OCEAN'S PROFILE
Freelance pixel artist, RPG designer, and hungry... for fooood.
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JPCs backgrounds/games
Anyone have these backgrounds or projects/maps of his? I wanted to look at them again but I don't seem to have any of them. Please post if you have any!
Review Just One Game
Alright, if you're up for it, you can give this a shot.
http://rpgmaker.net/games/3470/
It's short (probably not longer than 2 hours if you do everything in it) and isn't far from that type of game.
http://rpgmaker.net/games/3470/
It's short (probably not longer than 2 hours if you do everything in it) and isn't far from that type of game.
Looking for people.
author=AirxzenIt's not even this, but you're assuming that people who would help will just help throughout.... and people aren't that hard working enough to do that. Most people don't even finish their own games, much less help you finish yours.
Thats good to know.(the part where you's know i was going to help)
So, Pretty much, I need to become REALLY good at RPGmaker before i will get any help?
Like, you don't necessarily need to be good at every aspect, but if you have a project that looks good but is faulty in one area, they might want to just help out on that part so the project can be really good.
For example: You are a brilliant story teller and an average mapper, but are not very good in gameplay design. People might be willing to help you out there so the project can be something great. People will want to be part of a project that they feel will succeed or be released. No, you don't have to be great in every aspect, but at least focus on doing something really well. If you have amazing graphics, okay gameplay skills, then perhaps someone would gladly lend you their story writing skills.
Otherwise, you'd sort of have to do what we all (or most) did. Practice, practice, practice. Practice, read tutorials, learn, ask questions. In 2 years you're likely to be able to make a decent game by yourself without needing anyones help, or just a bit of help for your weakest points. Make multiple test projects just to learn, never start with a dream project.
World Maps
But no one is arguing that. Yes, it's okay for there to exist a graphical map of the world or at least the area taking place, and all of those do it in different ways, from selecting your area to flying to it or whatever. What we're arguing is this:
Worldmap that we walk through to get places, as in Traditional RPG overworld style, usually fighting random encounters and going across to find the next dungeon.
You know the classical Final Fantasy/other jrpg deal, the worldmap(The huge map that you walk across to get places). Your sprite is usually small, and you travel across some expansive map to get from place to place...
Do YOU like that?
Worldmap that we walk through to get places, as in Traditional RPG overworld style, usually fighting random encounters and going across to find the next dungeon.
World Maps
author=tpasmall
I feel similar to what you said, but posting a picture of the FF9 world map seems pretty wrong to me. That game did the world map a ton of justice. The Chocograph quest, the floating island, the way different continents looked and were laid out, I felt that game did an amazing job. The only part I'll agree with is that the random encounters seemed to be too much. But still, they even had events built in to the random encounters so even that's not all that bad.
I never got far enough in FF9 to see any of that, I was on Disc 1 and just going through random overworld stuff and tons of random encounters so I just gave up and never got through. But it wasn't meant to be about FF9 in specific, I just wanted to take one screen from somewhere to show as an example.
World Maps
I actually hate traditional RPG world maps. I really liked Secret of Manas way of doing it, and I find the only times I do enjoy world maps more is when you have freedom to fly around. Flammies theme was just really memorable. If world maps are there so you can have easy access to the points you've been to or something, no problem. However, if they are a bunch of walking with random encounters where the goal is "find the next area" in a huge open field, then I just get bored. Especially if they look like this:

With just grass, forest tile, mountains, water, and random encounters all over. Seeing the actual places is far preferable because there's actual variety and each place will more or less have its own look.
If anything, at least Chrono Trigger didn't have encounters in their worldmap.

With just grass, forest tile, mountains, water, and random encounters all over. Seeing the actual places is far preferable because there's actual variety and each place will more or less have its own look.
If anything, at least Chrono Trigger didn't have encounters in their worldmap.
. Final Fantasy 10 is a prime example of why I feel games without an overworld are too linear. That entire game it felt like you were just running in a straight line.It wasn't because you had no overworld that you felt you were running in a straight line. It was because... you WERE running in a straight line. Had there been a greater freedom of exploration within the maps themselves (and not just one big open area), some choices of things you can do before you move on, perhaps even different optional areas to visit if you'd like, then it wouldn't need an overworld to try to hide the fact that it was in fact linear.
After the release: Dev comments
Ah thanks! Well I really like RM2k3, the issue really is just the legality of it as it wasn't brought over here. If it was I'd still be using it. So that's why I'm waiting for something like RM20XX, not really for the features but mainly so I can have a free RM2k3 basically. I still do use RM2k3 for some things (Chaingame, we need to get this dooone) but otherwise.... yeah RM20XX needs to be doonnneeee.
Houses with not much in vs locked houses.
author=DorianDawesMenus and bars, small characters with SNES graphics, and numbers don't detract from the immersion level, but a simple way for the player to instantly tell if a door is locked or not will? I don't think it's necessarily how "realistic" it is for it to be immersive. I guess if you paint neon green on the doors then it would, but not if you're just adhering to strict rules about how the game works. If a door is dark brown, it can't be opened. If it's light brown, it can be, for a small example. That way, if you just always 100% keep to that rule, the player will never have to think about it again, unless they're curious and want to make sure that rule always holds. You don't even have to tell them that it's a rule, just put a mandatory area where those 2 door types are present and they'll figure it out soon, as long as again you never break that rule. I would go even further and have like a chain lock or something so they don't even have to wonder. It's not even the only way to do it, it's just an example of something you can do to have players easily recognize what you can/can't enter without having to waste their time. You can have it set up so the door graphic looks faded and blended into the background be locked, and some doors that really pop out be openable too perhaps.
I always find it slightly comical when you can enter random people's houses and loot through their belongings. Yes, this man is a great hero and all and fights for the people, while helping himself to their shit. Though I do enjoy a bit of exploration. I think the best way to probably get around the silliness of entering in random houses at will would be to find a way to work the gameplay mechanics into the storyline.
Also, I'm not too sure if I like the idea of coloring all entry doors a certain way and giving the player that code, it detracts from the immersion level, and reminds you that you are indeed playing a game. Sometimes, it's just better not knowing. Yes, it may be inconvenient to the player, but life is inconvenient. We don't always know which doors we're allowed to randomly break in, now do we? We just have to barge in and try it.
Now that would be interesting, make a game where when you break into someone else's house, you actually get arrested for it.
Games are built on rules. This is why players get frustrated if a developer breaks one. For example, this bird hurts you, and you avoid all birds from then on. Then, you have one bird that looks just like it much later on and it's never hinted at being special, but suddenly that bird you need to touch to teleport to the next area. Or another one, where desks never have anything in them, and suddenly the game without a clue given to you, expects you to search an ordinary desk in some other house in another town for a key. That will get players stuck for quite a while.
I disagree on the houses not having doors at all if they aren't to be entered. Not strongly, but just somewhat. Sometimes it really is just there to show that this town has more than 3 shops and a mayors house in it. Make houses/doors inaccessible is fine, make some doors not visible is fine, but you do that too much and players might instead wonder how NPCs get inside their own houses. "What, do they enter from the window or something?". I guess it's also a fault for those who make their towns 300x300 and just plop the player there and tell them to look for x house without any way of knowing where it is. Or you can make towns pretty small and have the player explore all of it and have something, at least interesting NPCs/some items reward for doing so.
Paradise Blue
author=Arandomgamemaker
Oh, Ocean? If you see my youtube account, i beat the game at Level 1.
This game is awesome~
Thanks for this, I hadn't even seen the vids before. I am looking at it now, and congrats for beating it at that level!
After the release: Dev comments
author=kentona
Pfffttt quit agonizing over this. It is a 10 day project. 10 days!! That alone is an accomplishment and a worthwhile learning experience.
You done good.
Yeah, actually the intent was not agonizing it. I'm thinking of it differently. Like, I've learned so much from when I started, that using plans from when I started ended up being not as good as I thought. It is obvious but I think it shows how much I changed from when I started. I did mention that it was a good learning experience, I just don't think it was too much other than a dungeon crawler really. I guess I didn't have time to do more than that.














