RODEN'S PROFILE

Roden
who could forget dear ratboy
3857
He/Him
Artist, Game Designer, Furry, Rat-Dog

Working on a game project in RMMZ since 2025.

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What are you thinking about right now?

Yeah, that's extremely creepy. It's the bottom of the uncanny valley.

Some Questions About RM

I know from experience that there exists a script for tactical battles in VX Ace. I don't exactly know much about it, nor do I know what it's called, but it exists. A google search or something could probably lead you to it.

Standards!

I can't really say for sure, but there seems to be a pretty good standard of quality for games around here nowadays. As for articles and reviews, I definitely couldn't say. I don't really keep up on those things.

If I was going to criticize anything then I guess I'd say that sometimes I feel like lower grade stuff sneaks through every now and then? It feels wrong to do that, though, one reason being that I think I'm finger pointing, and another being that I know the people in charge of the submission queue are already worked pretty hard.

What I mean is that every now and then I see a game with terribly basic mistakes, like barely readable text or poor graphical composition. I don't know what you'd do to combat this though, and for the most part it's okay since the site is partially centered around learning and skill development.

Airship

I approve. That's a really sleek use of the RTP. All I can suggest is to change the propellers to a "blur" instead of a solid shape, because it'll make it look like the propellers are spinning faster.

Protecting your project from thieves.

@amerk: Fair enough. I was going to deliberate more on what I meant in my original reply but I had to go meet up with a friend. All I was saying is that on a website centered around (or at least, partly centered around) development and the honing of skills, when we play a game we at least owe it to the creator to point out whatever made us stop playing, or what we liked/didn't like, or whatever.

It is of course a matter of personal preference in the end though. If you think the developer isn't going to listen based on how they dealt with other reports, then it's fair if you feel like not saying anything.

I guess I just don't agree with the mindset that fixing the game should be the player's job, both as a player and a developer. I'm just past seeing that as an option at this stage in my "career". Like... I get it, yeah. I've used god mode to skip stuff in actual professional games before. But I just feel like there's a moral code or something. Like, when a work reaches a certain level of professionalism, you should treat it as such, and since you have an active opportunity to get involved, you should.

Protecting your project from thieves.

author=bulmabriefs144
insanity


This is why I often wonder "Wow, do I really want to identify as a member of an amateur game making community?".

There are no words. I'm just done.

Protecting your project from thieves.

author=bulmabriefs144
author=amerk
There is also one other con, but this is the sort of con you would need to weigh for yourself. The fact is that most non-commercial RM games are buggy and unbalanced. I can't count the times I've quit playing a game because of a glitch, or because it was balanced so poorly. If the game is decrypted, I can easily fix those things myself (assuming I have the required editor).

Sure, I could do the same for the decrypted game by reporting it to the developer so they can fix the issue or issues, but why bother? The time it would take for me to contact them, have them upload a new version and hope they understand what was wrong, and then for me to download it again and playtest it to make sure it was fixed, not to mention remembering to transfer my save file over from the old version and hope that it still works in the new version -- it's not worth the bother for me.
Not to mention, if the person is the type to worry about their "awesome" game being hacked/stolen, they not only won't open it up to editing, they'll go into denial mode about any actual bugs.

Or you could, you know, act like a reasonable person and tell the developer about any bugs you encounter. Yeah, it would be stupid to release the game without having playtesters go through it, but that doesn't mean that every player should be an ass and neglect the opportunity to report bugs that may have been missed.

I don't think everyone who encrypts a game is worrying about how "awesome" they are. If they specifically went out of their way to encrypt it they're probably trying to be a little more professional about things. That's just my guess of course, but I find it hard to believe that everyone who encrypts stuff is a haughty jerk who doesn't care about player experience.

EDIT: What I'm saying is that it's idiotic to assume this about people, or act this way in a development community.

What are you thinking about right now?

Working on my first (hopefully) commercial project in VX Ace. It feels weird, there's suddenly a lot of pressure on you to get things done and to do everything the best you can. It's also kind of helpful, though, knowing that I have money invested in the game.

Tons of thoughts about it spiraling in my head now. Don't know where to host it, or if people will think the game is worth buying, or if I can make it good enough to warrant even a miniscule price.

What are you thinking about right now?

author=MajoracanKing
Who has the most makerscore and what is it for?


Kentona has the most, I believe.

http://rpgmaker.net/articles/455/

Whatchu Workin' On? Tell us!

@Kentona: I'd go with Aether Pulse, personally.