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Sore Losers: Riot Grrrl

SORE LOSERS: RIOT GRRRL

INDIRECT SEQUEL TO THE HIGHLY POPULAR SORE LOSERS!

"They said that they had everything under control in that little complex of theirs. That everything would be okay because the military was there. That the riots would soon be over and that future generations could laugh at the effort the rebels had put into their ploy. And we all believed them, sat happily in our houses as the curfews and blockades dragged on and on and on, because we didn't think anything would come of it. After all, we had the most powerful military in the world protecting us!

It didn't help that the rebel's propaganda, their so-called "evidence" of genetic brainwashing, sounded like another cheap trick to try and incite anarchy from which only the rebels could benefit. They'd tried it all before and, frankly, it sounded like a desperate ploy in their final days of existance. Although I'd read their words and heard their broadcasts I just couldn't take any of it seriously. It sounded like one, big joke...

But the joke was on us.

As soon as one company of the military realised it was their Captain, the "infamous" Captain Alexis, that the "evidence" was based on, it stopped being nonsense. It stopped being comedic, it stopped being propaganda and, instead, it became a new set of orders; orders to fight against a system they believed had warped them and their Captain into killing machines. As the mutiny spread and the military was divided down the middle, the Condemned, criminal bastards that they are, followed the trail of violence out of Central Ferusia until... Until chaos ruled over everything.

I have to get out. I don't care what the television says about Ferusian victories anymore; I can't keep sleeping next to this knife as I wait for someone else to break down my barricaded door... I already have too much blood on my hands!"


~ Diary of Cheska Frederick, Secretary to the Executive.

Blarb:

This is a game that is going to be highly interactive in terms of field-map gameplay because - much like Sore Losers - it is going to be crammed with minigames. In fact, this game is going to have far more minigame sequences than Sore Losers managed to have. Minigames will be present for everything; from searching areas for items to lockpicking doors; from hotwiring electrical equipment to dodging rioters; from arguing with NPCs to hacking into computer systems. In fact, nearly everything you do is going to involve some kind of minigame mechanism. Why? Because I want to make an RPG where ability doesn't rely on the stats of the characters. I'm going to try and bring player skill more to the forefront and hopefully the excessive use of minigame sequences is going to achieve just that.

Of course, battles are also going to be interactive. I'm not heavily reliant on stats so having normal battles would be extremely redundant. In Sore Losers: Riot Grrrl you'll be able to knock the weapons out of your opponent's hands, kick bookcases over onto people, throw your enemies into electric fences, use trashcans to stop enemies from being able to attack you and generally use the environment to fuck people up. Why settle for just the weapon in your hand? Use everything to your advantage!

This game won't be convuluted in terms of plot, character development or other such things because I know I am not a master of words; instead I just hope that this will be a game that's fun to play because having fun is the whole point of playing games in the first place!

Currently Implemented Features Include:

The Custom Item System (CIS) makes correctly choosing what to take with you a vital skill!
Innovative ConvoBattles offer a viable alternative to violent conflict.
The Dynamic Search System (DSS) means you won't have to mash Enter near a bookcase ever again.
Kick over furniture, use the environment to your advantage and disarm enemies in highly interactive battle sequences!

Screenshots:


Obvious title screen screenshot.


>90% original graphics.


Rock-Paper-Scissor style arguments dictate how you get through the level.


Interact with enemy weapons and field objects to influence battles.


Hotwire electronic equipment to make progress through each level...


... just make sure you have a memory for detail!


Searching areas can yield useful items such as...


... weapons that each have unique skills, properties and methods of action!


Videos:

Badly made, first-draft video of the "interactive battle system".
Some graphical errors are present (although they are fixed now) so this is far from final graphically, but the systems shown are a pretty good example of "interactivity" added to the DBS.

An Old FF Project

A simple question, really. When I left the community a while back, Ccoa was working on a Final Fantasy fan-game that I remember having half-decent demos. What happened to it? I can't remember the exact name of the project, just that it was originally in RM2K3 before being taken over to RMXP.

Reviews

Whenever I try and access the review page for some games (not reviews directly, but the page that shows all the reviews available for a game), I see this kind of text come up. I cannot access the reviews at all. It seems to happen with games I have reviews before.

This was from the page for "Inside", but it has been happening with others too:

Warning at /games/961/reviews/

Data truncated for column 'author_id' at row 1

Request Method: GET
Request URL: http://www.rpgmaker.net/games/961/reviews/
Exception Type: Warning
Exception Value:

Data truncated for column 'author_id' at row 1

Exception Location: /usr/lib64/python2.4/warnings.py in warn_explicit, line 96
Python Executable: /usr/bin/python
Python Version: 2.4.3
Python Path:
Server time: Wed, 15 Apr 2009 10:29:07 -0500

Crawling

For some reason I can't get this to look right, so I really need someone to edit this spriteset so it looks like the character is crawling. There are a few sections in Sore Losers where you need to go through vents and it looks a little wierd with the character standing up!

The crawling set is going to need to go in a new character set as this one is full. Also, ignore the one that already looks like it is crawling, as that's for something else completely (it is actually the character clawing his way along the floor, which isn't the same thing. Crawling is generally on all fours.)


Insane Asylum

Does anyone have a chipset that even approaches an Insane Asylum (for RM2K, naturally). A hospital or something similar would do, but it needs to look quite sterile and... well, creepy, if possible.

[Tutorial] Switching Party

This is a tutorial on how to use eventing to switch between two different parties; something like at the end of Final Fantasy 6. It's a pretty simple thing to do, but despite the simplicity it's a very good way to add an extra dimension to a dungeon.

In this working example there are two parties present, the party led by Markus (Markus and David) and the party lead by Lozzie (Lozzie on her own). This code remembers the position the current party are in (via variables) and then teleports you to the remembered position for the other party, changing the party members and turning a switch to signify who is being controlled at the same time. The one thing you need to remember to do is set all the initial variables and switches when you break the parties up. This will work for any number of parties, you just need to expand the code and use more variables and switches.

Any problems, let me know.

Frog, The Collector - Retro Arcade Game



FROG, THE COLLECTOR!

"Frog, The Collector" is a game loosely based around the concept of the arcade classic "Frogger".

You play as Frog, a decidedly hungry chap who believes that the easiest way for him to gather food is to collect the scraps of fruit that bored, bratty children and stupid, unwashed truck-drivers throw out of their windows when they get bored of staring at the tarmac in front of them. Unfortunately for Frog, this means dancing with bumpers, frolicking with hubcaps and jumping past tyres...

"But a frog's gotta do what a frog's gotta do..."

So-called "features" include:

Graphics taken from the arcade classics Pacman and Frogger!
An arcade-nostalgia inducing soundtrack from the album Thrash Thrash Thrash by Crystal Castles!
Five levels of car-dodging fun!
A New Game+ feature that unlocks a different way to play the game!
A digit-seperation system you can steal and use to create your own score displays!
The constant thought: "What will happen if I max out the score bar!?"
Your 5-a-day fruit requirement!
The possibility I will get sued in the next couple of weeks!

RM2K Text Converter?

Is there a program out there that lets you type in messages and will then convert them into the appropriate RPGMaker font for you..? It would make changing all my quest descriptions to have the RPGMaker font much easier than using messages, cutting out the system background and aligning the sentences properly etc.

If not I will probably change the system to a plain one or something, but having a program would be much easier. I'm sure I have heard about something similar before but it isn't in Feld's useful RM tool topic (or if it is I am blind).

RMVX RTP, Chibi Graphics and Serious Games

author=Hesufo link=topic=3256.msg64380#msg64380 date=1236010527
author=Fallen-Griever link=topic=3256.msg64362#msg64362 date=1236007672
The whole RMVX is too chibi to take seriously, to be honest, though it will work well with these "plucky-swordsman going out to save the world!" kind of games.
Please stop trying to make RMVX look shitty.

First off, although nothing to do with anything, I just want to point out that I am not trying to make the maker nor the RTP look "shitty", I am simply pointing out the limitations of using a cute graphical base if you are going to create a darker, more serious setting for your game. And this goes for any game in any maker; use a graphical style that suits the setting you want to create!

author=Hesufo link=topic=3256.msg64380#msg64380 date=1236010527
Not everyone is a spriter/graphical artist, and the current resource pool which is available for RMVX is very limited. We've got to work with what's there - that's right, RMVX is limited, but that doesn't make it a kids' tool.

Second of all, although perhaps slightly off the radar, claiming that there are no resources available to replace the RTP is a pathetic excuse. You cannot claim that there is a lack of resources for RMVX because that is simply ignorant to the possibilities you have in RMVX, an RPGMaker that has little limitation on the graphics it can handle (especially compared to some of the earlier makers). In fact, you assuming that RMVX is limited because little has been done so far is far more naive than anything I could come out with (and I do try).

It has already been shown that RMVX can handle graphics from the RM2K/3 makers, makers that are recognised as having a large resource collection, and you can also take resources from RMXP and fit them into RMVX. If you're still having troble finding resources after that then maybe you should hit up some of the popular ripped resource sites (Spriters Resource, for example) because you are bound to find something eventually.

Also, as it takes absolutely no graphical skill to take something and paste it into the right template for your RMVX game, you cannot claim that people don't have the ability to get the right graphics for their game primed and ready.

Basically, "RMVX lacks graphics" is not a good excuse for using the RTP in every, single, freakin' game. Not even close.

author=Hesufo link=topic=3256.msg64380#msg64380 date=1236010527
]Your "too chibi to take seriously" assumption is very bad. There are many games with serious storylines that have used chibi elements in their games - while it is true that the battle backgrounds don't fit the chibi characters well, don't generalize by saying the whole world being chibi is not to be taken seriously.

This is more the heart of the topic.

Personally, I do not view cute graphics as a good way to portray a serious storyline. It might be your opinion that cute graphics can work with a serious storyline, but it's just never worked for me and I know this is also true of other people on this site. Cute graphics, in their very nature, are designed to try and shove the viewer's negative emotions to one side and make them feel... I don't want to say "happy", but that's the best word I can think of right now. Using graphics that are purposefully designed to be light-hearted in a way that is supposed to be serious or negative is going to be a complete clash in style, and although some people may buy into this it is unlikely that the majority will. Because of this, trying to use a cute graphical pallette when you are creating a serious game is one sure way to make sure people do not take your game seriously. (On the other hand, I am not saying cute graphics cannot be taken seriously, but they only will be taken seriously if you are making a purposefully lighthearted game, which there is absolutely nothing wrong with...)

I certainly don't think television execs. would endorse a children's television show done in the style of a Frank Miller comic book, therefore I do not think you can use a style designed for children to portray adult issues and serious plotlines.

Frog, The Collector!



FROG, THE COLLECTOR!

"Frog, The Collector" is a game loosely based around the concept of the arcade classic "Frogger".

You play as Frog, a decidedly hungry chap who believes that the easiest way for him to gather food is to collect the scraps of fruit that bored, bratty children and stupid, unwashed truck-drivers throw out of their windows when they get bored of staring at the tarmac in front of them. Unfortunately for Frog, this means dancing with bumpers, frolicking with hubcaps and jumping past tyres...

"But a frog's gotta do what a frog's gotta do..."

So-called "features" include:

Graphics taken from the arcade classics Pacman and Frogger!
An arcade-nostalgia inducing soundtrack from the album Thrash Thrash Thrash by Crystal Castles!
Hundreds of levels One level of car-dodging fun!
A digit-seperation system you can steal and use to create your own score displays!
The constant thought: "What will happen if I max out the score bar!?"
Your 5-a-day fruit requirement!
The possibility I will get sued in the next couple of weeks!