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Screenshot Survival 20XX

author=Infinite
author=ESBY
RedAkerston: There's far too many visual styles, none of your tiles look like they belongs together.
I agree, the visual styles of your sprites, tiles, and backgrounds don't match.
But don't let that stop you from making your game. I would try some overlays and screen tint to mask those flaws and try and get things to blend better.

It's a heck of a lot better looking than it used to be. ... Graphics are my eternal struggle ... but i'll get er done one way or the other. For blending, color schemes mostly i think can be fixed... the carpet for example in that second picture should be something more grey or removed, or the beds in the first. The barrel needs to match the wall in the first screen. I may remove the lamp glows altogether. The sprites, well, unless i find a solid alternative to charas i'm stuck with the sprite style. Better than VX stock sprites at least ;)
Here's what i'm currently working on.



When i am closer to a release i will probably end up spamming you all in this topic with screens from every area looking for details to fix. Big thanks for the tinting reminder though. Small effort i can apply across the board to my maps to make sure the colors match better (eg: recolor the barrel to grey).

Screenshot Survival 20XX

I haven't put many screens together yet, since i was waiting till the game is a bit closer, but here's 4 that are relatively up to date.

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[RM2K3] Big List of Plugins/IPS (Sticky This Please)

Descriptions of each plugin would help if/when possible, but otherwise THANK YOU. Seriously... First thing onmind right now is the first item on the list.. haha .. 32 bit fix for 2k3?

RPG Maker MV announced for PC and MAC

author=Craze
just finish your game then read the features lists

Pretty much ... best way to avoid the pain. See you in 2020. xD

Edit: Stating the obvious, but it just struck me that the higher the resolution goes, the more file size becomes an issue. I tested out a render and the MV resolution would be 10 times the size of the 2k3 resolution. That turns any panorama reliant game of size into several gigabytes instead of several hundred megabytes...

So i guess i answered my own question.. who wants to download an 8 gigabyte game? That plus the bandwidth costs would break my bank account. rm2k3 it is...

RPG Maker MV announced for PC and MAC

I'm intrigued, but as one of those 2003 dinosaurs, i need to know it can accommodate my project before i even think of transferring to a new maker.

Is the side view option active or turn based?
It still looks to be using single tile sprites.
Can i import my existing resources from 2k3?
Will the database limits be too small for my needs?
etc etc

I have all my 3-d renders saved so i can easily re-render them in a higher resolution. I can also screen cap finished maps and use them as panoramas in some cases. I could even just replug in numbers from one window to another. But in all, it really comes down to how much effort it is to transplant my project from one maker to another. I'm kind of surpirsed they haven't dealt with this issue since the 2000 to 2003 transition...

I mean, honestly, there would be nothing nicer than being able to directly transplant finished maps with all the event data somehow... Wishful thinking i suppose, but i know there's lots of us out there who may love the makers we use, but it's also an issue of having put thousands of hours of work into this maker and having no where to go without canning all the effort. Thank god i love 2003 to death, but i'm also kind of trapped in it because my project exists in it, and that's a big frustration.

I'm already sitting at 1,000 maps, and 1,000 items, and over 50 characters, and god knows how many object files and dozens of different chipsets etc etc... Speaking of object files, even as a workaround, there's no better feeling than being able to use them as a limitless chipset... or near limitless i mean the layering options can be tricky... but still, VX was never even an option no matter how much work i was willing to put into transition because it simply lacks capacity.

In all, to make moving to a new maker even remotely possible for me, i need to be able to simply paste my resources into the new makers folders, and to have the new maker able to read my 2k3 map data. Short of that, i'm stuck in 2k3 until i finish my project.

Making Stats Matter More (than just hitting shit real hard).

author=Desertopa
author=RedAkerston
...Post...
That was a really good post.
Yeah, i've been experiencing those feelings as a player of my own game in testing. By giving bosses multiple forms and giving them additional parts, i keep the flow of the battles changing, but opted not to include this in regular fights. But then overall ... a player can smash through 100 trash mob encounters because they are that easy to do. Hit auto-battle and zombie through long corridors.

I've found that even when using a kind of happy medium, say a 2-3 minute battle, there still isn't the ability to have 100 of them like with trash mobs. So by removing that aspect, i end up with far fewer encounters overall. It has come to the point where just about every battle in the game is story/boss related or an event tile standing as an obstacle to move from one map to the next.

It removes entirely the aspect of level grinding though. In my case levels are generally meaningless. The player is periodically given a supply of attribute points and abilities to distribute to any character of their choice. Of course, there might only be one fire spell though, so not every character can have fire. How this will impact the balance for the vastly different builds players will try i'm not sure.

Making Stats Matter More (than just hitting shit real hard).

In my opinion a most common flaw with stat design is that the numbers are too inflated,

eg: WRONG
Hero has 1000hp,
Monster attacks you for 400 damage!
You cast Cure and are healed 450 Damage!
Hero unleashes big attack!
Monster takes 10000000 damage!
Monster dies.

A 30 second battle is not gameplay.
Trash mobs are not gameplay.
They are trash play.


In the wisest words i've ever read on the matter some years ago,
a battle system should see every number between 0 and the maximum HP be used.

Therefore (and in how i;m designing my own system)

eg: RIGHT
Hero has 1000hp
Monster strikes you for 30 damage!

Your turn.
You have 10 points to use for your next 'x' (lets say x = 5) rounds!
You can use an Attack for 1 point in expenditure and cause 10 damage, or use 2 points to cause 15 damage, or 3 for 18, or 4 for 21, or 5 for 25 etc...

Or maybe you want to heal?
You can recover that 30 points entirely, but it'll cost you 6 points.
Or maybe just heal a bit. Get 15 back for 2 points, because 2 points per round means you don't have to spend as much time recovering. Or play conservative with 1 point attacks for a bit to save the big one for when you need it?

Then applying attribute variances to every attack...
...and so on

At first the battle appears easy, but as it draws out for 5 minutes ... 10 minutes, that initial impression quickly fades. Instead of being a black and white affair of big attacks and big heals, the numbers ebb and flow organically, slowly, but with legitimate meaning and need for a tactical approach.

Map1.png

I'm gonna replace these with a hand drawn map of a larger area. These are kinda ugly, but i'll leave the screen up for now.

Screen28.png

Good idea... and it's well past time i got around to making a charas of him instead of still using this sprite. @_@

Nefario is a character who generally travels to the same places as the story follows, and so appears frequently, but is not in the main group.

Getting started with RPG Maker 20XX (The old version)

I'm completely confused...
What do i do once i open the RM2K3 editor?