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Summer Screenshot Spectacular!

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You should expand those floor patterns to the rest of the floor.
I'm not so sure about that idea Nightblade. It might just hurt the eyes, especially if the panorama is moving.
Mhmm, It works a lot better just as an accent to the rest of it.
How about you go leap off a cliff next time you want to reply directly to me?
No need to be rude, you know?

I have to say I love the map, tardis.


I love how Lennon edited his reply as if nobody would notice.

At any rate, I'd like to ask a question if I'm allowed the right without having 9 people jump down my throat.

That sounds like pure torture to map. Ease up your load and use XP.


What exactly would XP to ease this guy's work load? Ignoring all of the other work that would go into moving a project over to a completely new engine.

As for the screenshot itself, my only suggestion would be to add a few small crags to the empty blackness in the upper left corner; unless a the cave is supposed to be situated on some sort of endless pit.




483 events, and this is only the beginning of the dungeon to give the player a feel for the water mechanics. Highly annoying to work with being that enemies refuse run over the shallow and deeper water that the player can walk through. Thankfully, teleporting the monster events rectifies the issue.

Summer Screenshot Spectacular!

post=95552
post=95549
post=95548
You should expand those floor patterns to the rest of the floor.
I'm not so sure about that idea Nightblade. It might just hurt the eyes, especially if the panorama is moving.
Mhmm, It works a lot better just as an accent to the rest of it.

How about you go leap off a cliff next time you want to reply directly to me?

As it stands now, it looks like a floor pattern peppered around all over the level. Having a vein like pattern cover the entire floor was my suggestion.

Summer Screenshot Spectacular!

You should expand those floor patterns to the rest of the floor.

golem_bolt.png

Its like a koala bear crapped a rainbow in my brain!

Oldschool RPGs aka the blinding lights of nostalgia

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@Nightblade: I wouldn't call RMXP/VX to be SNES style, it has pratically no graphic limit (besides going for full 3D of course). It's just funny to me because I get the feeling that people usually selling XP/VX games call their game oldschool because the only RPG they played was FF7 some odd years ago. If it was a "real" gamer selling the RM game they would be tight assed about calling it retro. I guess it comes off that I'm getting a chance to bash Laxius Force or something, but the point is that "oldschool" can be an exaggerated marketing tool.

So the crux of your assertion is that because of RMXP / VX's technical specs are higher, it can't be considered old school; no matter how it's actually made? "Old School" isn't just an aesthetic; though that is one of the more obvious factors. For your benefit, I'll supply an easy to grasp answer; as I am horrible at getting my point across sometimes always.

The FF2 remake on PSP had very high resolution, but in the end it's still a decidedly old school game.

Oldschool RPGs aka the blinding lights of nostalgia

I think that the archaic game mechanics are key. If it plays like an old school game, then it ought to be an "old school" game. That's a pretty subjective judgement, though.

The outdated game mechanics are the biggest problem with these games. There's a reason people stopped designing RPGs where you have no choice but to grind to advance (With the exception of ff8 :D). While it might be a fun throwback to people like you, who enjoyed the old school RPGs for everything that they had; I can nearly guarantee that the great majority of people don't like grinding mobs for 30 minutes just to survive the next area of the game.

Cave Story is probably one of the best example of an old school spirited game done correctly. It maintains the look, sound and feel of old NES games whilst doing many things to enhance it. IE: Not disregarding the lessons learned by designers. Lessons such as fluid control, approachability, and level design. I mean crap; you wouldn't make a game that controlled horribly just to invoke memories; would you?

(Hay Im going to mimic Strider *NES*'s horrible control system. NOSTALGIA)

The main point I would like to bring up is, what makes some RPGs oldschool or new? Obviously many of us have very SNES graphics/feel tied with some more advanced effects through the powers of RM. However, there are commericial RM games out there that sell themselves as oldschool RPGs even though they have RMXP RTP graphics, which is quite hilarious if you ask me. So what are your thoughts?

Out of all of the absurd things that go on here, you find that to be hilarious?

A lot of people would consider an SNES style RPG old school as well. Maybe not within this community, but for gamers as a whole; which is who that game is marketed towards; a feat more people should strive for, mind you.

Summer Screenshot Spectacular!

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I remember being amazed at DF1 and how much it felt like an honest-to-goodness old RPG. The mapping, names, difficulty, grinding and everything was spot-on.

If you don't like oldschool, don't play the games! If you do, PLAY THEM.
I liked Hellion, can you shut your trap yet?
I don't want to be your friend.

Can you shut your trap yet?

Oh whoops, I didn't realize you were on the team that made that game. Surprising, actually; as I saw none of your nauseating conventions in that game.


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RED screenshot

You're getting there, it's good that you keep improving.

gen_screen22.png

I really like the color use in this screenshot... but the overly strong light ruins the mood.

Summer Screenshot Spectacular!

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I remember being amazed at DF1 and how much it felt like an honest-to-goodness old RPG. The mapping, names, difficulty, grinding and everything was spot-on.

If you don't like oldschool, don't play the games! If you do, PLAY THEM.


I liked Hellion, can you shut your trap yet?

I'm pretty sure that the community even struggles to make a game that can emulate the early RPG's on the NES, I really don't think it's as easy as you make it seem Nightblade. I mean Ephiam has literally almost perfected the formula of the old school games, thats something that should be considered an acomplishmend, regardless of how it looks. (Hey, and I can actually see the difference between every Dragon Fantasy title, I honestly don't think they blend with each other too well)


The resources are easily available, the music simple to find, and the formula; again - easy. As I stated earlier; you can shrug off poor atmosphere, characters, and setting under the "It's old school!" umbrella. Honestly, what's so hard here? The balance? There's very little to perfect here. Instead of trying to perfect and imitate a shallow game many played to deaths years ago, people should be thinking of ways to make them better; whilst maintaining it's simplistic spirit.

Before I end this, there is one last thing that I think deserves repeating.


(Hey, and I can actually see the difference between every Dragon Fantasy title, I honestly don't think they blend with each other too well)


...

(Hey, and I can actually see the difference between every Dragon Fantasy title, I honestly don't think they blend with each other too well)


That's it.

Summer Screenshot Spectacular!

Consistency definitely factors into quality, seeing as more than a few people like to mishmash shit together and it ends up looking like ass, regardless of their mapping skills or whatever. The graphical style is consistent, and it looks good considering what it is. Like I said before, it does its job well.

If that's the case, that contradicts the whole "Not a lot blows my socks off" schtick.