Saya likes to draw and play video games. =w=


Going away

Okay, long story short, I'm not going to be active here anymore. I feel that RMN has become an empty addiction of mine, I just don't get much out of it anymore. However, this is more of a personal problem than a problem with the site. College classes are starting up again, and I feel the need to focus more on school work. More over, I feel like I've been neglecting my spiritual life in favor of game making, and its really getting to a point where it consumes me instead of enriching me. I know I don't really post often, but I stalk the forums a lot, far too much for my liking.

And... I feel guilty associating myself with a site that runs halfway on games made with a pirated program. Even if I'm using a legal program with legal resources now, it just bugs me. I understand if people think I'm too obsessive over legality, but that's just how I feel.

Now on the grounds of a potential return: I might come back once I complete a portion of my current project just to post a demo and receive feedback. I still want to make a game. I would say that I'm moving my stuff to Meridian Dance, but I'm not (I don't know anyone there, haha). In other words, I hope for less talk, more game make. I want to wish everyone good luck with their games, and I hope you guys can make RMN a better place. Less trolling, more game making. =)

P.S. I still have a bit of unfinished business to wrap up, which I will. So if you were waiting for something from me, I'll get back to you ASAP.

What makes games "fun"?

What makes games "fun"? It's a bit of a hard question. In my personal experience, I like multiple things in games: exploration, treasure, puzzles, difficulty, a good story, an interesting world. I suppose, despite the fact that RPG cliches have been done to bits and pieces, there's still good fun in them.

For example, one of my favorites was Golden Sun. It was really a classic, but one of the things that made it special was the puzzle element. Instead of the standard switch/maze/other overdone RPG puzzle, it had its own system: Psyenergy. Psyenergy let you manipulate the terrain by tapping into the four elements: water, earth, wind, fire. It's a bit difficult to explain, but there were many abilities to use in different situations. True, after a while it became "oh look there's a puddle, let's use Frost on it to make it a pillar", but it was a good concept at its core.

In an RPG such as FFX, there are different things of interest. Let's not go into the Cloister of Trials puzzles, those were more annoying than fun. There is a bit of a tricky area in between puzzles that are too easy and puzzles that are too hard that can be easy to cross. Anyhow, what made FFX fun for me was the loot and the Sphere Grid. It can be a really powerful tool to let the user level up and choose (or pretend to) which stats they get. For some reason, the Licence Board in FFXII didn't do the job for me-- there, it was really easy to wind up with really similar characters who all knew the same spells. Ultimately, I think it would be a good idea to do something inbetween-- a sphere grid where some classes intersect, but most of the time do not. Still, programming that would be a huge hassle.

FFX had a good loot system. Why? Because Rikku could use the items on the enemies as attacks and in her limit breaks. Personally, I think the game would be a lot more fun if the player was forced to rely on that more often. Also, the loot could be used to customize weaponry-- and if the game was more difficult, the player would be more likely to consider making their own weapons for specific scenarios. For example, instead of switching to Lulu to take out the elemental fiends, you could reequip Tidus with an elemental sword for the same effect.

Personally, I advocate having the player find ways around the obvious solution rather than relying on tried and true strategies. I've always found the FFX self-imposed challenges inspiring, because the game seems too easy otherwise.

Then, to come again to my current dilemma... I'm making a side-scroller, Odin Sphere style. The problem is that Odin Sphere's charm relies on action battles, and no way am I skilled enough to program that. Side-view battles FFX style are the way I'm going. Which brings me to another problem: treasure chests. They just aren't nearly as fun to find when the game is a side-scroller. Same thing with puzzles-- they're just much more difficult to do. I think that I'm risking throwing all of the "fun" in the game onto the combat, and I don't want to put all my eggs in one basket.

Any advice? I might just end up submitting and doing the classic style RPG rather than a no-jumping side scroller. Alter AILA Genesis might have pulled it off, but truthfully, that game wasn't one of my favorites.

Confession: I've always wanted to make my own sequel to Golden Sun. And then Dark Dawn came out, so I suppose it's a little bit pointless now. OTL

Fires/smoke in XP

Okay, this is really stupid, but I still haven't figured how to animate fires and smoke on the XP RTP without them moving. Can anyone suggest how to do the move route so that I see the animation but the object stays in the same place?

Nevermind, I figured it out!

Help Saya improve her pixel art

Okay, so I posted a screenshot in the screenshot topic, and since my pixel art wasn't particularly that good, I decided to start this topic. So basically, what I'm asking for is for some constructive criticism. Please be as specific as possible, because when people say "remove that weird filter", I have no idea what they mean because I'm not using a filter.

So I've gone from this:

to this:

I did the grass and ground tiles myself this time around, no reference. Is it better? Needs more color depth? Currently working to fix those pesky cliffs and looping problems.

3D model software?

Does anyone know any good 3D modeling software for beginners to start out with?
Something free and legal would be really nice, but commercial products are okay too.

I don't plan to use it for a game, I just want to try it out and see how it goes.

Best games for PS2?

Just wondering, what, in RMN's opinion (RMN means you) are the best games for PS2? I don't feel like getting a new console, so I might as well explore my options.

"Run up to something, press space and attack" Battle System

So in RMXP, I want to try making a battle system where the player can control the character on the map and attack enemies there.

For this, do I need to do coding myself, or can I manage with conditional statements for the basic system? If I need to do coding myself, can anyone direct me to any resources where I can go study up on RGSS language or see what a pre-made battle system looks like?

I've taken coding classes before in Java, so I'm not a complete stranger, but I'm not entirely sure how to get started with this. Thank you for your help. =)

RM2k3 graphics in VX or XP

So I was thinking of actually buying VX or XP to not feel so guilty about downloading abandonware. I really love the traditional 2k and 2k3 styled graphics though, and I was wondering how difficult it would be to implement those on VX or XP. Which would be easier to work with in this regard?

How about implementing a side-view battle system?
Time-hit style combat system?


Downloading RPG Maker 2k3

Just one quick question. If I were to download RPGMaker 2003, would this place be a good way to do it?

Sorry, I'm really paranoid about viruses and such. If it was available in English, I would buy it. XP and VX... look really ugly IMO.

Mod Edit: Don't link to pirated software

RM2003 RTP download

Is there a good, tested place where I can download it?

Please and thank you.
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