set of rules all the time. Plus, I don't think it's possible for you to decide what's "objectively wrong" and what not, especially since there is at least one person who disagrees with you.
I guess both you an me would have gone about the ending differently, and there's nothing wrong with that. But Yellow Magic created this game as one big direct metaphor for his conclusion, and I believe it gets the job done one way or the other. It's totally okay to state your opinion about the game even if it's a negative one, But we should all try to retain a bit of openness in our perspective. That's all I can say.
I guess both you an me would have gone about the ending differently, and there's nothing wrong with that. But Yellow Magic created this game as one big direct metaphor for his conclusion, and I believe it gets the job done one way or the other. It's totally okay to state your opinion about the game even if it's a negative one, But we should all try to retain a bit of openness in our perspective. That's all I can say.
Les Visiteurs Dans L'Espace
Housekeeping and nhubi, I know that as a tester for this game I'm probably not entirely neutral here, but I wanted to address some of the things you pointed out either way.
I admit I am not incredibly fond of the ending either, firstly because I tend to partly disagree with its message, and second because I indeed liked the unusual idea of fantasy heroes trapped on a spaceship and was curious how the story would develop. And while I agree with Housekeeping that showing instead of telling is the better way to go about storywriting, it's a bit one-sided to pretend it's the only good way.
You argue that Yellow Magic's point is only proven right if the game was enjoyable until the ending, yet you said yourself you thought of the initial concept as "ridiculous". In that case, it's no wonder it doesn't work for you since you're not the type of player who fits the game's target audience to begin with.
But much more importantly, there's more than just one way of conveying a story (or a message, for that matter). The whole game has been inflating expectations only to abruptly burst them at the end. That may not be the kind of storytelling you like (and I'm not going to blame you for that), but it's an effective and potentially mind-boggling stylistic device nonetheless, and strong enough to help get the final point across. You might not find it a very elegant method, but I think calling it "terrible" or "pedantic" just because it's not the style you prefer doesn't do it justice. As you said, "It's not binary like that".
None of what I wrote here is intended to be a personal attack, and I think it's good that you freely speak your mind. Just consider that "different" does not necessarily equal "bad" - as I'm sure you're aware.
You argue that Yellow Magic's point is only proven right if the game was enjoyable until the ending, yet you said yourself you thought of the initial concept as "ridiculous". In that case, it's no wonder it doesn't work for you since you're not the type of player who fits the game's target audience to begin with.
But much more importantly, there's more than just one way of conveying a story (or a message, for that matter). The whole game has been inflating expectations only to abruptly burst them at the end. That may not be the kind of storytelling you like (and I'm not going to blame you for that), but it's an effective and potentially mind-boggling stylistic device nonetheless, and strong enough to help get the final point across. You might not find it a very elegant method, but I think calling it "terrible" or "pedantic" just because it's not the style you prefer doesn't do it justice. As you said, "It's not binary like that".
None of what I wrote here is intended to be a personal attack, and I think it's good that you freely speak your mind. Just consider that "different" does not necessarily equal "bad" - as I'm sure you're aware.
World Remade is here! Just in time for the contest!
Got to build the hype, right? Plus, I just can't resist a good challenge.
Or maybe I'm just a crazy person. Who knows?
Or maybe I'm just a crazy person. Who knows?
World Remade is here! Just in time for the contest!
World Remade is here! Just in time for the contest!
Yes! Glad to hear everything went well after all. You did an amazing job on this (that goes for the composer and the artists as well).
Challenge accepted.
author=Volrath
Can you fight the minimum amount of encounters, open NO treasures and still defeat the last boss?
Challenge accepted.














