The 524 is for 524 Stone Crabs
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!


[RMVX Ace][SCRIPTING] Looking for a good "Gameover Common Event Script"

So I hope I'm not screwed, but after trying some popular scripts that call common events as substitute for the "game over" screen, not a lot have what I want.

The type of death handling I want to do with a game I'm currently working on works like the one seen in the game "Dragon Quest": As oppose to ending the game outright and returning to the title, the player is warped out of the battle scene and transferred to a specified map, where he gets lectured by the king and gets the gold penalty and all that. From there, it's pretty much an automatic restart, no returning to the title or anything.

The problem is that I haven't found a script that actually supports this. Here is what I've gone through so far:

Yanfly - Death Common Event - Doesn't exit out of the battle screen, and even worse it doesn't warp the player to any other position from where the player had his encounter, even when I specify that it should through the common event.

HimeWorks - Gameover Events - Still goes back to the title screen even with all the common events running.

Kread-EX - Gameover Common Events - doesn't seem to do anything at all after losing a battle, it just transports you right where you left off.

Are there other scripts besides the above mentioned that can handle gameover common events? Do I even need a script to do all of this? Any help will be appreciated.

The Cost of Repetition

So looking through feedback on one of my latest projects, I noticed a comment on one attribute of my items in the game. It's an item that warps you out of a dungeon at the cost of 50% of your gold, and the comment noted how it wasn't worth using as a result. The original reason I placed that attribute there, however, was because I was considering that it was a "get out of jail free card" and it had to have some sort of cost for getting out of a dangerous environment easily. Then I realized it had another cost: You have to redo the entire dungeon from the start, and the reduced gold will actually leave you less prepared than before. I want to focus on the former, though, in how painful it really is to do certain tasks over again in games, because if it really is that bad to redo a level, then maybe that cost would be just enough.


I've played many games, especially older ones, where the punishment for losing is redoing everything. In my recent playthrough of Super Mario 3D Land, I actually felt mildly frustrated by the fact that once I die, before hitting a checkpoint, I have to play the entire level from the start, including collecting those hard-to-reach star coins used to unlock secret levels in the game. Even though I consider 3D Land a good game, I always felt a sense of ire out of having to do something I already accomplished over again, usually just for making one simple mistake in a particular spot within the level.

I want to hear from everyone else, though, as players and as designers, how do you feel about having to repeat tasks in a game, be it as a punishment or anything else? As players, do you think having to repeat sections is justified punishment for failing to beat a stage? As designers, do you also think there is an adequate place for this type of repetition in games, and if so, where?

How do you think your current avatar affects your mood?

I think there is some sort of psychiatric theory that the clothing you wear can affect your personality. Whether that's true or not, do any of you happen to notice a change of mood as you change your avatar?

I really don't know, but I feel like started the tendency to make posts that were just as impulsive, raving, and stupid as my tripped out Tails avatar.

Is the WiiU really that bad?

So, mainly around youtube and a few other gaming forums, it seems cool to talk trash about the WiiU system due to its poor sales and "lack of power." Not to mention the lack of 3rd party support the system has.

I'm wondering if this is actually deserved, however?

Getting past the terrible marketing campaign at its E3 spotlight, most console sales charts show that the Wii U is at least near the level of The Xbone, and the PS4 is dominating out of control.

Yet looking here shows that absolutely none of the current gen consoles are surpassing their predecessors in sales. Heck, I only know one person in my immediate circle who even ones a current-gen console. The WiiU isn't dying alone, here.

Second, in regards to "power", I was reading up some info about the Cryengine 3 after the debacle that was "Sonic Boom" happened, and it actually works pretty damn well with the system supposedly.

Are people giving the WiiU less credit than what it deserves, or just what the hell is going on with this system?

EA Shuts Down Maxis Emeryville


EA has shut down Maxis Emeryville, the main Maxis studio and longrunning developer behind SimCity and Spore, among other games. Though the Maxis brand will carry on, the studio that most people knew as "Maxis" is no more.

Well at least the entire brand/company doesn't seem to be COMPLETELY tanking like with Hudson and a few others, but god. As if EA didn't give me enough reasons to hate them.

The funny thing is that I found out about this while I was playing SimLife after all those years of not discovering DOSbox.

May your llama-loving legacy live on.

RMN Specialty Drinks

If RMN were a bar, what types of drinks would it serve?

I'm not that familiar with how mixing works, so all I have are ideas for names:

"The bgcghxmbbgj]-er" - Would probably be our strongest drink.
"Chips(et) Ahoy" - Maybe a glorified mudslide?
"The B is for Bottoms Up!" - I don't know.

Sony Entertainment Hacked - Reveals a boatload of drama and other hilarious content


So Sony Entertainment got hacked by someone (again?), and said hacker leaked all sorts of behind-the-scenes information about the studio's personal converstations, passwords, and even poorly made Power Point presentations.

The above link shows some tension between Sony co-chairman Amy Pascal and producer Scott Rudin during the development of that Steve Jobs documentary, and here are a few other noteworthy stuff:

25 Reasons it sucks to work at Sony
The title says it all. These are snippits from the comments of Sony's employees about how they feel about the company in general.

Sony's Powerpoints are Even Worse than their Shitty Movies
The backlash behind this is pretty meh, but it at least gives you some insight as to how these guys pitch/plan their films... Though seriously memes don't work that way, to whoever was involved with Grownups 2

These are their password lists
I think it's now easy to see why they would get hacked like this to begin with.

What are your thoughts?

ITT we admire the BRILLIANCE *cough* of video game A.I.

No really...

As game developers, we kind of know that getting any NPC to behave in a way that is even close to competency is an extremely difficult task. The one oversight you make in programming tends to lead to some unexpected, yet hilariously idiotic problems with the way NPCs interpret situations. At its best, it will leave you bewildered and amused at the sheer stupidity of the game's A.I. At worst, it can make certain parts of gameplay difficult for the wrong reasons, especially when it involves escort missions, leading to frustration.

So in this thread, we share some of our experiences with gloriously faulty programming from games of all eras. To kickstart this thread, I'll throw you in some Elder Scrolls: Morrowind-

Excellent A.I. at its best.

How do you make random encounters feel welcome?

This has been bugging me for a bit. Despite my personal ambivalence to random encounters, there are plenty of people, both gamers and developers alike, that dislike random encounters with RPGs.

When asked why, they state that it feels like an interruption. Something that arbitrarily forces you out of what you are doing and puts you into a battle. It also works against exploration, because of its disruptive nature. At best, it is merely a minor annoyance, and at worse, it can lead to a game that horrifically overwhelms players.

I can't say that I don't agree with this notion. When you are trying to explore, nothing is more obnoxious than randomly going into a battle with every step. However, if you try to go another route, like using on-map encounters, you create a risk where the player won't bother to do any of the necessary work to level-up, or essentially progress through the game properly. It could just be me, but with a random encounter system, I am at least reminded of what I need to do in order to beat the game, as oppose to running from everything at my own leisure... But then, once you actually feel like you are strong enough to proceed in the game, the encounters become obnoxious!

I'm pretty much stumped on this matter. How can you make random encounters feel less like an annoyance and more like something fun for the player to experience? I'd love to hear your ideas.

Looks like SMBX might have some competition


Nintendo debuted Mario Maker at its E3 special digital event, which allows you to build your own courses for the famous plumber to navigate. You can build the courses on your Wii U, and paint using tiles and objects you’ll remember if you’ve played the series at all, including bricks, enemies and pipes, and you can render them in either 8-bit or New Super Mario Bros. U-style 3D graphics.

Maybe the prayers of disgruntled SMBX users have been answered? To a degree? The fact that Nintendo is releasing their own Mario level maker seems pretty awesome, in my point of view. I hope it doesn't get canceled or anything, because this looks promising so far.