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bye guys :(

Hey welcome to the forums! Tried pot once, didn't think that highly of it, never touched the stuff since.

NPC Dialogue.

You misunderstood me. I don't mean putting "Yer" or "Ya" instead of "Your".
More how people from different areas speak differently, for example, I might say
"I'm just poppin' down the shop." where my friend Adam from Yorkshire would say
"Poppin' round corner t' shop". Slang, abbreviations and such doesn't mean mispelling words. (Which actually brings up another point, some people would have said "don't" instead of "doesn't", that kinda stuff)

Horrible Game Endings

I loved the ending to Galerians, seriously, one of my favourite games. Must have completed that game ten times over, easily. Fantastic characters, a brilliant storyline, and an atmsophere that sticks in the air to this day.

Then Galerians: Ash came out, the sequel. And suddenly, everything I loved about Galerians was taken out of my hands, shredded, urinated on, and handed back to me... I was crushed.

Also, the ending to Home Alone on the NES, go around the same level for 20 minutes and for one screen... Yay.

Sam's Art Dump [WARNING: Large Images!]

Here's a selection of my artwork, fresh from the scanner, coupled with some older stuff that members of Gaming World might be familiar with.

Now, this topic is image heavy, so dial-up users... What the hell are you doing on dial-up? This is 2008!

To start things off... It's Charizard!


On a less "Rawr!" note, here's some concept art for a webcomic I'm trying to get off the ground called Still Life
These are of the main character, Dan.




The leading, May.


A sketch for a background character


All the avatars I made for use on the site with the newsposts


A few of the finished issues:





Some weird, elongated alien dude who looks like he should be in Mass Effect.


GW fans will recognise this. It's my first ever 3D model! I made it for my end of year assignment back in May.








And to finish up, an old favourite of mine from back then, the most retarded fish ever!

Hey All

Ah yes. British comedy, so good a lot of other cultures don't even get it =P
Thanks for the welcome guys! Karusman, I'll definately take you up on that offer. Gonna go make a topic after I'm done typing this =)

Misaos

I dunno, I think there should be a Best RPG Maker Game award simply because the engine's still so popular and admittedly limited XD I also think that 2k/2k3 and XP/VX should remain sepertaed as they're completely different beats altogther.

I also love the idea of Best Ending and Worst Ending. Plenty of people say there are too many categories in the Misaos, but to be honest, most awards ceremonies have ridiculous amounts of rewards. I wouldn't be suprised of the next movie awards ceremony had a Favourite Celebrity Pet award XD

Story Developement: Killing off Characters

As game developers do you view killing off Characters as a useful Story Device, do you feel that it is over used, or do you feel that is just pointless, and if so what occasion for each question.

There are various ways of killing off characters and various reasons, some more right than others. I hate to immediately point to obvious examples, but Aeris (Final Fantasy VII) and Paul Johnson (Call of Duty 4) immediately some to mind.

Whilst both character deaths are indeed imprinted in the mind of almost every gamer out there, I don't think they had a huge impact on the gameplay. Though Aeris' death was important to the storyline, what with her being the last of her kind, and her constantly helping Cloud, it didn't change how the game played. I barely used her in my party as it was so she was never really missed and her death just felt like another plot twist and never really affected me. The same with Paul Johnson in CoD4. I thought his death was dramatic, well executed and suited the moral purpose of the game's plot while delivering shock value. Playing as him beforehand wasn;t pointless as it introduced the conflict with Al Asad nicely. The point is, the second he was dead and I was back playing as Soap, I forgot all about him, and again, didn;t miss him in the slightest.

To be quite honest, Final Fantasy VII would have been perfectly enjoyable with or without Aeris and CoD4 without Paul. The characters inevitably felt expendable to me, and of course, it's because they were scripted to die.

There are character deaths all the time, but I think the best deaths are the ones that just happen. There's no build up to it, no indication it's coming, it just hits them. And not only that, but for it to have an impact on the gameplay. Say for example, a comrade dies and you get their weapon (for example, a sniper rifle you'll have to later use heavily), if it doesn't have a long term effect on the gameplay then I'm not going to miss them.

In that sense I much prefer deaths that just happen out of nowhere and either give you an extra item or weapon or even ability to soldier on, or leave you screwed and looking to take down something really tough on your own.

Not one for drama me, eh?

NPC Dialogue.

As has already been said, NPC dialogue should change over the course of the game. When major events happen, have them gossip about it! (For example, a crater appears west of town, have an old man's dialogue change to "I saw it! It were a meteor in th' skies I tells ya! Came crashin' right on down, it did!") Also, they can interact with one another, for example, if you approach a pair of kids you could have them say:
Kid 1: Hey mister! This is a weird town, you should let me hold onto your watch for you!
Kid 2: Jack, stop trying to rip off everyone who comes through the gates!
And in the same town maybe have an elderly woman say something like:
Woman: I'm besides myself, I can't find my ring! I know I had it when I was talking to that little boy...

... OK, maybe that's a little too side-questy, but you know what I mean, have say, a bunch of people refer to the blacksmith as a jackass and have the blacksmith claim to be beloved by all in town. Things like that.

It may also benefit to have each NPC have three or four different lines of dialogue and assign each to a varaible, that way, they'll most likely say something different if you talk to them twice in a row.

Finally, don't be afraid to give them accents or use abbreviations, no one other than the royal family speaks Queen's English, and even their standards are slipping! =D

Hey All

Hi, my name's Sam, I'm a 19 year old student from England, about to go into the second year of a three year degree course in Games Art & Design.

I use programs like RPG Maker to distract myself when I should be doing coursework (even though that coursework is draw crazy character concepts or make a 3D model XD) purely for fun, have yet to release more than a demo of one of my games, but hopefully my current game, Fenrir will be the first game I complete! =D

You might know me from Gaming World forums, where I was known as Majin Sam, and then much less infamously as just .

I hope to meet some great new people here and play some brilliant indie games along the way.

[Demo] Fenrir: First Operation


Hey all, I'd like to introduce my current project, Fenrir: First Operation, a top down shooter being made in RPG Maker 2003.

The project's still young, but I'm making progress quickly and the game's coming together quite nicely. There's a short demo available which I hope you'll download and enjoy. (Download link above the screenshots)

Plot
The plot is as simple as can be, the Fenrir 2 has been sending out a distress signal, and as part of a three man team it's your job to investigate! Further plot details can be revealed by reading notes and computer screens, however, this is entirely optional and players can, if they wish, just blast through the game.

Features
- Mow down enemies with either a machine gun or shotgun! (Shotgun unavailable in the demo)
- Strafe, and concentrate on hitting your enemy without worrying about where you're going!
- Unravel an entirely optional plot via various computer screens, notes and the occasional cutscene.

Download Link
Download Here

Any and all feedback is greatly appreciated.

Screenshots
Areas in the demo




Areas not accessible in the demo