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Marrend reaches Level 43! -1 STR, +1 WIS!
Tomorrow, I'm going on a 10 hour hating challenge! 10 hours of NON STOP hating everyone! Wish me luck!
How to encourage players to use their items
In my current project, I'm experimenting with having no healing spells at all, or having limited access to them. I couldn't tell you how well this will work in practice, lol.
But I think ultimately, getting people to use their items usually involves limiting their other avenues of healing and the other benefits that items can potentially provide. Many RPGs end up with inventory bloat syndrome because they provide alternatives that render items a moot point.
But I think ultimately, getting people to use their items usually involves limiting their other avenues of healing and the other benefits that items can potentially provide. Many RPGs end up with inventory bloat syndrome because they provide alternatives that render items a moot point.
Does literally everyone hate me, or am I missing something?
[RMMV] Need Karen Sprite for Mother's Day Project
author=KrimsonKatt
I waited for Kingdom Hearts III for two years after I got my PS4 solely to play it.
Wait 'til you find out how long a lot of other people were waiting for Kingdom Hearts III.
Also, I seriously think you need to change your approach on how you ask people for help and react when you don't get an answer as quickly as you would like, because it's coming off as self-serving. I really get this air that you expect people to contribute.
No one here is obligated to make you things, and you shouldn't take it as some great offense when you don't get something that you're putting out a call for (and for free), rather than approaching someone and asking "Hey, can you make this for me?"
Excellence in Narrative - Pacing
author=Red_Nova
That's one line less than what RPG Maker's default dialogue box size is.
Over time, I've found that RPG Maker's default message boxes are much longer* than you need to convey a single idea in, so it ends up being a bad frame of reference of how much text you necessarily need to fit within one.
Unless you're doing something very heavy in world lore and proper nouns upon proper nouns, you're probably not going to want to use the default message boxes as a frame of reference of how much text you communicate all the time. Though you can mitigate exceptionally long ideas with pauses (\. , \| , and \!) so that way you're using the full length of the box without overloading the player. A 4-line dialogue message with no pauses absolutely needs to be broken up, and even then you should be using all 4 lines sparingly.
* = Unless you're using a larger/wider font.
Release date: May 27th
I burned out hard on just a two year dev cycle, so I cant even imagine the fortitude it must have taken to spend seven years on a game. That's a huge achievement! And I'm so glad to see this game come to completion. You should be proud!
Building on this as someone who has done this a couple of times now, here's a few tips might help keep you from losing your mind lol:
1. Pry the F5 key out of your keyboard. Failing that, absolutely limit how often you check your statistics. On release day, stay available in case anything goes wrong but look away from the numbers as much as you can until later on.
2. Don't get discouraged if you don't start getting Steam reviews right away, especially for a longer game like this. It's going to take time for people to complete the game and share their thoughts on it, and you might not get much for at least the first week. Remember that the key metric you're aiming for is at least 10 Steam reviews, and remember that free/key reviews don't count towards this. Once you get that, your visibility on Steam easily quadruples. This is your first and major goal!
3. DON'T jump into a new game project right away. Because that's a recipe for burnout. Give yourself some time!
I'm rooting for you! I'm excited to see what people think of POTF.
author=zDS
Release is by far and wide the worst part of dev. Just rip the band-aid off and get through it. From my experience, you feel worse before you feel better, but it's still a massive achievement.
Building on this as someone who has done this a couple of times now, here's a few tips might help keep you from losing your mind lol:
1. Pry the F5 key out of your keyboard. Failing that, absolutely limit how often you check your statistics. On release day, stay available in case anything goes wrong but look away from the numbers as much as you can until later on.
2. Don't get discouraged if you don't start getting Steam reviews right away, especially for a longer game like this. It's going to take time for people to complete the game and share their thoughts on it, and you might not get much for at least the first week. Remember that the key metric you're aiming for is at least 10 Steam reviews, and remember that free/key reviews don't count towards this. Once you get that, your visibility on Steam easily quadruples. This is your first and major goal!
3. DON'T jump into a new game project right away. Because that's a recipe for burnout. Give yourself some time!
I'm rooting for you! I'm excited to see what people think of POTF.
Tip - Map of available charsets
I sorta think people don't really care nowadays if you re-use assets for something like NPCs. But it also really depends on the scope of your game and the structure that you're going for. A world-spanning epic can more likely get away with re-using assets for generic NPCs, especially if you're planning on having hundreds of them. But if you're making something with a hub world, it's much more important that every character looks unique if the player is going to be seeing them over and over again.
The key here is the question: "Does this character NEED to be memorable?" And if it's just some generic townsperson telling me where the bar is, I don't really care if he looks like Farmer Brown two towns over. Otherwise what you're describing just seems like a lot more work with very little payoff.
The key here is the question: "Does this character NEED to be memorable?" And if it's just some generic townsperson telling me where the bar is, I don't really care if he looks like Farmer Brown two towns over. Otherwise what you're describing just seems like a lot more work with very little payoff.
Prayer of the Faithless Final Trailer
[RMMV] Erratic Crashes During Playtesting (macOS)
Unfortunately, support for RPG Maker MV has been discontinued for macOS as of last year. This was largely due to significant changes Apple made to the OS that didn't play with with MV. I can't say with any certainly that this is causing your problem, but I'd say it's 99% likely.
Since your project is only a month in, I'd strongly suggest moving the project over to MZ if you are able. Or else you're likely going to run into more issues.
Since your project is only a month in, I'd strongly suggest moving the project over to MZ if you are able. Or else you're likely going to run into more issues.














