SAILERIUS'S PROFILE
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?
What do you think happened to me?
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Is it just me, or I lately just saw a lot of devs putting their gamepages in private when their screenshots don't turn out good?
Given that I've never posted a demo here, it should be pretty obvious that I wasn't talking about any of my works, but please don't let that get in the way of yet another opportunity to derail a thread to personally harass me.
Is it just me, or I lately just saw a lot of devs putting their gamepages in private when their screenshots don't turn out good?
author=SatedYep. Or worse still, when your first review is someone writing a review of an old demo and then leaves the site so there's no chance of it ever being updated. It would be nice if review score didn't appear on your game until it had a certain threshold of reviews.
Tbh, if the first review your game gets is a low-scoring one, and the game doesn't already have a lot of momentum behind it, you might as well scrap it because games in this community rarely come back from that. This is especially true because a lot of reviewers won't update reviews even after the game itself has been updated to fix the problems that they raised. It's actually a perfectly understandable thing for someone to do; you've just gotta hope that they take any legitimate criticism forward into future projects.
Of course, it would be nicer if there was no review score at all.
rpg maker mv is a large step backwards
author=LibertyI have 16 GB RAM and can play MGSV at max settings, but the MV editor and games always chug for me. MV seems to have really weird performance problems on a lot of machines for some reason. I wonder if it's related to the issue where Ace shit itself on some CPU brands.
Do you have the required specs for the engine? Not 'does it play' but 'do you have the specs you're supposed to have for it to run at the optimal ability'? There's a far cry between 'oh it plays' (where-in you can have Fallout 4 playing on a piece of shit computer and lag itself to hell... but still work) and 'this is the level your computer must be at for it to play properly'.
That said, I agree that the removal of the resource manager is bullshit, as is how they messed with Shift Mapping and the autotile issues that they still haven't fixed. Other than that, though, I've no real complaints.
I love the in-event tester (you can highlight events and test them out by right-mouse clicking and choosing to do so) as it saves a lot of time. Very useful.
What's been inspiring you!?
Lately, Metal Gear Solid V. It is probably the best JRPG I have ever played, and I will be very sad when I've run out of content. I don't know if there will ever be another game with this much loving attention to detail ever again.
It's sad that people hate certain games because of the fanbase or it's popular on Tumblr.
I don't dislike things because they're popular on Tumblr. I dislike them because of the bizarre cult-like devotion where my feed is crammed full of messages like "if you don't like (X), you should kill yourself." That's a pretty good way to ensure I never have any interest in playing X. For some reason, that exclusively happens on Tumblr.
Also this seems to happen disproportionately with really mediocre games, like Sated said.
If you're being defensive about people being put off from a game because of its fans, that's probably because you're inside the echo chamber and have never been subjected to the bizarre, hyper-aggressive toxic atmosphere surrounding it.
Also this seems to happen disproportionately with really mediocre games, like Sated said.
If you're being defensive about people being put off from a game because of its fans, that's probably because you're inside the echo chamber and have never been subjected to the bizarre, hyper-aggressive toxic atmosphere surrounding it.
[Poll] A poll and discussion about random battle encounters: how they may be implemented.
author=Someoneman
I don't think having an item that disables random encounters is a good idea, because the entire point of random encounters is to force the player to fight whether they're ready or not.
For an example, look at Bravely Default, which has options to increase, decrease, or fully disable random encounters. On paper, it sounds good, since it allows the player to explore dungeons at their own pace. But in execution, it turns into a boring loop of:
1: Turn random encounters off or to low, search dungeon and open all chests
2: Turn encounters to 200% and run in circles to grind until your HP or MP gets too low
3: Turn encounters back to 0 and return to the inn with zero threat to your weakened party
4: Repeat steps 2 and 3 until your levels are sufficiently high
Sure, it's good to be able to explore earlier dungeons without the hindrance of weak and time-wasting enemies, but the fact that you'll never have to worry about dragging a dying party back to the inn while desperately fending off enemies removes a big chunk of challenge and excitement.
Another system that wasn't mentioned in the poll is the one used in Breath of Death and Cthulhu Saves the World: the menu has a "Fights left" counter that goes down each time you win a battle. After 30 or so battles in a specific dungeon, random encounters stop completely, but you can still manually start a fight if you want to. But even that has its problems, as it encouraged me to just stand near the dungeon entrance and manually start battles until all random encounters were done with.
That's not a problem with the encounter system. That's a problem with battles requiring grinding instead of strategy to win.
Started watching Psycho-Pass again.
Discussing turn-based gameplay
Discussing turn-based gameplay
author=CrazeOh I agree entirely, but what I'm getting at is that most people here still only look at turn-based RPG design in terms of reskinning battle systems they've already played, and stepping out of your comfort zone and questioning fundamental assumptions about the way turn-based games work is valuable for drawing inspiration on what boundaries exist and how they can be explored.
also i think we can do a lot better with "skills from menus" and that there's a lot of validity to it even if there are other ways to make cool turn-based games too! that's probably bias but i'd also like to think that i'm proof positive that "picking skills from a menu" can still be made interesting
author=CrazeAre we really not past harassing me over something I made five years ago? Because it's getting really boring and predictable by now.
but i'm gonna stop before i make fun of vacant sky
Discussing turn-based gameplay
author=Soozauthor=SaileriusI'm never sure why anyone thinks it's a grand idea to introduce 3D spatial-based stuff into a 2D medium.
Ehh... I'm not really sure that's true. In a real-time/continuous game, you can do anything you can do in a turn-based game and more. I'm not saying there's anything wrong with turn-based games, but there's a *lot* you can do with continuous real-time gameplay that's either walled off to you in turn-based or is prohibitively difficult to design or implement. A good example is anything involving three-dimensional spatial awareness. For instance, aiming a spell or ranged weapon. While you can switch into an aiming mode in a turn-based game (Eternal Sonata did it), it's always a really awkward context switch because it basically thrusts an FPS minigame into the middle of a menu-based game. It's just not a natural transition.
Are you implying that RPGs can only be 2D? I don't really understand what you're getting at or what it has to do with what I just said.














