RED_NOVA'S PROFILE
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
RMN's Most Humblest!

Prayer of the Faithless
On the brink of the apocalypse, two friends struggle to find what is worth saving
On the brink of the apocalypse, two friends struggle to find what is worth saving
Search
Filter
Whatchu Workin' On? Tell us!

Testing tile priority. Fun fact: The square knobs on the front corners are to hide the transition between priority levels so the MC's hands don't clip through the railing.
ScreensBoss1a.png
How to make an unpopular RPG Maker game
It occurs to me that I should probably change my title
It occurs to me that I should probably change my title
I thought it'd be funny to set my title to whatever someone calls me whenever they get in trouble, but y'all have been too nice to me and I only have one example from years ago.
Kinda drawing a blank here though...
Kinda drawing a blank here though...
Speaking of pokeymans, i never did the voting for Kids Design 3. But then again, it never got the critical mass of submissions needed to facilitate a voting round. Oh well.
Pokemon just revealed the SV DLC OST and it consists entirely of stolen fan-music from YouTube. How is this legal? And the musitians can't even fight it in court because they're poor hobbyists fighting a billion dollar corporation.
author=Shinanauthor=IrogFan art in general is a breach of copyright but I guess the copyright holder can be gracious enough to allow people to make fan art as the pokemon company has done there. It's perfectly legal and easier than having to give specific permission to everyone who asks to make something derivative of the stuff you own.author=AveeThese are rules written by big corporations to claim ownership of art they didn't make. Are these rules legal ?
In fact, Game Freak are legally entitled to do so:
https://www.pokemon.com/us/legal/
It's true that, in strictly legal terms, using any IP that doesn't belong to you for any purpose is copyright infringement. It's also true that most companies have enough sense to know that going after harmless fan works is a bad idea on, like, every conceivable level.
That being said, I remember listening to a lawyer talk about copyright law a long time ago, and they said that while you can't claim ownership over someone else's IP, no else can claim ownership over the actual work you created. If you drew Pokemon fanart, for example, Nintendo or Game Freak can't come in and say that they own the art you made, only the IP. So, if I'm remembering correctly, I'm pretty sure claiming someone else's fanworks as their own is not the right of the corporations unless there is documented proof somewhere that the person who created the arrangement explicitly agreed to those terms.
Law is convoluted and hyperspecific and goes on a case by case basis, though, so don't bring my name up as evidence if anyone decides to sue Game Freak for copyright infringement XD I'm just not big on trusting corpos following the law just because they wrote a paragraph in a tab called Legal Information.
You're preferred planning/designing style... and when to get out of the planning phase
Like you said, the amount of planning that goes into it really depends on what kind of game you're making. The current game I'm working on is going to be system-heavy, so I needed to make sure the systems are working the way I want them to before moving on to actually making content.
To that end, I spent most of this year working on a prototype of the core game loop instead of the game itself. Prototypes are great because you're free to design and build at the same time without worrying about optimization and database management. The prototype phase is the time where you decide how you want the game to feel, which scripts/plugins to use, how much custom assets/scripts you have to make yourself and what needs to be commissioned, and see just how feasible your idea is for you to make. Once the game loops is in a place where you can comfortably say "yeah, this'll work," then start a new project to build the game for real.
As for how long it takes, unfortunately, with games being various sizes and scopes, I can't really arbitrarily assign a time value to this phase. "Until it is done" is the only real answer I can give.
To that end, I spent most of this year working on a prototype of the core game loop instead of the game itself. Prototypes are great because you're free to design and build at the same time without worrying about optimization and database management. The prototype phase is the time where you decide how you want the game to feel, which scripts/plugins to use, how much custom assets/scripts you have to make yourself and what needs to be commissioned, and see just how feasible your idea is for you to make. Once the game loops is in a place where you can comfortably say "yeah, this'll work," then start a new project to build the game for real.
As for how long it takes, unfortunately, with games being various sizes and scopes, I can't really arbitrarily assign a time value to this phase. "Until it is done" is the only real answer I can give.
'Leafko - Chapter 5' realeases in September!
Looks good! Environments are looking clean as always, and I'm interested in seeing the different ways you can tackle the infiltration mission.
This statement alone piques my interest in Kazar's gameplay style. Can't wait to see more!
But if he misses, his short temper can be a problem for him.
This statement alone piques my interest in Kazar's gameplay style. Can't wait to see more!













