OCEAN'S PROFILE
Freelance pixel artist, RPG designer, and hungry... for fooood.
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Fixing up Adalyn
Fixing up Adalyn
author=GameGuysProjects
Hey the new HUD idea looks great! If you need someone to script it, lemme know.
Oh don't worry, the HUD is already scripted in and is a bit different than that one. In fact, I should probably make a new blog post with the changes, but I've been pretty busy! I'll get that up soonish though.
RPG Maker marriage proposal
If you're going to propose using RPG Maker (I'm not against that), I'd have put more effort into it. Well, she said yes so ultimately it accomplished the same thing!
The Screenshot Topic Returns
author=chana
Nice but a bit mixed up : what's the bush doing on the roof, etc.
Giving it a more nature feel to the town, but yeah I removed that. There's enough trees and flowers in town anyway.
The Screenshot Topic Returns
Houses with not much in vs locked houses.
Welll, I'd need a reason why you can only enter that house if you have those members in it. Are they related and that's their home? If so, you can probably put a name plate and have them introduce their house (and make it special looking in some way to make it more recognizable) so that the player can remember that their house is there, as well as putting in the dialogue that they would like to return on occasion because they get mail (free goodies for the player) or whatever! Maybe then you'll want it locked when they aren't around, and door open when they are.
There are other ways but yeah, you'll want to think of what the situation is and how you can remind players. Maybe even in that particular case, a party member will ask you after a few missions to return to the house, but still be optional. All up to you.
There are other ways but yeah, you'll want to think of what the situation is and how you can remind players. Maybe even in that particular case, a party member will ask you after a few missions to return to the house, but still be optional. All up to you.
Houses with not much in vs locked houses.
Simple, make a way to differentiate between locked and unlocked doors.
A big lock on the door graphic, or just make all the locked doors a different color. Like say:
Wooden door: Always unlocked
Wooden door with a lockpad: Locked, but can be opened with a key "Hmm, if only I had a key...."
Wooden door with a red lock: Never can be unlocked "No matter how much I try, I'm not gonna get in here. Not worth it."
For a simple example. Just keep the rules consistent, if not players will be checking every single one when they can just skip over them if they can easily tell it's locked and won't be going in.
A big lock on the door graphic, or just make all the locked doors a different color. Like say:
Wooden door: Always unlocked
Wooden door with a lockpad: Locked, but can be opened with a key "Hmm, if only I had a key...."
Wooden door with a red lock: Never can be unlocked "No matter how much I try, I'm not gonna get in here. Not worth it."
For a simple example. Just keep the rules consistent, if not players will be checking every single one when they can just skip over them if they can easily tell it's locked and won't be going in.
The fire always burns
Cancelled... for now
No one really cares, because of the RTP. Honestly, it's much easier to do a 20x15 screen of something than 3 floors of dungeons. The RTP looks bad either way. We had some really interesting map events/contests in Gaming World back in the day. Some restricted it by tilesets, but we actually had good tiles to work from, and nearly were always relatively small. Not always screenshot size, but not big like this, especially since you are running 2 parallel ones. I think one of the good ones back then was a town map contest, but it was up to them to pick the tileset. We got some nice maps from it from people who wanted to show their tiles and mapping skills. That and they could edit or place tiles as they liked so they can really let their creativity loose. The RMVX RTP is really blocky and unless they want to make a game from it already, then no one is really going to care much to do that much work with a bad RTP.















