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Shinan
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Boobquake
post=134804
"People need to continue pointing out how ludicrous these sorts of claims are." What? Don't most people already know that the frequency of earthquakes is not directly proportional to the number of women wearing miniskirts?
To my knowledge it hasn't been tested before so what if it's actually true? It would obviously lead to a bunch of other questions but science could take a completely different turn!
(Of course the chances of it being true are less than the chances of the Large Hadron Collider destroying the Universe)
Sorry, but I love the idea of making fangames.
Yeah the convention that makes it Batman. is that it has a guy called Batman in it. Just look at all the DC or Warner Brothers sanctioned Batman stuff there is. The only real similarity between Adam West Batman and Frank Miller Batman is that there's a guy that calls himself Batman in it.
Batman's been with us for so long that there's essentially officially sanctioned postmodern batmans by the dozen.
Batman's been with us for so long that there's essentially officially sanctioned postmodern batmans by the dozen.
Boobquake
post=134792
does the scientist genuinely believe that this could cause an earthquake?
i want to know more about his reasons, it seems too silly.
No. But unlike religion science like to look for proof. An empirical experiment is probably not all that useful from a scientific standpoint though.
I guess it's kinda like mythbusters. Or this time mythbusts. I wonder what they'll do to make it actually happen though. Explosions and boobs. That's a great episode right there.
Sorry, but I love the idea of making fangames.
No. It is NOT a fangame if it's officially authorized. That's sort of the whole idea about fanworks that it isn't officially authorized. The second you get sanctioning from an author or corporation or whatever it ceases to be a fanwork and becomes... official.
There are hundreds and hundreds of superhero comic authors out there. Hundreds of people have taken a stab at interpreting Batman. Those interpretations you see in comic book stores. They're not fanfiction. The interpretations you can find at some guy's home page is.
It's quite a simple definition really.
Of course in the end this says nothing of the quality of the work. An officially sanctioned batman comic may be a lot worse than the fancreated batman comic.
Though I guess it is true that the further away from "the personal touch of the creator" a work goes the worse it usually gets (see Fallout, X-com, Leisure Suit Larry). Until it's so far away that there's really no canon anymore and people can do whatever they like with it and then it can go anywhere. (See The Dark Knight Returns and Superman: Red Son and all kinds of weird reboot things they do in comics)
There are hundreds and hundreds of superhero comic authors out there. Hundreds of people have taken a stab at interpreting Batman. Those interpretations you see in comic book stores. They're not fanfiction. The interpretations you can find at some guy's home page is.
It's quite a simple definition really.
Of course in the end this says nothing of the quality of the work. An officially sanctioned batman comic may be a lot worse than the fancreated batman comic.
Though I guess it is true that the further away from "the personal touch of the creator" a work goes the worse it usually gets (see Fallout, X-com, Leisure Suit Larry). Until it's so far away that there's really no canon anymore and people can do whatever they like with it and then it can go anywhere. (See The Dark Knight Returns and Superman: Red Son and all kinds of weird reboot things they do in comics)
What you look for in a RPG-making language?
I like it to be obvious. And to be honest I like it to be very specifically made for RPGs. There's a word for that scripting... Very High Level I guess. or very low level? I don't know which is which.
Essentially there should be stuff like for inventoryitems: "iPotions.quantity = 5;" which sets the quantity of the item named "iPotions" (or possible Potions with the little i automatically added so it's easy to notice as an item) to 5 in the inventory.
If that's what you mean that is. Essentially just like rpgmaker it should be easy to make all sorts of different RPGs but it should be really difficult to make a word processor.
Essentially there should be stuff like for inventoryitems: "iPotions.quantity = 5;" which sets the quantity of the item named "iPotions" (or possible Potions with the little i automatically added so it's easy to notice as an item) to 5 in the inventory.
If that's what you mean that is. Essentially just like rpgmaker it should be easy to make all sorts of different RPGs but it should be really difficult to make a word processor.
Sorry, but I love the idea of making fangames.
I agree. I often think in terms of fangame/fan fiction/fanfilm. There's a lot of fun that can be had with that kind of stuff. You can go from the whole Mary Sue thing (which is often quite dreadful I suppose but works as comedy) where a real-world character somehow gets mixed up in a different world (that he or she may or may not be a fan of). And visit the "side stuff that had a little part but speculation is fun" where you take a mention of something in a story and make an intimate story about it, using the world as it was created in the original.
This is mostly thinking about fangame story though. There's also the fangame game. The SMBX thing is a perfect example of fangaming where it seems to be going alright. Using the gameplay of the original to make new levels is probably exactly the same as using the setting and story of the original to create new situations.
(Or make fun of said situations/gameplay. I guess breaking the fourth wall is the most common thing to do in fangames)
Of course usually it goes wrong. In the story department it usually goes wrong when the creator is using the characters from the original and don't get the character's personalities at all. Or change the story to fit their needs. Of course that can all be done meta which... actually I generally don't like that but I can laugh at it as much as anyone else. I mean who doesn't have a laugh at meta slashfiction?
In the gameplay department it tends to go wrong because it's newbies who don't know anything and just use sprites from other games in their games. Thus creating a crappy fangame from someone who doesn't even make their own graphics. Oftentimes a "first game" is made using borrowed art because honestly you don't want to waste a lot of effort into that first project so stealing graphics from games and making a fangame is an easy way to learn.
The other problem for those who DO put a lot of effort into a fangame is that they run the risk of being shut down and the fact is that you can never really do much with a fan-work apart from making it I suppose. It's illegal after all.
This is mostly thinking about fangame story though. There's also the fangame game. The SMBX thing is a perfect example of fangaming where it seems to be going alright. Using the gameplay of the original to make new levels is probably exactly the same as using the setting and story of the original to create new situations.
(Or make fun of said situations/gameplay. I guess breaking the fourth wall is the most common thing to do in fangames)
Of course usually it goes wrong. In the story department it usually goes wrong when the creator is using the characters from the original and don't get the character's personalities at all. Or change the story to fit their needs. Of course that can all be done meta which... actually I generally don't like that but I can laugh at it as much as anyone else. I mean who doesn't have a laugh at meta slashfiction?
In the gameplay department it tends to go wrong because it's newbies who don't know anything and just use sprites from other games in their games. Thus creating a crappy fangame from someone who doesn't even make their own graphics. Oftentimes a "first game" is made using borrowed art because honestly you don't want to waste a lot of effort into that first project so stealing graphics from games and making a fangame is an easy way to learn.
The other problem for those who DO put a lot of effort into a fangame is that they run the risk of being shut down and the fact is that you can never really do much with a fan-work apart from making it I suppose. It's illegal after all.
Götterdämmerung RPG
Actually the second guy I talked to was talking to the dad (? I can't even remember if it was a dad) again. Because I went straight to cabbage patch (of course I walked around trying to find the cabbage patch). I didn't actually talk to anyone on my way to that place because I had no interest whatsoever in talking to these guys. (yet. The thing is that in the beginning of the game I'm just not yet motivated to talk to everyone I see. And if some random person tells me to find a key the first thing I think is not "I should talk to everyone" the first thing I thought was actually "oh it's probably inside the house somewhere, I'll just use action against any place that seems key-obvious")
Basically I just think that you should introduce talking to people in some way that feels more natural. I might be an antisocial bastards but when I can't find my keys my first thought is not "I should go out to town and ask people if they've seen my key" instead I'll most likely search through my entire house thinking "where the fuck did I leave that key?"
So... where is the key btw? Perhaps it's only a minor glitch and the game seemed interesting enough that I might continue.
Basically I just think that you should introduce talking to people in some way that feels more natural. I might be an antisocial bastards but when I can't find my keys my first thought is not "I should go out to town and ask people if they've seen my key" instead I'll most likely search through my entire house thinking "where the fuck did I leave that key?"
So... where is the key btw? Perhaps it's only a minor glitch and the game seemed interesting enough that I might continue.
How do you design a good tower?
post=133700
Realistically a defensive tower (on a castle or whatever) would nearly always be circular, but that's kind of hard to do in RPG Maker graphics, so what about an octagon? It's pretty simple to make a diagonal wall tile, and it would definitely help the map look like the inside of a tower (a square map would just look like any other building).
Actually towers weren't circular until the invention of cannons. (because a circular structure deflect cannonballs a lot better than a square one) The most important part of a defensive tower is the clockwise upward stairway. So that (right handed) people can defend against people trying to get up a tower. While the attackers will have a harder time because they can't get a good sword blow in with a wall in the way.
For proper towers though. Just play some Sim Tower.
Why does dying have to suck?
post=133503
It sounds to me like people are stuck with the concept of "Game Overs? Y/N", and that's not quite what I had it mind when I made this thread.
How hard can it be, really, to reward good players (i.e. players that do not die) without stealing progress from less able ones (i.e, forcing a reload). You can certainly withhold the rewards of EXP, AP, money, and what have you upon losing a fight, or as some of you have mentioned, kick the player back to the entrance of the dungeon/whatever.
The problem with not awarding XP to players who have a hard time is that it's a slippery slope. If you don't get XP you don't get better. If you don't get better the game gets harder. If the game gets harder it gets more frustrating.
What I don't like, even about retry options and XP penalties is the "breakage of immersion". The second you get a menu saying "YOU SUCKED do you want to have an easier time PUSSY?" I'm thrown out of the game and into... whatever else there is. The game is less about an experience (something that RPGs are all about, playing and experiencing a story and a world) and suddenly it's about passing an obstacle or, as I said before, "gaming the game".
Some of these things can be played around with "behind the scenes". In an options menu you could just check the "hardcore option" and have those YOU ARE A PUSSY segments when you die. But you could also make it unobtrusive to the casual player. Perhaps auto-adjust the difficult after one death (one death is no death, two deaths are too many) and then after beating that one place adjust it back to what it was before. Essentially always making the "retry option" a little bit easier without hammering it in. (perhaps even go so far as to look into player performance to see just how much easier the game needs to get... though that needs insane amounts of testing and is not recommended for us... amateurs) And then if you ticked the "hardcore" box this just doesn't apply at all.
Actually I'm completely against penalizing the player unless the player WANTS to be penalized. There could always be that option menu where you have stuff like "no saving" or "no XP for you sucker". The regular player should always get the full experience without having to feel left out just because he isn't all that good. These are games. And they are supposed to be enjoyable. Preferably enjoyable by as many people as possible.
And the above is only for games you want to have enjoyable for as many people as possible. I'm not counting niche markets and awesome games that are hard that cater to a certain audience. This all is generally speaking.
Why does dying have to suck?
Yeah the "Try to avoid it" is generally a good answer. Though I'm all in favour of not punishing the player. I've never been a fan of difficult games (and the trend in commercial games is to make games easier. Something that people all over the place complain about... "Back in my days I had to play the first level fifty times before I beat it"). Not having the looming game over screen does mean that occasionally you can just start gaming the game and whack at something for a while and then retrying. (Like in Bioshock...)
Of course talking about mine own battles I don't... uh... make battles. But still talking generally one approach I would like is to have losing a battle not cause a game over. Just cause a different outcome than winning. Let's say you fought the big bad and lost. Now you missed out on some cool stuff perhaps and you wake up somewhere else in the story than the place you would have gone to if you had won.
Essentially game over is the place where you're taken out of the immersive game experience and realize that the game is a game. If you see the game over screen more than once in a short amount of time you (when I say you I mean I. Because you is just what I write) start gaming the game.
Tangentially related:
http://www.shamusyoung.com/twentysidedtale/?p=2048
Of course talking about mine own battles I don't... uh... make battles. But still talking generally one approach I would like is to have losing a battle not cause a game over. Just cause a different outcome than winning. Let's say you fought the big bad and lost. Now you missed out on some cool stuff perhaps and you wake up somewhere else in the story than the place you would have gone to if you had won.
Essentially game over is the place where you're taken out of the immersive game experience and realize that the game is a game. If you see the game over screen more than once in a short amount of time you (when I say you I mean I. Because you is just what I write) start gaming the game.
Tangentially related:
http://www.shamusyoung.com/twentysidedtale/?p=2048













