STORMCROW'S PROFILE
StormCrow
2877
>look StormCrow
You see not a bird but an American lady who likes other ladies. Oscillates between shy as a mouse and babbling violently, seemingly at random.
I like badasses. I like babes. I like badass babes the best. Okay...actually I like doggoes the very best, but I aspire to make games about badass babes is my point.
I use music from bands and artists in the free games I make: the frustrated filmmaker in me is very enamored of scoring scenes with rock'n'roll soundtracks Scorcese or Tarantino style. In addition to being a time honored tradition in cinema, this has a history in AAA videoogames as well (for a really great use of it, see Bioshock: Infinite). If I was a millionaire, I'd totally license these songs so I could actually use them legally.
You see not a bird but an American lady who likes other ladies. Oscillates between shy as a mouse and babbling violently, seemingly at random.
I like badasses. I like babes. I like badass babes the best. Okay...actually I like doggoes the very best, but I aspire to make games about badass babes is my point.
I use music from bands and artists in the free games I make: the frustrated filmmaker in me is very enamored of scoring scenes with rock'n'roll soundtracks Scorcese or Tarantino style. In addition to being a time honored tradition in cinema, this has a history in AAA videoogames as well (for a really great use of it, see Bioshock: Infinite). If I was a millionaire, I'd totally license these songs so I could actually use them legally.
Live Free Or Die
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants."
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants."
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Side Projects:
Oh, yeah, I should probably mention, as a caveat to my above post, that in the past few days of working on my main project alone I've fantasized to varying degrees about as many as half a dozen side projects I'd be totally rearing to start on.
RPG Maker is a little like a relationship*, I guess. You know, you've got the initial honeymoon period where everything's great and you're sizzling with new relationship energy. And then, the sheen gradually comes off. The excitement wears off. Pretty soon, before you know it, you're thinking about side projects. Maybe you even catch yourself checking out graphics or plugins for the side projects you're fantasizing about. Just looking is fine, you think, as long as you don't act on it. Where the analogy breaks down is that unlike your girlfriend or for that matter any reasonable human person, your main project won't get angry or spiteful or resent you for thinking about or looking at other projects. Even if you cheat on it, it will still be there faithful and waiting for you.
In other words, it's like that overused "disloyal man" stock photo meme (which I freaking hate but it seems more appropriate here than 95% of the cases I've seen it used in online).
* Only ever been in relationships with girls, I dunno what weird shit might go on in straight relationships so I can only speculate.
RPG Maker is a little like a relationship*, I guess. You know, you've got the initial honeymoon period where everything's great and you're sizzling with new relationship energy. And then, the sheen gradually comes off. The excitement wears off. Pretty soon, before you know it, you're thinking about side projects. Maybe you even catch yourself checking out graphics or plugins for the side projects you're fantasizing about. Just looking is fine, you think, as long as you don't act on it. Where the analogy breaks down is that unlike your girlfriend or for that matter any reasonable human person, your main project won't get angry or spiteful or resent you for thinking about or looking at other projects. Even if you cheat on it, it will still be there faithful and waiting for you.
In other words, it's like that overused "disloyal man" stock photo meme (which I freaking hate but it seems more appropriate here than 95% of the cases I've seen it used in online).

* Only ever been in relationships with girls, I dunno what weird shit might go on in straight relationships so I can only speculate.
What are you thinking about? (game development edition)
Thanks.
Unfortunately, I think the auto-scaling is wedded to one of the core Yanfly plugins that like two dozen other plugins are reliant upon, or at least to the Yanfly plugin that enables auto-wordwrap which is like the MVP of convenience. There might be a setting to change in the plugin that will turn off text scaling but I kind of like it. Even if it's not aesthetically delicious, it is very convenient to well..not have to shorten various names and descriptions in order to fit, tho I could if I had too.
Unfortunately, I think the auto-scaling is wedded to one of the core Yanfly plugins that like two dozen other plugins are reliant upon, or at least to the Yanfly plugin that enables auto-wordwrap which is like the MVP of convenience. There might be a setting to change in the plugin that will turn off text scaling but I kind of like it. Even if it's not aesthetically delicious, it is very convenient to well..not have to shorten various names and descriptions in order to fit, tho I could if I had too.
wasted the better part of 3 hours on the stupid goddamn internet that I could have been gam making. goddamnit. at least if I'd wasted that time differently, like by playing Just Cause 3, I'd have had fun! stupid interwebs *grumbles incoherently*
ugh, doing NOTHING. I mean, I was on twitter or facebook or whatever the crap or a wiki-walk about something that linked to something else to something else. very little was accomplished though.
What does it mean to like?
Hey I have a question about RMN's RCA (Recommendation Curating Algorithm, you guys remember that minute in time when CBSs with really long acronames were the thing de rigeur in rm) I mean that's the fancy name I came up with for "how and why you recommend me other games when I download a game".
It said "Other users who like Castle of the evil witch, also like" and then there was a list of games (Escalia, etc.). Castle of the evil witch as of my downloading it has ten downloads and a one star review. I'm pretty sure it's safe to say that literally no one likes it or has ever liked it (I hope the creator never reads this because I don't mean that the way it might be taken, in the mean spirited way) for any reasonable metric of like but what the heck exactly is a "like" in this specific case anyway?
please and thanks you.
It said "Other users who like Castle of the evil witch, also like" and then there was a list of games (Escalia, etc.). Castle of the evil witch as of my downloading it has ten downloads and a one star review. I'm pretty sure it's safe to say that literally no one likes it or has ever liked it (I hope the creator never reads this because I don't mean that the way it might be taken, in the mean spirited way) for any reasonable metric of like but what the heck exactly is a "like" in this specific case anyway?
please and thanks you.
Castle of the evil witch Review
Castle of the evil witch Review
christ man that fucking...gif...could you please spoilertag that...I don't want to fucking click on an RPG MAKER REVIEW and have a nonzero chance of seeing a grown man fucking vomiting up testicles, even if they're gag testacles
That actually made me nauseous. I guess I should say something about the actual review.



richterm wins the good sport award everybody. let's give him some MS.
That actually made me nauseous. I guess I should say something about the actual review.



author=richterw
Lol. Thanks for the review and for playing it.
richterm wins the good sport award everybody. let's give him some MS.
[RMMV] [RMVX ACE] [RM2K3] The Maker Maths Thread
Okay, so this is not STRICTLY programming but it's a very closely related topic: how the default formulas (or the formulas after modification by various common or even nigh-ubiquitous scripting/plugins) actually work. I remember I either made a topic about this in the past or asked a bunch of questions about this in the past possibly in the "What are you thinking about (game development)?" thread but as I cannot remember which or where, I figured it was worth making a new topic rather than invoking necromancy.
I tagged three different engines in the subject because those three seem to be the most widely used. This does not mean if you have a question about how the default math/formulas works in say, RMXP, RM2k, or VX you aren't allowed to ask it here. I DON'T HAVE THE POWER TO MAKE RULES LIKE THAT. But I do very much want people other than me to be able to ask their RM math related questions here and have other other people more knowledgeable than me answer them. (In the event I actually know the answer to something, I'll happily pitch in.)
I'll start with the question that prompted this thread. Format your questions this way if you don't mind, might make it easier to index this knowledge later on.
(I found this stuff was easier to puzzle out on my own in RPG Maker VX Ace because you could CTRL + SHIFT + F through all the default RGSS scripts that made up the game engine looking for an answer. If there's an equivalent way to do that with the "core" JavaScript that makes up RMMV, I don't know what it is.)
Engine: RPG Maker MV
Relevant Plugins/Scripts: None, I think.
In the skills tab of the database, in the "Invocation" section, the second field is Success (percentage). Hovering mymouth mouse (wow that's a hilarious typo if you think about it) over that parameter gave me the following less than useful tooltip: "Probability that the use of the action succeeds". That tells me none of what I need to know:
Your questions don't need to include examples and the examples don't need to be as long as mine was if you do include them and yes, I would like an answer to the sample question if anyone has one, it was not just for show. I do think it's important that you name the engine you're asking about, both so the answer can be cataloged properly and because I strongly suspect the under-the-hood math has been at least slightly different in every single version of RPG Maker ever released.
I tagged three different engines in the subject because those three seem to be the most widely used. This does not mean if you have a question about how the default math/formulas works in say, RMXP, RM2k, or VX you aren't allowed to ask it here. I DON'T HAVE THE POWER TO MAKE RULES LIKE THAT. But I do very much want people other than me to be able to ask their RM math related questions here and have other other people more knowledgeable than me answer them. (In the event I actually know the answer to something, I'll happily pitch in.)
I'll start with the question that prompted this thread. Format your questions this way if you don't mind, might make it easier to index this knowledge later on.
(I found this stuff was easier to puzzle out on my own in RPG Maker VX Ace because you could CTRL + SHIFT + F through all the default RGSS scripts that made up the game engine looking for an answer. If there's an equivalent way to do that with the "core" JavaScript that makes up RMMV, I don't know what it is.)
Engine: RPG Maker MV
Relevant Plugins/Scripts: None, I think.
In the skills tab of the database, in the "Invocation" section, the second field is Success (percentage). Hovering my
- If the action fails, does it register as a "Failed" on the user or as a "Miss" on the target?
- I assume if Hit Type is set to "Guaranteed Hit" that the number in this box is the absolute percentage chance that the skill will hit?
- If hit type is set to Physical Attack, how does "Success" interact with the target's Evasion? Does the engine first check to see if the skill succeeds, then check to see if the target evades, separately? Or does it combine together? I.E. does a skill with a 90% "Succeed" chance used against a target with 10% Evasion actually have an 81% chance of hitting?
- Same basic question but if hit type is set to Magical Attack. If a spell has an 80% succeed rate and the target has 25% Magic Evasion, is the real chance the spell will hit 60%? Or is it checked separately?
Your questions don't need to include examples and the examples don't need to be as long as mine was if you do include them and yes, I would like an answer to the sample question if anyone has one, it was not just for show. I do think it's important that you name the engine you're asking about, both so the answer can be cataloged properly and because I strongly suspect the under-the-hood math has been at least slightly different in every single version of RPG Maker ever released.
What are you thinking about? (game development edition)
Release the Dead
So, the game I want to raise from the dead has been abandoned more or less since RPG Maker 2001 was new. I remember settings and characters and ideas for a few mechanics in my head, but the actual project is so long-abandoned it has been lost for over 10 years so I can't even reference it, I'm just going on memory.
Is it still eligible?
If so, SIGN ME THE FUDGE UP! (er, by which I mean, I will sign up myself, like you do)
if not, boo-urns
Is it still eligible?
If so, SIGN ME THE FUDGE UP! (er, by which I mean, I will sign up myself, like you do)
if not, boo-urns
Tutorials
@dethmetal & DDD: well, these "tutorials" are not, at this stage, interactive tutorials like you see in so many commercial games as much as they are just text appears on the screen that tells you what's up. The text is usually limited to 8 lines, and never more than 16 at a time. So I'm not sure that skippable is an applicable concept here? Like, I mean I guess you could hold down the skip text button and not read the text if you really wanted, so they are technically skippable.
But I just want to make sure you know that these are "tutorials" in the sense that the squatting dudes in the dojo in the beginning of FF7 will tell you things about the game's mechanics when you talk to them, not in the sense that the tutorial where FF7 forces you to open the menu and navigate through it to show you how Materia work is a tutorial. One of my core questions was how much is there to be gained by actually creating an interactive tutorial, or am I fine with just brief text that explains (the non-obvious) things.
(The more in-depth information about the battle system is included in datapads you get XP for collecting and can then read or not. So they're "opt in", which is kind of like skippable, except that skipping them is the default. But there are five optional collectible "Matador's Combat Manuals" and counting. Personally, I think it's kind of a cool idea/cool way to convey information to the player. They're just one kind of documents you can collect in the game, other ones include little snippets of information about the setting and how the world came to be the way it is, stuff that would be information overload exposition nightmaretown if you threw it at the player all at once. Instead you get to piece it together from in-game documents kind of sort of Elder Scrolls style.)
@Darken:
Interesting video.
Only semi-related blather:
Indeed, indeed, preach on! This is the best approach to playtesting in general. And it's rather counter-intuitive and took me forever to learn. Because watching footage of someone playing your game when you are not there hovering over their shoulder available to tell them what to click on and where to go can be harrowingly painful when your ego is anywhere near as fragile as mine.
But once I finally learned just how important this was, I never forgot it. Basically the tldr here is yes, this is true of tutorials, but I think it's also kind of true of EVERYTHING you might want to know about how players will interact with your game.
It's the one thing I really wish I'd fully realized much sooner in my "career" as a game dev and it's the single most important piece of advice I'd impart to pretty much anyone going into game development so...yeah.
I wouldn't. Not with this game, anyway. BECAUSE:
To a certain degree, that line's been drawn for me, hasn't it? I mean, simply by the fact that this game is being developed in RPG Maker MV for distribution through this website, RPG Maker Web, and eventually itch.io it is pretty clearly for people that have at least some experience with JRPGs. So I'm not going to waste anyone's time by like, explaining basic plankton standard JRPG stuff as I never would or do in any of my games.
////Completely unrelated blather:
note to self: work on brevity
But I just want to make sure you know that these are "tutorials" in the sense that the squatting dudes in the dojo in the beginning of FF7 will tell you things about the game's mechanics when you talk to them, not in the sense that the tutorial where FF7 forces you to open the menu and navigate through it to show you how Materia work is a tutorial. One of my core questions was how much is there to be gained by actually creating an interactive tutorial, or am I fine with just brief text that explains (the non-obvious) things.
(The more in-depth information about the battle system is included in datapads you get XP for collecting and can then read or not. So they're "opt in", which is kind of like skippable, except that skipping them is the default. But there are five optional collectible "Matador's Combat Manuals" and counting. Personally, I think it's kind of a cool idea/cool way to convey information to the player. They're just one kind of documents you can collect in the game, other ones include little snippets of information about the setting and how the world came to be the way it is, stuff that would be information overload exposition nightmaretown if you threw it at the player all at once. Instead you get to piece it together from in-game documents kind of sort of Elder Scrolls style.)
@Darken:
Interesting video.
Only semi-related blather:
This guy picked some of the same video games for his wife to sample that I chose to try and get my dad to play, for some of the same reasons. (I would never try to get my dad, or for that matter anyone, to play Dark Souls. Okay I'm totally fucking lying. I basically forced an ex-girlfriend to play Dark Souls 3. But it was a MISTAKE and I don't know what the fuck I was thinking.)
Unlike this guy's wife, my dad did have general knowledge of and familarity with videos, it just started chronologically with Pong/Ms. Pacman/Space Invaders and ended chronologically at the start of the PSX/X-Box era, where he could not make the the transition to everything being 3D and having mouselook. The mouselook in particular is definitely the deal breaker for him, besides that it's not really in his nature to be a gamer anyway. But throughout the NES and SNES eras when I was like idk 8 or whatever he was better at the Mario games than me. I mean, by the time I was 10 I had surpassed him but that testifies to my own rapid progress at becoming a little hardcore gamer and his being a filthy boomer casual. XD love u dad
I actually got him to play through and beat my first half of When You Were Young. It took him about 3.5 hours to clear about 45 minutes of game but still, I was delighted. All of these years of him ignoring my prodigious RPG Maker output and me assuming it'd never have been accessible to him and now I found out that all I had to do was put a SNES controller shaped USB controller in his hands and now suddenly my videogames are videogames he can actually play. Weird how that works.
Although I went through a phase where I was using the same cheap peripheral myself because it made RM games feel better. And I probably will again. I've just reported to keyboard out of laziness.
(Also I am such an old fogie in some ways I cannot get my head around the fact that MV has mouse support by default. Every time I'm testing my game in MV and I move or click the mouse and it causes something to happen I'm like "WTF just happened!?")
Unlike this guy's wife, my dad did have general knowledge of and familarity with videos, it just started chronologically with Pong/Ms. Pacman/Space Invaders and ended chronologically at the start of the PSX/X-Box era, where he could not make the the transition to everything being 3D and having mouselook. The mouselook in particular is definitely the deal breaker for him, besides that it's not really in his nature to be a gamer anyway. But throughout the NES and SNES eras when I was like idk 8 or whatever he was better at the Mario games than me. I mean, by the time I was 10 I had surpassed him but that testifies to my own rapid progress at becoming a little hardcore gamer and his being a filthy boomer casual. XD love u dad
I actually got him to play through and beat my first half of When You Were Young. It took him about 3.5 hours to clear about 45 minutes of game but still, I was delighted. All of these years of him ignoring my prodigious RPG Maker output and me assuming it'd never have been accessible to him and now I found out that all I had to do was put a SNES controller shaped USB controller in his hands and now suddenly my videogames are videogames he can actually play. Weird how that works.
Although I went through a phase where I was using the same cheap peripheral myself because it made RM games feel better. And I probably will again. I've just reported to keyboard out of laziness.
(Also I am such an old fogie in some ways I cannot get my head around the fact that MV has mouse support by default. Every time I'm testing my game in MV and I move or click the mouse and it causes something to happen I'm like "WTF just happened!?")
author=darken
The only way to go about it is to ideally find someone who's close to the target audience (someone who likes playing rpgs, someone who's used to playing rpgmaker games, etc.) get them to play the game in-front of you or record footage. Do not tell them what to do and simply observe. You'll get a lot of notes on what they ignored, what went over their head and probably what you communicated badly on. Interview them on what they thought everything was for. This is way more helpful than your (probably) baseless assumptions.
Indeed, indeed, preach on! This is the best approach to playtesting in general. And it's rather counter-intuitive and took me forever to learn. Because watching footage of someone playing your game when you are not there hovering over their shoulder available to tell them what to click on and where to go can be harrowingly painful when your ego is anywhere near as fragile as mine.
But once I finally learned just how important this was, I never forgot it. Basically the tldr here is yes, this is true of tutorials, but I think it's also kind of true of EVERYTHING you might want to know about how players will interact with your game.
It's the one thing I really wish I'd fully realized much sooner in my "career" as a game dev and it's the single most important piece of advice I'd impart to pretty much anyone going into game development so...yeah.
author=Darken
I would even just throw someone at your game without any tutorials implemented to control for stuff that might not be necessary.
I wouldn't. Not with this game, anyway. BECAUSE:
author=Darken
More importantly you have to draw the line somewhere on who your game is for and that's crucial to figure out beyond just teaching the player how to play. Because "Why does your player want to play the game? What are they getting out of it?" is ultimately connected to it.
To a certain degree, that line's been drawn for me, hasn't it? I mean, simply by the fact that this game is being developed in RPG Maker MV for distribution through this website, RPG Maker Web, and eventually itch.io it is pretty clearly for people that have at least some experience with JRPGs. So I'm not going to waste anyone's time by like, explaining basic plankton standard JRPG stuff as I never would or do in any of my games.
////Completely unrelated blather:
The ad on the site I'm looking at now because I'm too poor to donate is selling various CCG cards and one of them is a Yugioh card that they're selling for $899.69 and I want to meet the person that would spend NINE HUNDRED FUCKING DOLLARS on a Yugioh card so I can gently euthanize them for their own good. (Obviously, that's nothing like the thousands of dollars I've personally spent on Magic cards over the years, which was a PERFECTLY reasonable adult decision.)
note to self: work on brevity














