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Screenshot Sesame Street (40th Anniversary Edition)

post=109007
post=108994
It's been said several times but I guess he doesn't want to do it. The overall presentation isn't half bad but the the game mechanics look pretty boring.
That's a pretty vague statement. Katamari Damacy looks boring, but it's fun to play. I don't think it's necessarily helpful to tell someone, "we told you to make your game look fun, but I guess you don't want to." That's why we try to emphasize playing people's games, so that people can get helpful criticism.

The funny part is when someone compared what many consider a masterpiece to a home made action RPG hodge podge of poorly implemented rips in an engine that doesn't even have diagonal movement.

It looks boring because there's far too much time spent simply standing there waiting for the enemy to put down his weak spot. Whether or not he's as helpful or not is irrelevant, you don't get to pick and choose what people say about your game and then whine when someone says something you don't approve of...

Hmm, looking a second time, maybe he said something about just the presentation, another fair observation as the hero stiffly walks around, giant weapon in hand. Usually when people fight with a sword of that size, they use both hands... They also hold the weapon in certain way.

The UI is still oversized, item use is still cumbersome, music is still badly chosen, and the resources still clash horrendously. "Looks good bro!" "I mean it looks good for what it is right!" (Whatever the hell that even means).

Garbage in - Garbage out.

What Videogames Are You Playing Right Now?

post=107371
fftactics is always fun. i seriously have yet to meet an fft i do not like.


Many of us are still waiting for a proper successor to FFT. Maybe the next one won't be some watered down fisher price nonsense with an imbecilic story attached.

[Software] ChipMunk

This... actually isn't a bad idea...

That's a prairie dog, by the way.

Some New Art

The anatomy seems a bit off, but I like the robot head thing.

Screenshot Sesame Street (40th Anniversary Edition)

Rei, those chairs are gigantic; that's about all I can find wrong with that shot.

If you can't make graphics on your own, the next best thing is to make your own tilesets by blending styles of graphics that compliment each other well, even if they are from different games. Tardis, Rei and I even find myself resorting to this these days. More people should do this, as it isnt even horribly difficult to do.

Screenshot Sesame Street (40th Anniversary Edition)

Even if you held both videos side-by-side, the other person would just be constantly asking "is this thing what you want?" "Is that thing what you want?" "Do I include this?" "Do I uninclude that?" because you didn't actually say what parts the video does good that the other person would want to apply. His only reaction would be, at best, to just take bits and pieces and 'test' it out on you to see if it you don't give the same tired response, which quite frankly, is a shitty path to improvement that is completely unnecessary.

I wasn't going to bother posting on this matter any further, but this deserves a reply - if nothing else.

You should at least give this guy SOME credit, and maybe let him speak for himself. When I say "clunky" I mean just that. Clunky. People know what the word clunky means, right? Doesn't anyone else think this whole thing is stupid? I feel like I'm taking crazy pills.

If you have any further questions, I would ask you to give them to me directly. This has gone on long enough.

Screenshot Sesame Street (40th Anniversary Edition)

... But I don't call "terrible UI" or "clunky picture" or anything else you said as being very specific or useful criticism. What's "terrible" about it? What's constitutes the picture being "clunky"? Yes, you need to provide those things. No, we don't care if you don't want to, you can always just not say anything and/or go away.

I would have thought it obvious simply by LOOKING at the damn thing, but it's of no consequence at this point. If this is the stuff that passes for good around here; well - enjoy your slow death.

If you think being nice, or having any standards of civility is mutually exclusive with giving constructive criticism or raising the communities standard, you have a lot to learn about basic human interaction. I mean do you have Aspergers or something? You don't HAVE to be a dick to get things done or to get a point across.

This is funny coming from you of all people, but here's the thing - this whole thing started with me linking a simple video. That's it. I didn't go out of my way to insult him; I posted a video in response to someone saying its the most fluent thing he's seen in RPGmaker, that's all. What happened after that? Well, I shouldn't need to remind you; or maybe I do since I need to explain everything in great detail now.

For the purpose of actually contributing to this topic - let me tell you about what a UI should be and explain n great detail; why exactly that video reeks of a "spunk flavored lollypop".

A UI is there to give the player as much information as necessary as quickly as possible; while not taking up half the screen... Or at least that's what all good UIs do. Your game's HP bar alone actually obscures the hero at certain points. So the HP and MP bar doesn't need to be so big. Lets go to the next part of the UI, ok? The item selection. While the positioning is ok, the buttons are - again, far too big. Let's have a look at a good UI for an example - ok? Or is that too harsh for you people?



Notice how all of the thing the player needs to know isn't obstructing the screen? This is an example of a good UI, and this is the approach you should take, OR NOT; I'm just a big grouch.

On to the gameplay.

Darken mentioned you shouldn't be using RM2k3 for this, he's right - but this largely falls on deaf ears around here. It's a good idea to use the maker best suited to your skills and needs. If you don't want to go through the trouble of making a picture based system in 2k3, you'd be better off moving to a different maker. Of course this may all be wasted and this project abandoned like SO many others; but that's beside the point, and I'm going far off here.

The monster itself moves very sloppily he moves 5 pixels at a time, when he... should obviously move one pixel at a time, as someone else has already mentioned (which begs the question - why do I need to mention it?).

The player, as already mentioned is hobbled with only 4 directions of movement, to use an item; I assume you simply hit the hotkey associated with the giant balloon buttons on the left. Fine - except that you need to pointlessly stop and wait for the item sprite itself to prop up and heal you. A pointless pause - making me further think to myself "Fluent? How?".

Lastly, lets touch on the graphics. The monster sprite itself is from a Nippon Ichi game. It uses a great deals of pastels.

The sprite is RTP styled, using a lot of flat colors.

The level is similarly diluted, but not quite as much.

Graphical consistency is important; just because you like two or three things, it doesn't mean they belong together. I like tuna and yogurt; but you don't put them both into a sandwich for god's sake... or maybe you do - I don't know.

I think that's about it... Oh; I liked the illusionary type effect for the monster's roaring... That's about it.


Oops, I almost forgot one thing. Aerogp; I'll leave when

1 - I damn well please
2 - I get banned

Ok? Good.

Screenshot Sesame Street (40th Anniversary Edition)

post=108069
If you want things to change, you need to work harder than simply giving superficial criticism that doesn't lend any useful help or inspire the other person to want to do better. If you don't care enough to do that, that's your problem,

Yes, because telling him exactly whats wrong, showing him an example of something better, and telling him the truth isn't helpful in the slightest. I don't think you know what the word "superficial" means.

not theirs. Enjoy having to watch people claim shit is gold until you do, or better yet, just GTFO.

Well! I had no idea I held such clout around here. Well guys, I guess I'll be nice from now on! That will make the community's standards much, much higher for no reason whatsoever. Uh oh! You indirectly called it shit; better apologize before the entire forum jumps down your throat.

Screenshot Sesame Street (40th Anniversary Edition)

post=108051
Well it's nicer for you to give critique rather than just criticize.
You can't expect everybody to do everything perfectly, and get angry when they don't.


I don't get angry when someone does something wrong, I get annoyed when people give something praise to something that doesn't deserve it. Everyone is falling over themselves over something that most anyone outside of this community would look at and say "wtf is this shit?". This is one of the reasons why Rpgmaker has such a shitty reputation.

let alone do it with good fluency like he did.


Can you explain to me what part of this is fluent? Is it the shabby way the monster moves? The battle animation that plays over the hero when he hits the attack key?

Screenshot Sesame Street (40th Anniversary Edition)

It's looks decently fluid and nicely done to me. A better looking ABS than a lot of attempts on rm2k3.

http://rpgmaker.net/games/101/

One of the few good action battle systems made in 2k3, and even then it's severely limited by Rm2k3's grid based movement. I posted that video (for about the 50th time) so this guy could get a look on how a decent action battle engine should look. Grid based movement, four directional movement, combined with a UI that's far too big, an enemy that does nothing but walk around and hurt you if he touches you, and item use that's clunky at best - I don't see how anyone can even think that looks the least bit fun. Are you people so blinded the fact that the monster flies backwards when the player hits it?

The problem, if I remember correctly is that the battle system im the video I linked only supports 20x15 maps; but this annoying limitation can be worked around in a number of ways. (One! ... One's a number...)

like he was trying to make AFD feel bad or something.

You know me too well.