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RMN Music Pack
Snowy_Fox, I'm digging that song you just submitted! It works really well for what I was looking for! :) Thank you sooo much, a hundred times over. I really appreciate the work you put in it! If you are making an alternate version with strings and harp and such, I'm definitely looking forward to that! Having an alternate version would be amazing. ^_^
The work you did and mixing those choir samples just came out really nice IMO. I think those choir samples would fit to make an astonishing and epic boss battle/remix theme as well, with the way they sound. Another possible idea? Anyway, I love it, can't wait to hear the alternate version! thanks again!
The work you did and mixing those choir samples just came out really nice IMO. I think those choir samples would fit to make an astonishing and epic boss battle/remix theme as well, with the way they sound. Another possible idea? Anyway, I love it, can't wait to hear the alternate version! thanks again!
RMN Music Pack
Awesome, thanks for considering it. :) If you can't find any choir samples or any way to make something like that, anything that would fit that type of setting (church/temple/holy place) without a choir is more than fine too.
RMN Music Pack
May I request a type of song? If I may, could I request a church/temple type theme? Like a Hymn? My only example I could think of to compare to what I'm requesting, would be similar to the Hymn of the Fayth from FFX.
http://www.youtube.com/watch?v=GMpP2mTnd6k (FFX hymn)
There are so many great songs so far. :) You guys are doing a really great job!
I want to thank you all again for doing something like this for the community. :]
http://www.youtube.com/watch?v=GMpP2mTnd6k (FFX hymn)
There are so many great songs so far. :) You guys are doing a really great job!
I want to thank you all again for doing something like this for the community. :]
IBShopGrid.PNG
Just by the design? or may I ask what do you mean by aggravating?
Ultimately my idea is to make an alternative to a lot of usual rpg traits. I don't want to make shops that offers a new weapon every town, and then once you buy it, it then makes the previous weapon pointless. Rinse and repeat for every new town/weapon.
You basically just move to the next icon available, and you are presented with a weapon, accessory, or ability available for purchase. This way, the more things are presented to you the further you progress the grid, instead of literally waiting for each new town for an updated list of weapons and items that make the previous selection worthless.
I originally had the names of each icon located next to or above the icon themselves, but it looked too busy and cluttered. So I just wanted to simplify it.
Ultimately my idea is to make an alternative to a lot of usual rpg traits. I don't want to make shops that offers a new weapon every town, and then once you buy it, it then makes the previous weapon pointless. Rinse and repeat for every new town/weapon.
You basically just move to the next icon available, and you are presented with a weapon, accessory, or ability available for purchase. This way, the more things are presented to you the further you progress the grid, instead of literally waiting for each new town for an updated list of weapons and items that make the previous selection worthless.
I originally had the names of each icon located next to or above the icon themselves, but it looked too busy and cluttered. So I just wanted to simplify it.
Final Fantasy Discovery
Assembling the Void
RMN Music Pack
I really like this idea, and I personally want to thank all those that are so talented making something for those that are not talented in this area.
I think doing a graphic pack at some point would be pretty great, too (And it would be something I could actually contribute to! :/). Though thats a different subject all together.
I think doing a graphic pack at some point would be pretty great, too (And it would be something I could actually contribute to! :/). Though thats a different subject all together.
Revenants of Fate
Beta-demo coming soon..
Beta-demo is up. :) Thanks to anyone who gives it a try!
Edit:
Also a quick notice: I just realized I left a part of the chipset messed up in the forest. There are a couple of piles of "glass" in a few areas that are not supposed to be on the map. I had something else on there and when I changed the chipset I forgot and the glass graphic was in place of it. Please overlook this stupid, silly mistake.
Edit:
Also a quick notice: I just realized I left a part of the chipset messed up in the forest. There are a couple of piles of "glass" in a few areas that are not supposed to be on the map. I had something else on there and when I changed the chipset I forgot and the glass graphic was in place of it. Please overlook this stupid, silly mistake.
What areas of RPG making really hinder your project?
After working with RPG maker for quite some time, I always find myself running into the same problems. My question is, What part of rpg making do you find to be the worst? What really slows you down? and how do you get through that process?
(I apologize for the similarity to the topic about which maps really drain your motivation to make, but I'd like to discuss the most un-motivated areas of game making as a whole.)
For me, I really enjoy making systems. I love doing battle systems and menus. I love writing stories and character ideas. After I get all this mapped out, I always run into a brick wall. Graphics kill me, and working within the boundaries of chipsets kill me. I find it the hardest to keep a consistent graphic design throughout the game unless you make all custom graphics. Which for one person is really overwhelming. Mapping is also a motivation killer for me. Unless I am doing simple rooms or something of that nature, I always find it such a challenge to get it the way I want it to be. Especially when it comes to towns or cities, and certain dungeon areas.. And world maps. >_> The mapping and graphics always seem to be where I stop and lose motivation, and then take a break, and eventually jump to a different project that in theory, seems easier to make in that department. Then rinse and repeat, and I find myself not wanting to settle so I try to outdo what I have already made, and then I get lost in the revising process.
What is the hardest area for you, when making your game? How do you go about solving that issue? Where do you draw the line between settling for something and realistically setting limits for yourself?
(I apologize for the similarity to the topic about which maps really drain your motivation to make, but I'd like to discuss the most un-motivated areas of game making as a whole.)
For me, I really enjoy making systems. I love doing battle systems and menus. I love writing stories and character ideas. After I get all this mapped out, I always run into a brick wall. Graphics kill me, and working within the boundaries of chipsets kill me. I find it the hardest to keep a consistent graphic design throughout the game unless you make all custom graphics. Which for one person is really overwhelming. Mapping is also a motivation killer for me. Unless I am doing simple rooms or something of that nature, I always find it such a challenge to get it the way I want it to be. Especially when it comes to towns or cities, and certain dungeon areas.. And world maps. >_> The mapping and graphics always seem to be where I stop and lose motivation, and then take a break, and eventually jump to a different project that in theory, seems easier to make in that department. Then rinse and repeat, and I find myself not wanting to settle so I try to outdo what I have already made, and then I get lost in the revising process.
What is the hardest area for you, when making your game? How do you go about solving that issue? Where do you draw the line between settling for something and realistically setting limits for yourself?













