New account registration is temporarily disabled.

PHANTOMLIMB'S PROFILE

Search

Filter

Stand-up Character

A word on flaws --

True flaws are a core component in a character's personality. They don't come and go when the winds change, they are there, determinable, unattractive, and sprung from the character's nature(background, choices, internalized opinions)/nurture(upbringing). A flaw by definition is a deficiency. If the character can overcome or outgrow it, it isn't a flaw, it was just an obstacle. If it has any redeeming qualities, it isn't a flaw with much depth.

Don't be afraid to make your characters weak, unintelligent, ugly, or old(er than 15).

I never found Harry Potter, Hunger Games, (insert literally any young adult fiction here) main characters interesting because they are essentially flawless.

I enjoy the character Tyrion from GoT immensely, because he has some serious flaws going on, but the plot is never gimmicky for it, or centered around him entirely.

Rhue from "The Way"(an RM game), is a memorable character because he is so devoted to finding his long lost love and being happy (achieving an ideal), becoming more ruthless as time goes on, that he spurns any *real* chance of being happy that he comes across along the way. That is a flaw.

----------

Names are a good tool, too. Try to have all of your characters have names that begin with different letters. That said, think carefully about those names -- the culture/place/period they deviate from. One cliche I hate is main characters with silly, "cool" names that no-one in their right mind would call their children. That goes for appearance, too. Choice of clothing, skin colour, hair colour -- these things should reflect the character's personality or place of origin respectively.

ie. Lightning from FFXIII is a good example of what not to do.
----------

tldr; work more on making believable protagonists/antagonists rather than why they are badass.

How the Heck do you Design a Town?

Most fantasy games are analogues to periods in medieval history. If that's the case with your game, perhaps it might be worthwhile to research what is contained in your typical town. Ideally, the narrative should be told through more than dialogue alone - the town and its inhabitants is a tool for you to use to tell the story of your world on a social, political and economic level.

There's very few good towns in even the most lauded of traditional RPGs. In your typical fantasy RPG, towns are merely something to punctuate the plot, rather than be part of the plot itself. They'll probably all use the same chipset and charsets, detracting from any sense of varied culture, architecture or religion (and if they do, it'll likely be "desert town" and "japan town"). It's not a good rolemodel to follow, and I think it's a real problem with RPGs that deserves more attention.

Why first grade to 12th is completely useless, including parts of college ..

Many of the "opinions" expressed here seem like perfect candidates for http://shitrichcollegekidssay.tumblr.com/

:/

How to add fun to grinding?

I'd grind in a commercial game, but never an RPG Maker game.

What do YOU look for in a (good) story? (In a video game)

Strong causality is a non-negotiable.

Causality (atleast, what I think it means for the context), = what causes what, in the sense of the plot.

weak causality = luck, random, accidents. "stumbling" across the magic book spurs the narrative.
strong causality = the plot being directed by willful characters who take control of their fate. The narrative makes a logical progression.

-----

I also have a love-hate relationship with plot-twists. I think it is the hallmark of the amateur writer to try and bedazzle the audience with constant zany twists that offer nothing to either continuity or causality.

Chronology of the Last Era

This looks right up my alley, -- subscribed, and eagerly waiting for a release of any sort!

Converting 2k3 tilesets, to VX?

this, is music to my ears.

Thankyou for the responses!

Converting 2k3 tilesets, to VX?

Essentially, I decided I found the traditional graphics style of VX not to my tastes, but the numerous lacking of features (such as, but not limited to: scripting) of 2003 equally ..not to my tastes.

So, the most logical compromise would be to convert the 16-bit graphics style used in 2003 RTP and rips (which I love) to VX, yes?

I have the charset-converter, which is brilliant, but the tilesets are still an issue. I know there is a VX tileset made of the 2003 RTP, - but what is the process of conversion like? Can one simply drop a, say, tileset meant for 2003 into the VX folder, do a bit of fiddling, and voila? Or is it far more laborious than that?

I'm hoping the labour of converting tilesets would be far less than the labour of compensating for the lack of scripting features through events, so my question is how difficult the whole thing is, and if it's worth doing it.

EDIT: (this seemed to border on the criteria for the help request thread as well as this one, so I wasn't entirely sure where to put it, as it isn't a direct request of any sort)

Caldinasus.PNG

this, is amazing.

[Poll] Which game engine do you prefer? (I fixed it)

I prefer 2k3. I've primarily used VX, but the thought of returning to it gives me a headache.
Pages: first 12 next last