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[RMXP] How do I displaty certain number values in text windows?
Can I show number values of Stats and number value of Variables in a Text Window?
For example, say I want an NPC to mention how strong someone is and they litteraly say the STR stat in the Text window.
For another example, say I want to make a mini game with a score system and the score is counted with a variable. I might want that variable score number to be shown in a text window to the player at the end of the mini game to show them the score.
For example, say I want an NPC to mention how strong someone is and they litteraly say the STR stat in the Text window.
For another example, say I want to make a mini game with a score system and the score is counted with a variable. I might want that variable score number to be shown in a text window to the player at the end of the mini game to show them the score.
[RMXP] What's the etiquette for using custom scripts in games you wish to sell?
Hello, I've been using RPG Maker for years but have never attempted to sell one of my games. In fact, when I started out I didn't even realize people could sell games they made in RPGMaker. Not sure when I realized you could but anyway, from 2008 to 2014 I amassed a number of free custom graphics and scripts that I found in random websites which were made solely for RPG Maker XP. I was wondering what the code of conduct was for using this stuff in a game I wish to sell. Would I have to track down the people who made these things and ask for permission to use this stuff in a commercial game and pay them for the rights to use said stuff or do people who make free custom stuff for RPG Maker games generally allow creators to use their stuff even in commercial games?
Exploring parts of the game world you weren't meant to get to.
I noticed a bit of a contraindication in my thoughts recently about going out of bounds in games.
In one instance I've been playing Ys VIII: Lacrimosa of Dana which is a wonderful Zelda-esq game and anytime I get the chance to I'll jump around to see if I can reach a spot on the map I shouldn't because although I enjoy the game there is a ton of invisible walls and I can't help but want to explore more and get some extra fun out of the game.
On the other hand I also been playing a game on the Switch called Timothy and the Mysterious Forest. I bought it because it looked like almost exactly like Zelda Link's Awakening but the Timothy game is a huge disappointment and not very fun.
I have gotten beyond the normal game boundaries pretty easily on several occasions. And each time I accomplish that, it just adds to my negative opinion of the game. I think to myself look at this crap game they can't even program walls right.
Its an odd contradiction because if I were able to get out of bounds in Ys, I would probably feel accomplished. And yet when it happens in this other game it annoys me.
I think part of it might be because I expect 2D games to have very solid boundaries and 3D games not so much. So when a 2D game messes it up I judge it more harshly.
But I think the main thing really is just I already disliked the Timothy game so that's why I saw this as a negative.
Whereas getting out of bounds in a game I like seems like fun mischief.
It reminds me though that, in my own RPGmaker game I added a few weird easter eggs in some maps just in case someone found a way to get out of bounds.
So my question is, what do you think about exploring parts of a game map you weren't supposed to get to? Is it a big deal to you if there is some collision errors? And, have you ever put some intentional out of bounds secrets in your games?
In one instance I've been playing Ys VIII: Lacrimosa of Dana which is a wonderful Zelda-esq game and anytime I get the chance to I'll jump around to see if I can reach a spot on the map I shouldn't because although I enjoy the game there is a ton of invisible walls and I can't help but want to explore more and get some extra fun out of the game.
On the other hand I also been playing a game on the Switch called Timothy and the Mysterious Forest. I bought it because it looked like almost exactly like Zelda Link's Awakening but the Timothy game is a huge disappointment and not very fun.
I have gotten beyond the normal game boundaries pretty easily on several occasions. And each time I accomplish that, it just adds to my negative opinion of the game. I think to myself look at this crap game they can't even program walls right.
Its an odd contradiction because if I were able to get out of bounds in Ys, I would probably feel accomplished. And yet when it happens in this other game it annoys me.
I think part of it might be because I expect 2D games to have very solid boundaries and 3D games not so much. So when a 2D game messes it up I judge it more harshly.
But I think the main thing really is just I already disliked the Timothy game so that's why I saw this as a negative.
Whereas getting out of bounds in a game I like seems like fun mischief.
It reminds me though that, in my own RPGmaker game I added a few weird easter eggs in some maps just in case someone found a way to get out of bounds.
So my question is, what do you think about exploring parts of a game map you weren't supposed to get to? Is it a big deal to you if there is some collision errors? And, have you ever put some intentional out of bounds secrets in your games?
A weird thing I noticed about Vtubers
What's up with V tuber girls hyperventilating so often when playing games.
I've been watching normal female let's players like Lucahjin and MasaeAnela for years and I can't recall a single time where those girls started breathing heavily.
Yet V tuber girls hyperventilate all the dang time. Am I right that this is odd or is hyperventilating while playing a game more common than I think it is?
I've been watching normal female let's players like Lucahjin and MasaeAnela for years and I can't recall a single time where those girls started breathing heavily.
Yet V tuber girls hyperventilate all the dang time. Am I right that this is odd or is hyperventilating while playing a game more common than I think it is?
What technology do you hope will be invented before you die.
Tell us 2 ideas for a type of technological breakthrough that you'd like to see before you die.
1 - Teleporters - A teleporter that can be used for objects smaller than a human. Not only would it be convenient for shipping but it could potentially help deal with the Climate Crisis since way less trucks and other shipping vehicles would need to be used if we could teleport objects.
2 - Ultra Color Vision - Some kind of cybernetic enhancement that allows humans to see all the colors of the Electromagnetic Spectrum.
1 - Teleporters - A teleporter that can be used for objects smaller than a human. Not only would it be convenient for shipping but it could potentially help deal with the Climate Crisis since way less trucks and other shipping vehicles would need to be used if we could teleport objects.
2 - Ultra Color Vision - Some kind of cybernetic enhancement that allows humans to see all the colors of the Electromagnetic Spectrum.
[Poll] Final Fantasy IV After Years
I just remembered that FF 4 After Years exists.
Final Fantasy 4 is my favorite FF game of all time. I grew up with it. I know it has its flaws compared to later games but I still love it. Its an all time classic. I was very excited but also confused when I heard a sequel was being made called Final Fantasy IV After Years because I love FF4 but how do you even continue that story. Anyway I eventually got to play the game and found it to be a huge disappointment. It felt like an incredibly low effort fan made game but I played it regardless. But because it has you save multiple files for different character stories, one day I accidentally saved over and erased the most important file and got super mad and said screw it, I'm done. So I never played the last chapter. Normally, I would not review something I have not finished but I played most of it and found it incredibly underwhelming and lazy.
Anyway, I want to hear peoples thoughts and votes on what you think of the game called After Years.
Final Fantasy 4 is my favorite FF game of all time. I grew up with it. I know it has its flaws compared to later games but I still love it. Its an all time classic. I was very excited but also confused when I heard a sequel was being made called Final Fantasy IV After Years because I love FF4 but how do you even continue that story. Anyway I eventually got to play the game and found it to be a huge disappointment. It felt like an incredibly low effort fan made game but I played it regardless. But because it has you save multiple files for different character stories, one day I accidentally saved over and erased the most important file and got super mad and said screw it, I'm done. So I never played the last chapter. Normally, I would not review something I have not finished but I played most of it and found it incredibly underwhelming and lazy.
Anyway, I want to hear peoples thoughts and votes on what you think of the game called After Years.
What are good game engines for making a Card Game?
I'm wanting to make a card game but I only have RPG Maker XP.
Is there a particularly good engine for making a card game?
I would need it to be able to make some sort of AI to face the player. Maybe that could be done with RPG Maker XP but I'm not sure yet. Also the resolution isn't great for that since the cards I'm making are very large 1000pixels wide by 1400pixels tall (Though I can likely reduce the resolution on my cards.) The game idea is somewhat similar to Triple Triad from Final Fantasy 8.
So if you have any thoughts or suggestions I would appreciate it.
Is there a particularly good engine for making a card game?
I would need it to be able to make some sort of AI to face the player. Maybe that could be done with RPG Maker XP but I'm not sure yet. Also the resolution isn't great for that since the cards I'm making are very large 1000pixels wide by 1400pixels tall (Though I can likely reduce the resolution on my cards.) The game idea is somewhat similar to Triple Triad from Final Fantasy 8.
So if you have any thoughts or suggestions I would appreciate it.
Imaginative Swords of the Congo
Stranger of Paradise Final Fantasy Origin
What are your thoughts on the new Final Fantasy game, Stranger of Paradise Final Fantasy Origin?
I really don't like the generic looking protagonist. I heard that he might be so dull looking because its meant to be an Isekai but I don't care. For one I don't think I want an FF Isekai for two that's not a good enough excuse for this guy's design or the game look in general.
If a game is called Final Fantasy Origins I want that to look like a 3D version of a Yoshitaka Amano painting. Doesn't that sound lovely? Why can't they do that?
Anyway gameplay wise its hard to say I didn't see much gameplay. It might be fun.
I really don't like the generic looking protagonist. I heard that he might be so dull looking because its meant to be an Isekai but I don't care. For one I don't think I want an FF Isekai for two that's not a good enough excuse for this guy's design or the game look in general.
If a game is called Final Fantasy Origins I want that to look like a 3D version of a Yoshitaka Amano painting. Doesn't that sound lovely? Why can't they do that?
Anyway gameplay wise its hard to say I didn't see much gameplay. It might be fun.
How can Designers Create Levels to deal with Unflexable Players?
I was watching a Lets Play of someone playing Super Mario Sunshine. She had the Rocket Jump and was trying to get to Pianta village. She fell off the platform but instead of simply rocket jumping back up from where she fell she instead went back through the sewers to a particular spot and then tried again wasting much of her time. She's done this in other areas too. In the first level of the game she kept falling off near the houses which she could have easily jumped back up on but instead kept taking a ridiculously long route back up frustrating herself in the process. Do some people just have linear brains, like unflexable mindsets in how things must be done? I'm sure there's probably a little of that in all of us to some extent but clearly some players only narrowly focus on one possible solution without considering others. So my question to all of you is, what can we all do as game designers to counteract this issue and show players that there are multiple ways and better ways to solve a challenge?













