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Skullengine
can't wait to see what you do with XNA. this is already pretty impressive for a learning experience.
Alcarys Complex
yeah, sorry about that! i elaborated (somewhat) in the description and added a character page. thanks!
What was the last thing you bought at the time of your reading this?
Dolla dolla bill, y'all.
in my game, monsters don't drop money per se, but there's a tagging system in place maintained by each country's central government in which certain monsters are tagged and others are untagged as a means of population control.
you can get a tag by either killing the monster, or you can steal the tag off the monster and leave it alive. the tag is usually worth more if the monster is left alive (which doesn't make much sense realistically, but hey, oddities at the expense of your game's theme, etc). you take these tags into town, where you can exchange them for money, items, or services.
the other two ways you can get money are by selling stuff you've accumulated over the course of your journey (naturally) or by drawing a paycheck. two characters draw paychecks semi-frequently throughout the course of the game; this serves to compare those characters at different income levels. i'm not sure how, yet. do i make them equal or do i make one character's income drastically higher than the other? both of these characters have wildly different occupations, and one of the jobs is perceived (at least by the person holding it) to be way more important than the other. if the pay is equal, it could serve to make a statement that the job isn't nearly as important as she thinks it is. if it's way high, it could illustrate, especially when comparing incomes of other people holding the same job, that the character in question is being paid a large sum of money to not question her immediate superiors.
as far as money and economy, i originally wanted to do an exchange rate system between the three main countries in my game, but i don't really want to put forth the effort. something like that could be fun, though, if the exchange rate fluctuated at certain, predictable points and you could sort of "game the system" and make loads of cash. it's not realistic, but it's a fun gameplay mechanic that doesn't really hurt anyone, since it's all made up. you could also set into motion certain economic events that cause a country's exchange rate to drop, then buy up a shitload of that country's currency, and wait for it to recover, inflating your purchasing power and making money that way.
also i never really liked making up fantasynames for money so the currency, at least in dialogue, is never explicitly referenced. every time people talk about money, they want "500,000" or "3 million" and they never say what the currency is called.
you can get a tag by either killing the monster, or you can steal the tag off the monster and leave it alive. the tag is usually worth more if the monster is left alive (which doesn't make much sense realistically, but hey, oddities at the expense of your game's theme, etc). you take these tags into town, where you can exchange them for money, items, or services.
the other two ways you can get money are by selling stuff you've accumulated over the course of your journey (naturally) or by drawing a paycheck. two characters draw paychecks semi-frequently throughout the course of the game; this serves to compare those characters at different income levels. i'm not sure how, yet. do i make them equal or do i make one character's income drastically higher than the other? both of these characters have wildly different occupations, and one of the jobs is perceived (at least by the person holding it) to be way more important than the other. if the pay is equal, it could serve to make a statement that the job isn't nearly as important as she thinks it is. if it's way high, it could illustrate, especially when comparing incomes of other people holding the same job, that the character in question is being paid a large sum of money to not question her immediate superiors.
as far as money and economy, i originally wanted to do an exchange rate system between the three main countries in my game, but i don't really want to put forth the effort. something like that could be fun, though, if the exchange rate fluctuated at certain, predictable points and you could sort of "game the system" and make loads of cash. it's not realistic, but it's a fun gameplay mechanic that doesn't really hurt anyone, since it's all made up. you could also set into motion certain economic events that cause a country's exchange rate to drop, then buy up a shitload of that country's currency, and wait for it to recover, inflating your purchasing power and making money that way.
also i never really liked making up fantasynames for money so the currency, at least in dialogue, is never explicitly referenced. every time people talk about money, they want "500,000" or "3 million" and they never say what the currency is called.
My thoughts on Mega Man X Corrupted (some game that's on youtube)
post=133231post=133182If that was true, it would be more badass as than anything ever.
I think Capcom has even hired some people who have done fan stuff for Mega Man, but which is pretty badass if it's true.
see mega ran 9
[Critique] My Game's Story...so far.
throwin' this out there
you could change the ring to a gauntlet and make it so that touching things with different finger combinations does different things
you could change the ring to a gauntlet and make it so that touching things with different finger combinations does different things
Collaborative Projects
post=128494
I echo the sentiment although am confused about the mention of cash money dollars. (I assume that this isn't an amateur game you are talking about because come on!)
yeah, it's not. budgeting has been a major headache with my current project (that and tax issues). hopefully i'll get my shit together by release!
post=128494
Anyway, I once was working with this complete douchebag Shawn who I THOUGHT was making maps for Backstage 2; instead he was just stealing them from other RPG Maker games. It was completely despicable and totally embarrassing.
ouch. i'm always afraid when i start working with someone that i'm going to find out something horrible like that. usually the feeling abates as i work with them but making the leap is the first step and there's always a chance that the person you bring on board will be doing nothing but wasting everyone's time.
fortunately, i haven't had too many experiences like that!
Collaborative Projects
I collaborate because I can't do everything myself! I can't say what 'usually' happens for me, because I've been on roughly the same collaboration for three years. In this instance, I program, write, and put out the plan, and music, sound, and graphics are handled by someone who is not me, because I am awful at all three (though I am getting pretty good at editing tiles lately!) I can trade work, but since I've been pushing to get this game out, the 'collaboration' aspect has been glued together by a budget (which is almost exhausted at this point).
I'm surprised that Ocean and Couch have put up with the astronomical delays that this project has seen; I know I've wanted to quit several times; when I get frustrated with some thing that isn't working the way it's supposed to, I get an urge to dump it all or change things (again), and somehow I resist. If you're part of a team that's dedicated (you don't need to work ALL THE TIME, just when working really counts) and easy-going, you'll go far as a group!
Also, it helps if everyone can do what's necessary to complete a game. Specialization helps a lot.
I can say this: if you're any kind of reasonable human being, the notion of being a slave to your 'perfect vision' at the expense of the rest of your team is absolutely absurd. I cannot fathom someone who would be such a giant dick to someone who is working with them. It erodes any remaining good will the team shares quickly!
Lastly, a tip: I know this place is warm and fuzzy and friendly (generally, if you do a collab, and it's with someone who's been on either here or GW for a few years, it'll get done), but it's still on the internet. Vet your team members. Make sure they are who they say they are and that they're honest. Asking for a resume, a portfolio, and a letter of recommendation didn't stop me from losing almost $2K in budget from someone who couldn't do the work and wouldn't refund the advance.
:(
(i know this is not me but it still makes me sad i hate people who do this without at least being sort of apologetic)
I'm surprised that Ocean and Couch have put up with the astronomical delays that this project has seen; I know I've wanted to quit several times; when I get frustrated with some thing that isn't working the way it's supposed to, I get an urge to dump it all or change things (again), and somehow I resist. If you're part of a team that's dedicated (you don't need to work ALL THE TIME, just when working really counts) and easy-going, you'll go far as a group!
Also, it helps if everyone can do what's necessary to complete a game. Specialization helps a lot.
I can say this: if you're any kind of reasonable human being, the notion of being a slave to your 'perfect vision' at the expense of the rest of your team is absolutely absurd. I cannot fathom someone who would be such a giant dick to someone who is working with them. It erodes any remaining good will the team shares quickly!
Lastly, a tip: I know this place is warm and fuzzy and friendly (generally, if you do a collab, and it's with someone who's been on either here or GW for a few years, it'll get done), but it's still on the internet. Vet your team members. Make sure they are who they say they are and that they're honest. Asking for a resume, a portfolio, and a letter of recommendation didn't stop me from losing almost $2K in budget from someone who couldn't do the work and wouldn't refund the advance.
post=128310
asking one request and then continually piling on more
:(
(i know this is not me but it still makes me sad i hate people who do this without at least being sort of apologetic)
Speaking of Menus...
lots of good menus in here. i love making menus because it's the only thing i don't suck at when it comes to making games.
for reference (i wish i had stuff from earlier than 2004 as it was really awful!)
http://www.modestarcade.com/images/port_01.png (RM2k3, 2004 i think)
http://www.modestarcade.com/images/port_02.png (GM6, 2006)
http://www.modestarcade.com/images/port_03.png (GM6, 2006)
http://www.modestarcade.com/images/port_04.png (RM2k3, 2004)
http://www.modestarcade.com/images/port_05.png (GM6, 2006)
and from my current project (GM7, 2009)
http://www.modestarcade.com/images/port_06.png (800x480)
for reference (i wish i had stuff from earlier than 2004 as it was really awful!)
http://www.modestarcade.com/images/port_01.png (RM2k3, 2004 i think)
http://www.modestarcade.com/images/port_02.png (GM6, 2006)
http://www.modestarcade.com/images/port_03.png (GM6, 2006)
http://www.modestarcade.com/images/port_04.png (RM2k3, 2004)
http://www.modestarcade.com/images/port_05.png (GM6, 2006)
and from my current project (GM7, 2009)
http://www.modestarcade.com/images/port_06.png (800x480)














