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Ace Mapper looking to map

Hey hey, I think I made one of these topics 3+ years ago for RPG VX. I made a lot of maps. Now after 2 years I'm bored with life and I've started mapping again. This is of course free. I won't ask for favors or anything, although I have been paid to map in the past.

I've been mapping VX Ace lately and I've got a heap of towns, dungeons and other things. I like the mapping, but just rolling the dice and saying it landed on a 6, time to design another castle, just isn't all that fun or useful.

If you need any visual aids to see my work. They can be found at the original thread I made 2 years ago. Or here are some maps.

RPG XP MAPS >>>


... try not to choke... 25 XP maps 5 MB...





RPG VX MAPS >>>

























Here's something new I made for someone. Only 1 floor and not 3 floors. It is painful making these map images now. I don't think I'll be making many more.

Scroll to the right >>







How many hours or days does it take you to make an hour of game?

I ask, how long does it take you to make an hour worth of gameplay for an RPG?

What makes you want to play one game over another?

Really. What is it that makes a game stand out? Original art? Original music? Dialog? Combat? Its made by a dev you know. Is it the features list? Is it the fact you get points for reviewing things?

Do RPGs need a story?

A lot of people play RPGs for the story. People love Final Fantasy characters. I personally don't care. Don't need a back story to my characters. I don't need a story. I just need to play like back with Dragon Quest. Princess is kidnapped. Save her. Mario has used that formula too. Zelda seems to use a simple formula too.

So I'm asking, do RPGs need a story?

They need dialog of course like the castle is to the north or boy I hate that monster that keeps eating our children. That alone could be a story. Your own story journeying to the castle. Journeying and killing the monster. Like silent protagonists from Half Life or Doom.

Perfect time length for first dungeon?

I'm play testing a map I made for someone. It is 180 paces through without any deviation. From the start of the game to getting through the first dungeon its 2 hours long. Battles every 20 paces and the town is very minimal. With the enemies I was given to play with, I had to return to the first town 2x.

So I'm thinking the first dungeon is too long or I need to make encounters happen every 30 paces. I am thinking that I need to make a different brief first dungeon that is maybe 40 paces instead of 180.

While the guy I'm mapping for is uber happy to have a map that big 2 maps 80x80 I don't think it should be what the player first walks in at a 2 hour investment of time right off the bat.

What is the perfect length for the first dungeon?

Anyone need a RPG VX Ace Mapper?

Hey hey, I think I made one of these topics 2+ years ago for RPG VX. I made a lot of maps. Now after 2 years I'm bored with life and I've started mapping again. This is of course free. I won't ask for favors or anything, although I have been paid to map in the past.

I've been mapping VX Ace lately and I've got a heap of towns, dungeons and other things. I like the mapping, but just rolling the dice and saying it landed on a 6, time to design another castle, just isn't all that fun or useful.

If you need any visual aids to see my work. They can be found at the original thread I made 2 years ago. Or here are some maps.

RPG XP MAPS >>>


... try not to choke... 25 XP maps 5 MB...





RPG VX MAPS >>>






















What would be an appropriate amount to pay for graphics

I'm bored. So I map. Just map. Keep mapping. Trouble is, I've made a lot of caves. So I was wondering what would be an appropriate amount to pay for a cave tileset. A unique cave tileset that chances are would never actually be released. Just a cave at least for now. Rounded walls, different layers of walls, floor tiles, water tiles, animated water fall tiles, swamp tiles, details like plants, divits in the ground, holes, stuff like that. I'd probably ask for other types of walls, such as the default RPG Maker VX Ace walls are all flat, it looks like I'm looking at a rectangle. I'd probably want variety, like squiggly lines or something.

There are plenty of free tilesets out there, but I've designed for them too over the years. Someone give me a ballpark estimate in USD, euros, pounds or whatever Paypal can send money to.

Need ideas for enemy levels in RPG 2K3 or pick the best idea

I've been dabbling in RPG Maker 2K3. I've got a lot of side quests. The downside is if you are very uber you just plod through enemies with zero challenge. So I've been wondering if anyone has any ideas for enemy levels. You get stronger and so do the enemies. There doesn't seem to be any good way. You can adjust enemy MP / HP but not Attack. Here are my ideas so far...

Battles >>
- Have hidden enemies that reveal themselves when you've reached a certain level. Like adding extra enemies to the fight.
- Have lesser enemies morph into bigger enemies based on the player level.
- Enemy HP and MP go up based on player level... this is a bad idea since their attack strength doesn't go up.
- Temporarily put the player back to the level they should be on the side mission, which opens up all sorts of problems.
- Temporarily make the player have a new party for side missions. That opens up a new can of worms too since RPGs are open. Unless you make it like GTA and lock the player into one quest.
- Just not have side quests with battles.
- Lock the player out of certain side quests based on their stats / level... denying the player from seeing a lot of content.

Just looking for feedback on my first 2K3 game

Hey hey. I don't usually work in 2K3, but I've made a little incomplete game. 1 town, 1 dungeon, 1 world, 1 character, 15 enemies, 0 story. I'm just looking for any kind of feedback.

http://rpgmaker.net/users/ShortStar/locker/2K3game.zip

[VX] can I put transparent images overlapping for a menu system?

I've been scripting a custom menu. I have transparent .png files that I'd love to post over one another... like 2 lovers that come together. However, it seems like the graphical image boxes are boxes and even though the images have transparent it is as ive invisible boxes cover when they overlap.

My only thought of a solution is to make an image box within an image box.

Has anyone else dealt with this issue? I just don't want my menu to look so box-ish.
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