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Release Something! X marks the spot!

Jesus christ SGCN, that is absolutely brilliant!

I want to play it... and make a game with you... and then make some manbabies...

Release Something! X marks the spot!

What's up video buddies?

So does anyone still use RM95?

I used it back in the day, but when 2000 came out, it became pretty dead to me.

Something about flies......

It depends on how the story is told IMO. The most important part of any rm game is the first 5-10 minutes. If you want to make a long intro to your game, fine--make it long, but it absolutely cannot bore the player to death. I think a lot of RPG maker games make the mistake of explaining their worlds with walls and walls of text in the opening scene, but they don't realize that the player doesn't give two shits about any of that yet. If you have to set up anything about the world itself, keep it at like 2-4 sentences and move on (like FF6). Explain the rest of the world's back story later on in the game through dialog and other means of storytelling.

There usually should be some kind of character interaction, where you see the main hero for the first time that really cuts to the chase and explains what type of character he is. Another mistake I see a lot in rpg maker games is that they show too much of the villain, who really shouldn't be revealed until the player is used to some of the initial characters. That early on in the story, the villain shouldn't be the main focus.

To answer your question, yes, long intros bother me because 90% of the time they are the reason I turn off the game.

Also for the record, you should never ever have to put a "skip intro" option in your game. That's just ridiculous. Work on storytelling instead.

Your First Game

I first conceived the name of my project, "Everlasting Journey" back in like '99 or something ridiculous when rpg maker 95+ was widely available and the name was still funny and original. I made a game with like a world map, and a burning village (lol rpgs), and some random battles. The two main character's names, "Sparrow" and "Athesis," were conceived at that point. Sparrow sounded cool (Jerry Bruckheimer thought so too apparently), and Athesis was just some letters I slapped together to closely resemble Aeris. I only realized I could add the last name "Paper" and turn it into a pun a few years ago.

At that point I was still a wee young'n, and had no concept of what makes a good game, so I never really continued on RM95+. I wish I still had the original game so I could laugh at it, but it has since been lost in many hard drive wipes and computer upgrades.

After 2k came out, I started making an actual game, and got like 2 chapters into it using rtp with some nonsense dialog and a bunch of random cameos and crap. When 2k3 came out, I added like 2 more chapters, and then stopped working in rpg maker until the beginning of 2007 when I started taking game-making a little more seriously and put some effort into it. I'm still working on Everlasting Journey today. @_@

Cameos

I got bored one day and drew a weighted companion cube (from portal) and placed it as a cameo in one of Everlasting Journey's maps. Originally I had all sorts of talking cameos, like kirby, glatis from grim fandango, and ninja turtles but it kind of took away from the whole experience, so I took them out. The companion cube doesn't say anything, and you have to be a map hunter to find it, so I figured it wouldn't hurt to put it in.