RATTY524'S PROFILE

Ratty524
The 524 is for 524 Stone Crabs
12986
I'm an artist and animator who loves making games in my currently vast amounts of spare time.

I also enjoy messing with people. :P

Check out my games!
Oblivion Quest
A FF-styled JRPG with a Classic Twist!

Search

Filter

Does anyone Remember RpgRpgRevolution? (Remembering RRR)

author=Darken
Again, I said I'm sure there was drama (every forum has it), but it just didn't seem to concern the common newbie. More of the mindset of like: you post your game and you don't get some elitist person complaining about RTP anime games out of nowhere due to some power struggle over the site direction. There just didn't seem to be any standards or anything particular of how you go about posting a 20 paragraph story idea for your game in the "Design" forum, and that's what it came off to me.

Ah, that was my take of the site as well. I wasn't being that serious.

Aside from being a part of era of over-elaborate game project threads, as kentona pointed out, RRR was pretty chill overall from my perspective. To be fair, though, coming to RMN was the first time I really had to deal with any serious, in-depth critique games and I didn't really get that from RRR.

Not that it was a big contributor to me leaving the site, far from it compared to the iEntry fiasco which lead the staff to give up on the site. I basically treated RRR as a relaxing break that I could go to on the side back when it was active.

Does anyone Remember RpgRpgRevolution? (Remembering RRR)

author=LordBlueRouge
author=Yellow Magic
author=Deacon Batista
their community was 5 % old mommies older than 55 years (those were their staff by the way X-D) a
The only one I remember fitting this description is Kaz, who IIRC was genuinely cool. Wonder how she's doing now...
...Yeah, I felt like I didn't need to mention this in the topic thread, but I'm going to mention it anyways:

Guys, please try to keep your comments positive or at least "neutral". A lot of these rpgmaker communities have their own share of problems, I get that, but I want to try and present both sides equally, the bad and the good, when talking about these old rpgmaker communities.

Stuff like Kentona's, Darken's and Nessiah's comments are fine, because it shows the tone of the site, it's interactivity, as well as the experience level of most of it's users.

You can still make negative comments, you can even write about negative experiences, but nothing scathing or mean spirited, okay? I don't want someone to get into a fight over this. I'm just trying to gather info here.

RRR had many different members, from many different walks of life, with many different opinions and perspectives, I want to try and capture all of them, if possible.

See, Deacon is butthurt even after all these years because he got banned from the site for essentially being a jerk to other community members and mods, with a particular love for whining about a perceived reluctance for the community to accept RM2k/3 games on the site. Also idk how you are going to really get a "neutral" opinion on this because the RM community as a whole is pretty much discourse after discourse. :P

But with that aside, I was a mod of the spam(?) forum there for some time during the iEntry phase and a member their since the latter days of Rydin's ownership at the time, so yeah I have some insight, particularly of the iEntry situation as I had firsthand knowledge of what was going on. The front page's project hosting capabilities were a great feature, as others have mentioned, but it kept breaking and we, the staff, couldn't edit it without iEntry's permission. This would be fine if the service rep for iEntry was responsive, but they weren't, so we often went for weeks, if not months of having broken page features that we couldn't fix due our dependency on the new site owner.

What also happened was a major discrepancy between the site users and iEntry's terms and conditions, where it was perceived that noone would own the rights to their resources if posted on any site hosted by iEntry. From what I remember, this wasn't exactly the case, but it still drove away the bulk of our major resource contributes, playing a part in the death of the overall community.

Eventually the site began to slow down in terms of project discussion, people posting projects to begin with, and other things, and the lack of control was getting tiring for the staff so they eventually gave up on it and most of them moved to moderating other forums, namely the VX/Ace communities iirc, and I just sort of low-key stopped going there since I didn't feel like it offered much to me as a developer anymore. Also, as Sai mentioned, RMWeb made RRR completely obsolete as well as many other individually owned RPG Maker sites.

author=Darken
Tbh I saw it as sort of the divide between the 2k3 to XP/VX transition and a "noob community" that seemed leaned on people posting their games without worrying about reputation, standards or drama (though I'm sure its had its share).

PFFT The iEntry fiasco I mentioned, Lyric's departure that lead up to a disagreement with her and the staff over confidentiality, BizzareMonkey's "turth" spamming that lead to his ban (he was legit calm and not very talkative until that point. I don't know what turned him into the psychotic monster he is now), that one mega-spammer who threatened to turn RRR into a porn site and had a personal outburst, and Rydin kicking out a spiteful staff member are still fresh in my mind after all these years.

Mega Maker - Share your levels!

Titanic Tower: 45345

My first level. Has lots of climbing and teleporter use.

Here There be Metalls: 46056

The gimmick is that all the enemies are mets.

May The Force Field Be With You: 55150

Use the reflector sheild to deflect projectiles! You can also hover by constantly spamming the button with it.

Isrieri and UPRC your levels rock my world, by the way (except for the "High Ground" level you made, Isrieri. It was waaaaaaay too difficult)

SRW2 Beta is Here!

Ooooh I forgot to mention that Boom Boom Bastile has a bug where the graphic of the door doesn't appear in the bonus room that comes after the hard boss, but the pressing Up around the other side of that area will allow you to leave as if it were there. That's probably what you are describing, NeverSilent.

I blame Hali~.

SRW2 Beta is Here!


I admit it was hard to do much with this since editing the reds affected EVERYTHING but in game it's less taxing on the eyes.


A screen showing how it looks in-game. I think we have better contrast with this one.

SRW2 Beta is Here!

Ah, good that you've already addressed some of my main concerns with these levels!

As for the background issue with Fire & Brimstone, hi you are looking at an artist who knows how to use adjustment levels in photoshop and the likes. :P

I can do some color tests and send them over if you like.

SRW2 Beta is Here!

author=halibabica
from Ratty524
I don't really feel it quite lives up to its predecessor. Some levels just feel a bit more "ugh" than fun...I felt like rage-quitting a few times, and even though they were very few I worry for how other players are going to react.
I don't understand what gives you this impression. Don't get me wrong, I loved the first RMN World; it's what I wanted out of this series all along. The only thing different this time was the aim to make the game coherent (and, y'know, four less people on quality control).

But I'm more curious about these 'ugh' and 'rage-quit' levels, because without you telling me which they are or why they were 'ugh' and 'rage-quit' to you, I can't improve them. Any more clarity you can give me would be helpful.

I think it's just that RMWorld 1 had more memorable levels in addition to having a consistent stream of quality levels. We were allowed to go ham with the theme of our levels and the fact that every level had different graphical styles and design tastes, which you could take on in any order you chose per world, made sense with the gallery theme. In a more linear, map-based Mario adventure like this, the vastly different tastes with level styles kind of feels like the game is fighting with itself on what it wants to be.

Granted, this is still turning out to be a great game, I just don't feel like it tops RMWorld 1 for me personally. We can still help it, though, by taking a look at some levels.

The not-so-good levels are very few, to clarify, but it has the reverse effect on me from what happened with the RMN Bros series: the bad ones really stick out in my memory over the good ones.

Off the top of my mind:
Giga-Funklen - I think I already mentioned in both a post back and a comment on Animebryan's youtube page (?) about my thoughts on what to do with this level. If I didn't, then I'll mention that the overall problem I have with this level is that it's a little bit unfocused when it comes to enemy types. Like, why does this level need speeding fat shy guys in a level that's centered around chucking veggies at plant/tribal-looking enemies?

Green Thumb - This is the level with the growing mushrooms, right? The one I mentioned had a weird bug at the boss fight that causes an unwinnable state? It stinks because the section past the checkpoint is the only thing I have an issue with. If you are not super or don't have a power-up to easily break those blocks, you have to rely on the koopa shells which are less reliable and slow down the pace of the level significantly, and right after that is a boss fight where it's very possible to die (from like, the sledge bros at least) and you have to do all that over again. To save you some time, what are your thoughts on moving the checkpoint past the block section and directly before the boss fight?

Naval Piranha's Bog - Water pits that if you fall in, you almost can't get out of, a switch block that you need to repeatedly backtrack to find and hit to find flowers, and topped with a boss that doesn't telegraph when it's going to shoot nippers right into your face, and the only truly viable method to beating said boss is to chuck the veggies at it's tiny belly, making it feel kind of tedious and boring. I think this was the first level I was truly frustrated with.

Ice Climbers - If only because of the crash I mentioned.

Mini-Boss Factory - I've already mentioned why this level doesn't sit well with me.

Fire & Brimestone - The only thing I didn't like was that the constantly strobing, bright red background was hurting my eyes. Go to an image editor and adjust the hue values to make it darker, please.

SRW2 Beta is Here!

Finally "beat" it sorta... By that I mean I think I cleared all of the levels in the game but I haven't collected all the stars because laziness.

To start off:

FAWFUL DIALOGUE FEEDBACK (because he's one of my favorite Mario characters and he needs work in this game, dammit)


...

(this one came out bad because SMBX but GDIADSFIAOJFSOI)

I haven't played the M&L games past the first, but I'm certain Fawful doesn't speak in 3rd person, rely on memes (honestly, anyone can come up with jokes like that) and just be... a very underwhelming representation of the character. His boss fights themselves are fine, but his dialogue is what makes Fawful himself and it's handled in a very sterile manner here.

Fawful isn't just a "looney goofball," he's a very specific kind of looney goofball who over-explains everything and speaks in a more poetic(?) manner as oppose to just "random ramblings."

The most important bits you were lacking were his metaphors. Here is an example as it appears in the official games:

Major thing to note is that he stays on a single topic, and iterates from that single subject with this metaphors.
The topic is the lives of the bros, which he compares to a caricature... and that caricature isn't just any caricature, it's a caricature of a cartoon, said cartoon was drawn by a kid, and just to add a punch to the insult, that kid was stupid! But even better, at the beginning, he mentions that their lives are something he'll spit on! Notice how he built up to all of that, though?

Here's a modern example that's probably even more clear:

He goes from bones -> dust -> mold. Isolated and put in any other order, it probably wouldn't work. Instead, his metaphors expand on a concept and adds to it.

The problem with this game's Fawful is that he often kind of stops cold with his metaphors and changes the subject to something not really related enough, like in the last screenshot of the game I showed. You got a good start with "Fawful's plan was a flop, like soggy salad" but then you transition into "dessert" which... doesn't really work as well since you started off with "salad." Was the salad the dinner? It fell flat for me.

A better dialogue suggestion for that scene, imo, would be something along the lines of:
You arrive, in FAWFUL'S CLEVER TRAP!
My plan was a failure. An underwhelming dinner with overcooked steak that was hardened with the charred taste of defeat.
But now I have a new taste! A taste for sweet dessert! The dessert is your pummeling, and the sweetness your demise!
I HAVE FURY!!


(seriously you did not use "I have fury!" at all and I want to punch you)

Not saying my word is the best but do you get the idea? Your Fawful is off by a few marks and needs a bit of an overhaul with his dialogue. Try to get a bit more creative with it too, but even if you seriously want to keep that "the cake is a lie" meme there, there are so many better ways to handle it that doesn't feel like he breaks character.

/severe grilling


WORLD MAP TILE ISSUES


These two spots are where I've noticed the ye olde black tile that results from unused space and is so hard to adequately prepare against with SMBX's world map editor.


OTHER STUFF

I like this level overall but I hated this secret. Your only hint is that the screen scrolls further upward, and the position of the vine block isn't hinted by anything else. You can create obtuse patterns with coin blocks, or a slight indication with coins themselves, or something. It just feels so... arbitrarily placed when the only reward you are getting is a single flower.


Not a big deal, but why can't yoshi eat Bullies? I guess you can ask the same thing for why he doesn't eat Drybones, either. Meh.


So these snowmen have block collision and they can push me, while I'm in statue form(?), into a wall and kill me instantly (statue can't even phase through them like regular enemies). Like... I don't know what's the point of making them have block collision in the first place? Still a nitpick I guess.


I guess they're kinda pointy, but the spikes don't look pointy enough. Especially when I played this riding a Yoshi, I got completely confused whether this was normal ground or not. I'd edit the tile to duplicate that pointed part of the spike over the rounded part. Doing that would make them unquestionably spikes imo.



Yeah sorry but this is among my least favorite levels in the project. The main issue I have with it is that you have to traverse it at a mostly fixed pace, because otherwise enemies and minibosses will stockpile on each other and certain sections of the level become almost impossible to clear. My #1 rule with NPC generators is that you need a way to dispose of them, otherwise they'll quickly clutter the screen and give players hell. This is fine in some sections of the level, but in stuff like the screen above there is nothing stopping npcs from filling up. Imagine if you did this making an actual SNES game, you'd murder your framerate.


!BUG ALERT! In the fight with Birdo in Clown Cars level, you can still enter/exit this pipe above even though it looks sealed visually.


!BUG ALERT! In the Yoshi world tour level, the effect graphics of the kicking smb3 shell enemy are incorrect, turning into a koopa when defeated with a tail. I don't think you are using the blue shellless koopa for anything else in this level, right? Should be an easy fix to replace the effect graphic.


Hali, is it possible to increase the movement speed of this guy by a digit or two? Waiting for it to go back to crawling up the walls is kind of painful, especially if you manage to miss him in the narrow chance you ever get an egg from his circle around the room.


Overall, it this game still managed to be fun, but I don't really feel it quite lives up to its predecessor. Some levels just feel a bit more "ugh" than fun, I also feel like World 9 as a whole could be tamed a little because it felt like a constant pounding of ludicrous difficulty with almost every level in that world. I felt like rage-quitting a few times, and even though they were very few I worry for how other players are going to react. Still, I can't wait for what the final release will bring.

srw2yawm.png

Thank you for changing the appearance of brain drain island.

SRW2 Beta is Here!

author=halibabica
from Ratty524
Why not some flowers hidden by a P-switch? A condensed red-coin challenge that rewards you with a flower? Flowers whimsically attached to some moving layer? I'd even take the "all flowers available in one spot" kind of level like in Kentona's 'Backin' Up' from Super RMN World 1. Right now, so many levels use flowers in the same way and it gets old.
The trouble with getting fancy with flowers is that they all have to be on the same layer in order to function. They use the "No More Objects in Layer" event to make the star appear. Any layer shenanigans used on one flower would affect all of them, which is a very sad fact of life because I know the engine has more versatility otherwise.

The other trouble with getting fancy with flowers is that I had to make sure they could be collected by all five characters. This is currently doable, but it also meant some things didn't work as originally intended. Most characters have alternate solutions to problems from each other, but there are some things that they just can't all do. Another very sad fact of life.

I can understand how the quest becomes samey after a while, but I'm at a loss what to do about it at this phase of things. There are 455 flowers in this game. How much can we really vary it up?

Understandable. The layer limitations really don't give us a lot of options regarding how we place flowers in our level. I still think there could be something done to at least alleviate the repetition. Does anyone have any ideas?