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[Poll] What RPGs should get represented in a future Smash Bros.

Assuming we're all RPG fans here I figured this could be a fun poll.
I'm excluding RPGs that are already in there. So no Final Fantasy, no Xeno games, no Mother/Earthbound, no Pokemon and no Fire Emblem (I know it's more a strategy game but it's kinda an RPG)

I'm sure I forgot some major RPG series, sorry.
Oh and feel free to pick specific character in the comments.

I had a certain character in mind but now that I actually listed all of these RPGs I'm having a tough time deciding lol

I forgot to add Other to the vote sorry.

Horror Genre in RPG Maker

I'm wondering why horror seems to be so popular in RPG Maker games. Is there something about RPG Maker that lends itself to making these types of games or is it more just about the tastes of the people using RPG Maker?

I don't have an issue with it. In fact I find some of them very interesting. I'm just curious to hear others thoughts about it.

[RMXP]

Does anyone know of a way for everything to pause like in a menu but at the same time still be able to have a dialog box and choice box present?

Thing is usually when I need to do this I'll have an event page in certain events that says when Stop Stuff Switch is on event Movement is fixed. Also the event page info will be blank so that it won't be doing anything until that switch is turned off again.
That works in most cases but I don't think it'll do for some of the new things I'm trying to do.

So is there perhaps a script or call script thing I can do to freeze everything on screen while still having text windows and choice windows being presented to the player?

(Sorry I forgot to add a title)

Navi

So you know how people complain about Navi? Well as a game developer I've begun to realize that despite people always complaining about Navi and Navi like characters, apparently Navi very much needed by a lot of players.

Yes I'm saying Nintendo is right and Egoraptor is wrong.

Despite my game already having tons of hints and ways to get directions, it seems like people will still need their hand held from time to time. Which is fine. I'm not saying that to be mean, I'm just acknowledging that not everyone thinks the same way. And that's why modern Zelda's not only have Navi like characters but also special Sheikah Stones that work as a walkthrough.

I've recently heard of statistics that say about 10% of people finish games. That's pretty sad. It's also why I'm starting to feel it's important to add even more guidance in my game.

I'm adding an option to my Call Clua spell which lets the player ask for help based on the current Map ID. It seems to work well so far. It's basically an in game walkthrough.

Here's what I'm worried about though. This Common Event will need to give text for hundreds of Maps. So my question is do you think an event this big will crash the game?
It will only display text for solving the current Map your on so maybe it'll be fine but if RPGMaker XP loads the entire common event at the same time I'm worried about crashes. If this does happen does anyone know of a possible solution?

Plastic Waste

I was just watching some videos where a British guy was trying American candy and vice versa. One of the American candies was some old timey thing I'd never seen before. It's liquid candy that came in both wax tubes and wax bottles.

And I just thought to myself why are we using plastic bottles for water and soda and etc. Which are bad for the environment when we could put stuff in wax bottles. Pretty sure wax is biodegradable.

Now I mentioned this to my brother he told me that things are like that because of how powerful the plastic industry is. And I'm sure he's right but still that makes me mad we got alternatives to plastic that we could use.

And while I'm on the subject what happened to glass bottles? Seems like only alcohol gets to be in glass these days what's up with that?

I don't know I'm not claiming to have all the answers I just felt like ranting. Feel free to let me know your thoughts.

What have you redone the most?

What part of one of your games have you had to remake, fix, scrap, or tinker with the most?

For me it was my Last Boss. It was one of the earliest things I made It had two stages to it and both were way too hard to predict in order to dodge.
So I completely scraped it.
Next I had an idea that I would make the Last Boss kinda like a bullet hell type thing but that mostly stayed as a concept also got scrapped.
I eventually came up with a 6 stage final boss which later got cut down to 5 stages.
The first four stages tasked the player with using the 4 elemental spells they learned during the game. Then they got a chance to save and the final form let the player use all the spells to their advantage.
So that's the version I went with when I released my game but every time I re-released the game I kept tinkering with this boss to make it easier, largely based on the feedback I got from my play tester, RedNova.
Not sure if I'll tinker with the Last Boss again in the next update. It's pretty good now but who knows I do like to tinker.

So, what thing in your game did you have to constantly work on?

Gosh Dang it - Crusty old books

So I recently was given two books about Africa. Which is awesome! Free books about my favorite subject; whats not to love? I been reading one that was specifically about masks and at around page 24 I started noticing something wrong. There were some inconsistency with what I'd learned in college. For example it was trying to say that a Bwa plank mask represented the god Dwo. The plank masks represent the ancestors not Dwo. Dwo is represented by a grassy Rafia costume with a conical mouth and a crest made of bird feathers.
So then I checked the date of the book it was made in 1976.
New things are learned about the world all the time so I guess the lesson is always check the publish date of your history book.
Oh well the books still have some use to me atleast from an art perspective.

Removing Dead Ends in Games

So while working on an update, I recently filled in a dead end with treasure because it always annoyed me that nothing was there. It was a curled peninsula that looked nice but had no function. It was part of an area that had a lot of events so I didn't want to burden the map with more stuff potentially slowing it down. I wound up cutting off the normal point of entry to this area and instead made it accessible from a different map thus allowing me to put in more events without worry of slowdown.

This got me thinking. Is there ever a good way to include a dead end? I remember Final Fantasy II (Japan version of II) had doors that led to empty rooms. The only thing of note is that those rooms had a higher enemy encounter rate. So you could argue that those dead ends served as a punishment but personally I found them to be pointless.
So what are your thought on this? Also how long must a path be to be considered a dead end to you? Obviously a path that is say 10 tiles long with nothing at the end would be a dead end but what about a path that's say 3 tiles long? Is that perhaps just a decorative alcove in your mind?

For me, if there is a direction a player can go I try to have something there for them. But I'm curious to see if anyone can justify a purpose for a dead end.

Remind yourself that you're alive

I have been dealing with back pain for months. My drawing hand is riddled with pain. Doctors barely help they thought my pain would be gone by now. My insurance doesn't want to pay for therapy anymore.
Today I walked to another city just to prove to myself that I'm alive and I'm not the cripple that my body keeps trying to say I am.
Sometimes you just got to remind yourself that you still breathing and can do something.

Small Steps Lead to Giant Progress: Advice for game making

Making a whole video game can seem like a daunting task. There have been times when I got nothing done because I was spending too much time looking at the big picture. When working on your game sometimes you need to clear your mind of the end goal. Just pick a small thing that you can do now and work on that. After you finish that small thing whether it be a single graphic or part of a puzzle or a section of a room. Congratulations! You just made progress. Keep making these small steps and eventually you'll have made the game you wanted.