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SAILERIUS'S PROFILE

Sailerius
did someone say angels
3214
Something happened to me last night when I was driving home. I had a couple of miles to go. I looked up and saw a glowing orange object in the sky. It was moving irregularly. Suddenly, there was intense light all around. And when I came to, I was home.

What do you think happened to me?
Vacant Sky Vol. 1: Conte...
I died once. (Complete Edition Act II+ now available!)

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RMN Dissidia Community Project

post=204532
post=204530
A few other thoughts:

1) Basically, if you try to do this all yourself, it's never going to get done. The idea of a community project is that everyone contributes to bring together the final project. Think of some way to break up the work.

2) You'll also want a style guideline for graphics. The game will look like crap if all the characters are different styles, proportions, et cetera.

3) ABS systems are kind of hard to pull off. This is just my personal opinion, but unless you've got experience with making one before, maybe try sticking to something simpler.
Thank you I will put up some graphical guidelines in the main post.


I would actually suggest posting a template and having submitters make a version of their character using that template.

RMN Dissidia Community Project

A few other thoughts:

1) Basically, if you try to do this all yourself, it's never going to get done. The idea of a community project is that everyone contributes to bring together the final project. Think of some way to break up the work.

2) You'll also want a style guideline for graphics. The game will look like crap if all the characters are different styles, proportions, et cetera.

3) ABS systems are kind of hard to pull off. This is just my personal opinion, but unless you've got experience with making one before, maybe try sticking to something simpler.

RMN Dissidia Community Project

post=204516
This is an idea that has been in my head for a while now.
RMN Dissidia, 15 RMN villains vs. 15 RMN heroes. It's going to have an ABS so it will be like Dissidia in a way. Story mode is going to be exactly like Dissidia where you pick a character and go through their story and so and so forth. I will also make it so that you can go online and battle against other people. Anyways it's just an idea for a community project. If you want to participate in it just tell me your character's name, give me a graphic (don't worry. I won't steal it and I will give credit to you) and face graphic. Okay that is all. Chao! <_>

Current Characters
It has the potential to be a good idea but I think you're being a little bit too ambitious here. Do you have any experience with networking or developing online games?

Best videogame character.

post=155794
my pick for best vg character is...


I agree, Link is one of the most engaging characters in gaming history. It was always his personality and gripping story that endeared him to me.

Games that have stood the test of time?

post=204302
The early Final Fantasy games, I'll say up to part VII stood the test of time, even though VII looks terrible today, it's story and characters are still one of the best IMO.

Chrono Trigger, great somewhat cheesy plot, addictive game play mechanics and graphics the best for their time and even still good today.

A lot of other classics like the Mario games, the old Sonic Games.. I felt Shadowrun for the SNES was wonderful and so was Lufia II.

How does Chrono Trigger have addictive gameplay mechanics? It's exactly the same as every other ATB game out there. It wasn't until I was 18 that I actually played Chrono Trigger and I was stunned by how primitive, boring, and uninnovative it was. There is no reason to play that game in the modern day aside from the nostalgia factor. Everything it has done has been done by another game since, and better. That aside, Chrono Cross had a far more innovative and engaging set of gameplay mechanics.

Also, in before "it's different from Trigger thus it sucks"

Craze's Let's Play! Topic

post=204173
Maybe cut out the entire podunk village, then.

-Auria gets shot
-Cue cool-looking flashes and pentagrams and yeah
-Cut the weird hall thing into about 1/3 of what it is ("go see blonde dude. Pick what you want in a show choice menu. Bye-bye")
-Show a short scene with Seri/Dude interacting and finding Auria
-Maybe a fade-to-black exposition scene where Auria says "so these guys found me, I had to stay in some shitty podunk town but now we're heading north to B-land so I can get a ship"
-Start at beginning of (much easier) dungeon with less enemies; do the little battle tutorials in certain parts around the dungeon
-THEN you get to where I stopped for the day

That would cut out a lot of the trivial shit and get the player into the action faster.

EDIT: Fair point about "develops" healing abilities. However, have a tutorial about save points healing you, then (or did you...?). A reminder certainly wouldn't hurt.

Actually, that gives me an interesting idea. After you meet up with Seri and Zaqris, I could have it skip past Alibaas and have Auria retell what happened with photo vignettes. There are some important moments of character development and foreshadowing that would skip, but I could probably incorporate it into the Banivia segment.

I think part of the reason this part is so uninteresting is because it shows through that I dislike it and I'm just trying to rush you through to the next part. I think the game might benefit a lot from just summarizing it.

Craze's Let's Play! Topic

post=204169
Yeah, I get the idea that you're trying to get home. That's obvious. It just wasn't... made interesting enough. I don't care about Auria enough. (No, adding melodramatic monologues about her waaah waaah past won't help.)

Here are some suggestions:
-Really play up the Virad. Have lots more people (new people) in town talk about them, have more clues about their presence available, etc. That way people will actually want to go around and figure out what exactly is going on! People will want to know how the intro connects to Random Apathetic Girl. Use this to -
-Lead people to NPCs that help identify the time period, government, technology, etc. of the world. I complained a lot in videos that I had no idea what to expect or know about the setting, meaning that I couldn't grow attached to it. If I'm not attached to a place, I don't care when it's removed.
-Spend waaay more time getting to know Seri/dudeIdon'tremember. Maybe have you watch them collect you in the forest, showing their interactions and developing their personalities. The scene could only be thirty seconds to a minute long and it would really, really help.
-Make Auria less boring. Right now she's an apathetic teenager. Yeah, I'm sure you have Big Development planned for her, but that doesn't mean she can't have a personality. Look at all of the interactions with NPCs again. Do you really want to play as a girl who has conversations like "I have flowers here. "Okay."

Basically, make your NPCs not suck and liven up Auria. Show the player brief snippets of Seri/Dude (which will also make the transition to the "real" game smoother).

You also have a lot of wasted potential. When Seri become my "translator," I thought she would actually pipe up and interact with villages with Auria. Nope. Look through the game for spots like that where you can apply a layer of polish and pizazz. It's the little things!

EDIT: Have you played Hero's Realm If not, you should because it's hella fun. If so, do you remember the intro to chapter 4? I care more about that random village getting burned than Auria's plight because I already became invested in it. The three-minute (max) scene with a little girl running around saying "hello" to everybody was more powerful than forty minutes of fetch quests.
-I see your point about the Virad. There was one minor thing you missed in East Naven; if you explore the town at night before going to the train station, the mask in the park will be gone and you'll see a Virad in the park briefly. I'll work them into more dialogues.
-Fair point about the NPCs and setting. I kind of left it to the library for that, but there are some NPCs who could use more interesting dialogue.
-Actually, that scene you just described with Seri/Zaqris was in the original version, but a lot of people suggested removing it. That kind of leads me to my big conundrum with Act I; I really wish I could find some way to streamline it better since the game's pacing, story, and characters improve so much once you get past Alibaas. I really dislike this part of the game (and it probably shows) and have been frustrated for a long time by trying to come up with a way to either shorten it or make it more interesting.

EDIT: One thing that it seems you didn't pick up on is that you're fully healed when you go to a save point. It seemed you were struggling to get through Danjen Pass because you couldn't heal, but there's a save point right by where you started. Battles do improve significantly once you level up, which is when you start being able to customize Auria. Also, you seemed confused that Zaqris had no healing abilities. When you first get him, it says that he develops healing abilities, not that he has them.

EDIT2: I also wanted to thank you for taking the time to play, critique, and offer suggestions. I really want to improve the game and getting this kind of detailed critique is very helpful.

Craze's Let's Play! Topic

post=204163
I did try to bring up the point that the sidequests are optional whenever I complained about them. They would be made more tolerable if you could move faster.

The biggest issue with the game is that there's no reason to care about what's going on. You're thrown at a continent, I guess, and you have to travel because some random people said so. I think you want a ship? Nothing is really explained at all, and if it is, it's in a really stale manner.

You have a lot of resources available, but you're not using them to their full potential. The game just... isn't very fun after the part where you get to MAKE BLOODY CORPSES with AWESOME DUDES (that have actual personalities).

Auria
Okay.
Point taken. The premise for this part of Act I is that you're God-knows-where and you're trying to find a way home. Was that not conveyed well? Or, even if it was, do you have a suggestion as to how to fix it?

EDIT: Also, Auria will become a lot more interesting very soon.

Craze's Let's Play! Topic

post=204140
http://rpgmaker.net/forums/topics/6925/?p=1#postsDid more Let's Trying. I'm, to be honest, not very impressed.
Thanks for all the suggestions, especially about the mapping. I guess when I've been looking at the same maps for 2-3 years, it gets hard to look at them with a fresh perspective. I also understand that the beginning needs to be compressed more (though, to be fair, you can complete East Naven in 5 minutes if you don't do any of the optional content). You're about to start the part of the game that's seen the most heavy revisions in the new version. It's a lot more streamlined from here on out.

I'm not sure what to do with East Naven. I originally planned to axe all of the shopping quests, but several people said they'd rather they be made optional rather than removed altogether.

EDIT: Most of the problems with line spacing and weird line returns is because there are invisible message codes that sometimes take up a lot of space. I'll do what I can to make them more aesthetically pleasing, though.

Craze's Let's Play! Topic

Okay, that's fine. I still don't think the thoughts in the intro match up with Vastale's speaking lines, though.

I might revise some of it, then. The intro with the Virad is the oldest part of the game and hasn't changed significantly since 2007.

I'll be doing everything I can for the sake of trying to break the game. =D

Awesome. I'm not sure whether or not I hope you succeed, but it'll be interesting to watch nonetheless.

Be fucking consistent. Having to dodge three corpses isn't going to hamper anybody's enjoyment of the game.

Fair enough.