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Neo Jado
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What is up with all the NAMES people come up with for their games?

It's the same as anything else someone writes creatively. Some people are better at it than others, trained or otherwise.

"Why does your title suck?" is not terribly different from "why does your story suck?"

It's not always easy to produce an attention grabbing/intrigue building title that fits artistically with your game, even while ignoring differences in opinion.

That's assuming the dev WANTS to have a quality title.

Ruin_Interior.jpg

My favorite flair is the variation in the ground tile.

Demo Length

author=Neverm0re
The reason I had the main character's back story included was because it was so short and simple. She is a reporter for a tabloid paper and she is following up on an urban legend. Done. But since it is nice and short I can take it out without losing more than a few minutes of gameplay.


No need to make arguments for why or why not to include something. If that's what you want to showcase, that's what you should put in your demo, whether it's 10 minutes long or 10 hours.

Most important thing is that it's the first impression you're delivering. For the players sake, preferably not a misleading first impression.

RPG cliches

cliche = overused expression or idea

wearing shoes and weather forecasts are not cliche, because they're not ideas/expressions

what WOULD be a weather cliche is at the most dramatic moment in a romance story, it starts pouring rain

or when the dark and epic battle is finally won, the sun emerges from the clouds

to the more relevant question
author=PsychoFreaX
How some ideas could have been used as frequently as cliches without them being cliches.

The key is that the idea/expression is overused. If people don't consider it overused, it's not really cliche, even if it's used frequently.

Neo Jado

author=Zadok83
Please tell me you guys have been quietly forging ahead on this game?


Absolutely.

rm2k3 - Is there a way for Common Events to stop map events halfway?

author=calunio
Sauce you're right. I tested with NPC events that had no wait commands. You can prevent this by designing a way to prevent the character from walking, which should be a small system in itself (you can use a common event so you won't have to program it multiple times). Or you can just not use waits. Or you can just have it that the bomb will wait for the NPC to finish talking.


Something like a common parallel process for variable NPCTALKING > 0. Move Hero - Wait, disable menu?

rm2k3 - Is there a way for Common Events to stop map events halfway?

author=calunio
My solution is:

Have each NPC have two pages. The first one is a regular action key page, and the second one is a parallel event.

One the first page, add a single command: change variable "NPC" to some number, like 12. Each NPC should have a different number.

Make the second page be activated by that variable number, and remember it's a parallel event. Add dialog normally, and at the end of the event, set variable back to zero.


Wait, Calunio, I thought of that method when you said "make the event you want to stop parallel."

But doesn't that mean you can move around and interrupt the event if there's any break in the dialogue boxes? It would basically only work on NPCs that only have uninterrupted messages pop up. Anything more elaborate could be broken by pressing movement during the event or opening the menu, so I didn't suggest it.

Or am I missing something? I feel like I'm missing something.

rm2k3 - Is there a way for Common Events to stop map events halfway?

With your standard NPCs, there's not much you can do parallel with the dialogue box open. You can tint the screen and alter the music, but not even pictures run until there's a break in the dialogue boxes.

There's probably several ways to go about it. The check inbetween each message would do the trick. That was my first thought when I read the op. And also probably whatever Calunio's idea is would work.

Unfortunately for you, this is a feature that you probably would have wanted to implement from the start, as retroactively doing it must be a pain in the ass.

Bridges

Could be a load of different things preventing you from passing.

First thing is the passability of the edge that the bridge 'bridges.' Say it's two parallel cliff edges. If those edges are impassable, you're not gonna be able to step on the bridge, even if the bridge is passable.

Second, check if the event layer on that 2nd page is correct, maybe you're looking at page 1? Or maybe I'm just insulting your intelligence.

Usually, I just make the entire bridge Same Layer as Hero, then Touch trigger, and Hero Facing Direction conditional that makes the hero phase and take the step he's facing. That way, you don't have to worry about walking off the bridge to passable tiles below. And it gives you room to add events that switch the bridge to Above Hero when you're walking under it.

But anyway, I'm not the most saavy eventer. I'm sure someone has some simpler idea than that.

How to explain your game to an asshole

Marketing.

If you don't know how to market, then market research first. Which happens a lot on this forum. No regression analysis, though.

I'm of the opinion that many devs measure their personal success on the number of people who like their games. Nothing wrong with that, but it is an uphill battle keeping your own interests in mind, if you're trying to please many others.