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Dragonforce - Expert - Hyperspeed 5 - 4 stars

I haven't tried it in GH3, but in GH2 Hyperspeed seems to make the game easier, if anything. The song itself doesn't go any faster, just the notes--which has the effect of spreading them out on the board a lot more, so the ones that come in quick succession are spread out more, which makes things a lot easier, at least for me.

If Only

It would require about as much work as just making a new RPG Maker for it. And considering how inefficient RMXP is even on computers with decent specs, imagine how slow it would be on an emulator!

I suppose it would be possible to write some sort of program that just used the scripts and map files in a new engine designed specifically FOR the PSP. But see my first point about the amount of work it would take.

I have 1000 wii points burning a hole in my pocket...

Super Metroid is a really good suggestion. But you can't go wrong with Link to the Past or Ocarina of Time, either.

I can say this: I'm a huge Zelda fan, but I haven't bought Link to the Past yet (which I consider the best, maybe second best in the series), nor the VC version of Ocarina (I've already got it, plus the Cube port that came for free with Wind Waker, so no need for the VC version, otherwise I would). Super Metroid, though, I got as soon as it came out. Super Metroid is definitely one of the best platformers AND one of the best adventure games on any system.

Old-School vs. New-School

Yeah, I'm with WIP. There's room for both. There are thousands of people in the indie gaming community, and I've got no problem with some of them being innovators and others being people who take other people's innovations and do awesome things with them.

And I imagine 90% of people who are seriously part of the community (that is to say, not just people who are dabbling around and will forget about the whole thing in a month or so) fall somewhere between the two anyway.

Some of the best and most popular indie games are pretty old school--look at Cave Story, Alien Hominid and Every Extend. But there are also a lot of popular indie games that go for more innovative faire, like Geometry Wars, flOw, and Line Rider. You'll notice that all of the games I'm naming are the ones that get so popular and beloved that they got professional console versions released. That's not an accident.

RMN is a small but growing subset of the indie gaming community, but the same rules apply here as there--the fact that the RPG presence here is especially strong doesn't change the old school/new school thing.

author=Euphorian link=topic=573.msg7683#msg7683 date=1200610004
I have very little appreciation for the old school games personally. However, that could be because I've never even touched a SNES in my life, and don't have the attention span for games such as Earthbound.
Dude. That's just tragic. Do you have any idea how good Earthbound is? Or Terranigma?

A Better Way of Storing Plot Notes/Outline?

I hate to support Microsoft products, but credit where it's due--Office OneNote is an excellent little program for this sort of thing. It's like a computerized binder, where you can set up several different notebooks with multiple sections in each, and multiple pages in each section. Fairly small footprint, but it could be smaller (I use the 2007 version--I imagine 2003 is a lot lighter-weight). It also makes synching between a desktop and a laptop (or any other computer on your network, I imagine) easy, which is handy.

Unfortunately, I don't think OpenOffice has any similar program. Google Notebook does some of the same stuff, but I like OneNote a lot more. Not being dependant on an internet connection and potentially slow servers might be a big part of that.

!!!

If you're losing the storyline, you need to write an outline before trying to tell a story. And I mean like a pretty detailed outline--scene-by-scene, not chapter-by-chapter. A lot of people go into these things thinking that they don't need an outline because they can just "make it up as they go," but really a good outline's basically the only way to have a coherent storyline in anything. Improvisors just don't realize how many consistency mistakes they make without outlines, or how often they leave a character without any motivation or a scene that serves no purpose. Even pro writers and authors will tell you about the importance of a good outline. Jane Espenson talks about it quite a bit in her blog.

Outlines are also helpful when it comes time to trim down the fat from the story, since you can see all the scenes that don't progress the plot or aide characterization. Though keep in mind that what makes a good story isn't necessarily in line with what makes a good game. There are a lot of scenes in various games that don't help the story in any way at all, but make the game itself tons more fun than it would have been if it had been more concisely written. Those tend to be scenes that lead to fun gameplay segments, though, not plain ol' unnecessary storyline diversions.

But yeah. Storywise, short and sweet's the way to go. Gameplay-wise....that's not always true. There's a sweet spot to be hit in either case, but I'm not sure that they're entirely compatible sweet spots. You've got to have damn good gameplay to make someone want to put up with more than a few hours anyway, and without some serious scripting I don't see that happening in most RMXP games. It's not that it'd be that difficult to do, just that it isn't as likely as it ought to be.

RPG Maker VX Information Website

author=Valentine link=topic=424.msg6991#msg6991 date=1199243612
Hmm... I dunno, the one thing I can see that I'm not too fond of is the first person battle perspective.

Doesn't sound like to much of an issue, I know, but I'm really keen on the classic FF style side view battles, it's why I use RM2k3 instead of 2000. Well and cause 2k3 is pretty much better anyway. ^.^; Nyaaah~!

I haven't seen anything saying whether that will be optional, and of course it probably won't be. I didn't mess with RMXP at all, but wasn't that also first person?
So sadly, I really doubt it'll be a third person perspective. *sigh*
Other than that, I actually like the almost chibi appearance of everything. I think it's cute as hell and I can't wait to play with it, even if I don't do any serious project with it. (depends on if it's any good.)

Oh and sorry I've been gone so long, people. Exams. Ugh. x.x
The default battle system in a scriptable engine is such a non-issue that no one even bothers. It isn't like RM2k/2k3 where you have to make clunky workarounds to have custom battle systems....in fact, I wouldn't even call what you do in XP (and by extension, VX) "custom" battle systems. They're just battle systems.

...there's probably already a third person battle script out there for download on the Japanese fansites. If there isn't, there'll be one soon. There's very little one will have to do to adapt one from RMXP, it's looking like.

The only issue I can see with first person battles is that the RTP's battle resources are designed for them.

Collaborative Game Project Methods

I'd go with Subversion, especially if you've got a Linux box (for instance, any webhost is probably on Linux) available to either of you. Either way, you can set up your Windows machines with TortoiseSVN and everything's easy, once you follow the instructions on how to set up a Depository.

My own experiences with group projects suggests to me that the one thing you really need in any group project is a taskmaster. Someone who will stay on people and nag them and just generally be a total chore to be around. No one ever wants to do that in the projects I end up in, and I think that's a big part of why we never make any progress. The fact that I can't do it to myself is probably why I never make any progress on my own projects. There's no central organization....just a bunch of people who get distracted by shiny objects and start working on their own side projects.

Favorite books you read this year?

author=brandonabley link=topic=486.msg6671#msg6671 date=1198371091
Going Postal and Making Money by Terry Pratchett. I consider them the same book. Brilliant, and any fan of Harry Potter should probably read Pratchett's Discworld series because JK Rowling's work is practicaly plagiarist.
And the Tiffany Aching subseries in Discworld, which started came out AFTER Harry Potter, does everything Harry Potter does BETTER.

Making Money and Wintersmith(the third in the Tiffany Aching series) for me, since I had already read Going Postal a coupla years back....it's probably my favorite book in the whole Discworld series. Making Money wasn't quite as good, but it was very readable.

I read Harry Potter 7, too, but it sort of fell apart near the end. Still, it provided closure that I needed as a longtime fan, so that's good at least.

Let's see....I read a lot of Gaiman this year, but all of it's been out for years. Neverhood, Stardust, and Don't Panic. I don't even know if I need to say that I loved all of it, because it being Gaiman it pretty much goes without saying. I especially liked Don't Panic, since it was about Douglas Adams, and I really identified with the way he was presented....I saw a lot of things that I do reflected in the events of Adams' life, and it was reassuring in a lot of ways. And deeply depressing in others. Still, good book.

Making Comics by Scott McCloud. If you've read Understanding Comics you probably already knew that this one would turn out good.

I can't think of any others right now that were worth mentioning. Most of what I read this year was just re-reading books I had already read.

[Movie] Pan's Labyrinth

It was great. When I went to see it last spring, I was coming off four or five HORRIBLE fantasy movies (I know Eragon was one of them. I don't remember what the ones before that were), and was almost losing faith in the genre, and Pan's Labyrinth restored all the faith I had lost. It was just excellent.