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."
Search
Filter
What are you thinking about right now?
Never even heard of it.
Anyway...this is actually what came up on google when I typed that in. For reals. God bless the interwebs!

Anyway...this is actually what came up on google when I typed that in. For reals. God bless the interwebs!

[RMMV] No MP3s WTF?
MV doesn't seem to ('t least natively) support the MP3 file format. That can't possibly be right, can it? I mean tell me I'm doing something stupid here. I knew it wasn't going to support MIDI going in, but this is FRICKIN' ridiculous. Edit: actually it's not letting me import music...at all? I converted to the MP3 into an M4A and imported it both ways in both formats and it just will not show up in the editor.
EDIT: DOES IT SERIOUSLY ONLY TAKE OGGS?
While I'm at it, how do you get at the base scripts of MV to make minor adjustments? Or is the only scripting possible literally by plugins? Like if I wanted my title screen music to not fadeout and continue playing into the next map, I could do that in VX by just setting fade out bgm to false or commenting it out or whatever. But now with MV I need to hope someone wrote a plugin for that? Again, this can't be right, can it?
EDIT: DOES IT SERIOUSLY ONLY TAKE OGGS?
While I'm at it, how do you get at the base scripts of MV to make minor adjustments? Or is the only scripting possible literally by plugins? Like if I wanted my title screen music to not fadeout and continue playing into the next map, I could do that in VX by just setting fade out bgm to false or commenting it out or whatever. But now with MV I need to hope someone wrote a plugin for that? Again, this can't be right, can it?
An RM Venture
Is it ever a good idea to have the first one or two encounters of your game be extremely difficult?
author=visitorsfromdreams
Its a good idea if you want me to stop playing your game at the beginning.
opposite of what I want, but I already explained that in many more words above
What Videogames Are You Playing Right Now?
author=Darken
You really shouldn't be using the actual summons anyway unless to shield incoming damage while summoning. The main idea behind junctioning is that you put your best attack spell (probably a fire related one, auto junction will tell you) and spam attack/limit break. The more spells drawn/stored the better your attack damage/stat is so you don't even want to bother casting spells unless it's for very important cases (casting the enemy's spell back at them is efficient for example). But yeah generally summons are pretty time inefficient for damage even though it seems like a cheap Fly/Dig equivalent move.
Yeah, I'm doing a much better job of comprehending and enjoying the systems than back when I was like 13 or whatever. Junctioned Irvine with 100 Fire to Str, etcetera. But the summons are a pretty obvious FOO (First Order Optimal Strategy, forget where I learned the term but I think it comes from fighting games) early in the game when your options are limited. Like the T-Rexaur in the B-Garden training area, not too much to do but spam Shiva (who I renamed*) and Quetzacotl (who I didn't) over and over until all of those HPs are gone. But yes, as the game opens up and you're able to level up the GFs and junction your spells properly to each slot, I'm liking it.
I think one key thing I missed way back when I was a little'un is that you really want to have all of your GFs junctioned to someone at all times so they keep getting AP and levelling. Like when I was a little'un I thought, okay, so Shiva (who I renamed) belongs to Quistis and Ifrit belongs to Zell, so I didn't use Shiva when I wasn't using Quistis and I didn't use Ifrit when I wasn't using Zell. The essentially random correspondences between "Dream World" characters and the real world party did a lot to add to the confusion (wait a second, so now this enormous fat dude with an anchor-sized spear is a clone of how I built...Selphie?).
author=Darken
Also another tip I found out from someone: You can hold down the cancel button to skip tutorials!!
One gets the "how to switch party member" tutorial after you pick up Irvine which is (depending on your play style and discounting crazy strategies) roughly eight hours into the game. Already been playing 8 hours? Have another tutorial. THIS IS FINAL FANTASY.
* Whether or not I rename GFs depends on how absurdly far they have departed from their mythological origins. Ifrit is more or less a fire spirit, in mythology and folk lore and Shiva is a four-armed male deity of Destruction and Yoga, and I realllllllly don't get how even through the filter of Japan we got from there to "sexy ice elemental lady".
author=Darken
Hilariously I had named Rinoa: Rockman and her dog Rush and I was right before the big romance moment, kind of ruined the atmosphere.
XD
I cannot stop myself from pronouncing Rinoa as if it rhymed with Quinoa even though I KNOW IT DOESN'T.
need help finding a rpg
author=boos405
Now you got me curious to want to know what was the first ever game on the site,
Probably some trash by WIP ;)
Edit: I take that back, that was game #2.
Is it ever a good idea to have the first one or two encounters of your game be extremely difficult?
author=Acra
It's probably fine if it's something like Final Fantasy II, where you're absolutely slaughtered in an encounter within seconds of starting. So long as it's abundantly clear 'you're not supposed to win this fight, at all', it's likely not an issue. The less clear that loss is, the worse it is, as until you die, the player'll probably feel like they're doing something wrong.
It's not the "fight you are meant to lose but don't really lose" trope nor is it the "those monsters killed us in one turn we'd better not go in this dungeon" trope either.
It's more like the protagonists (four man party of special forces from earth) just being forced into a tough-but-fair encounter with enemies neither they nor most likely the player know how to fight or what they're capable of (fairly typical but powerful fantasy enemies: harpies, will'o'the'wisps, what have you) while also having to work out what the party itself is capable of on the fly (unless the player happens to have been the type to check their skill and equipment menus before hand), you know working out during battle that this guy (Ryder) has the fully automatic assault rifle and grenade launcher, this guy (Simmons) can fire 5-round bursts with his SMG, throw smoke grenades, or hide in the shadows, this girl (O'Hara) is the medic, this girl (Watanabe) can scan enemies and steal their skills/spells.
I'm essentially trying to create the feeling of four well armed, well equipped, extremely competent people (US armed forces from Earth and a Japanese Physicist working for the U.N.) being thrown into an environment that they are TOTALLY unfamiliar with (a reasonably typical RTP dungeon). So the first time they encounter a mimic, they're like what is that, the first time they encounter these enemies, they're like what is that, the first time they encounter a save point they're like what the HELL is that, and they need to learn all this stuff on the fly while being complete badasses. While I did add an unskippable tutorial for Watanabe's Scan (what it sounds like)/Analyze (steal enemy skills) abilities, I'm trying to avoid any feeling of training wheels/baby steps. Like, these guys are well equipped and good at what they do, but they have stepped right into the middle of a living nightmare crazy town where nothing we take for granted about fantasy RPGs makes sense to them.
For Whatever 'Tis Worth:Time from the last available savepoint to the first fight is less than two minutes I would guess and contains less than ten dialogue boxes including a very short cutscene.
For Whatever 'Tis Worth: The next save is after these aforementioned 3-4 tough fights, when the PCs find the first save point and try to science it for a little while to figure out what it is and what it does.
"Punish" the player is never what I'm working towards. I just want games where you have to think about what you're going to do many or most turns, where you have to think about what the enemy can do in many battles, and where you have both moments of "What the fuck!? This enemy/boss can do THAT!?" and moments of "Holy shit! I can do THAT!?" when you level up and unlock new skills. I am essentially almost always aiming for a difficulty level of "Button Mashing Ain't Gonna Cut It Chief, But If You Think, You Can Win". (This one other game I'm working on with a real time ABS throws my whole paradigm out of whack: same principles, but very difficult to apply them when you've been thinking in "turns" your whole design career and now you need to think in "twitch".)
author=Liberty
No. A lot of people will only ever play the first 15 minutes of your game and if the first thing that happens is them running in to an encounter that is extremely hard, you're sending them the message that the rest of the game will be that way. If they get stuck at those first few encounters, they're not going to bother playing the rest of your game.
Ease your players in, don't slam them up against the wall of difficulty from the get-go, especially if the game gets easier from then onwards.
Definitely the conventional wisdom and I do essentially adhere to it in my own way.
Unintentionally, my process of 'achieving balance' almost always seems to be these 7 Golden Steps:
* Set the difficulty at a point where it's impossible for even me to beat.
* Refine the difficulty down to a point where it's very difficult for me to beat (i.e. Dark Souls).
* Refine the difficulty down to a point where it's somewhat challenging for me to beat (this is where I'm at now on this particular project).
* Refine the difficulty down again to a point where it's routine for me to beat.
* Refine the difficulty down AGAIN just in case.
* Refine the difficulty down AGAIN AGAIN just in case.
* Refine the difficulty down YET A THIRD TIME just in case.
author=Liberty
I kinda read it to mean "my first few battles are on-map event battles that you can win but are very very hard just cos lol". It probably wasn't meant that way, but there's a reason games usually wait before amping up the difficulty and that's so that people can learn how to play before they meet stuff that will challenge them to use all the various aspects of the system in order to win.
Yeah, I mean you didn't read it that wrong, they are in fact on-map encounters that you can run from on the map but not once you run into them, and they were at the time of my posting the status, very very hard (although, if above is tldr for you, emphatically NOT just cos lol). This wasn't really something I was seriously considering doing: I believe my game has a very fascinating story/premise and so I want to market it to a much wider, mainstream player base than the "masocore" set. It was just a moment of intellectual curiosity I had when I posted the status, at this point I personally was having a very fun and addictive time just trying to survive my own game. So I was idly wondering out loud if releasing it at that difficulty (I don't like difficulty settings tbh) would be fun for anyone else.
In general, it seems I've got my answer and will continue the process of refinement via the 7 Golden Steps.
What are you thinking about right now?
author=Roden
https://www.cbc.ca/news/world/trump-rejects-puerto-rico-hurricane-death-toll-1.4821633So I mean do Americans even remember what having a real president is like or
this american just tries really really hard not to think about the state of amerikkka (for instance no way in fuck am I clicking that link while there's gams to be made; i'd rather watch American football). but yeah my definition of "president" has been 'hopefully the lesser of two evils' for my entire adult life (I was slightly more optimistic during the earlier days of the Obama administration but I was a fresh-faced college graduate then)
Anyway I was thinking how it's kind of funny that back in the day I would occasionally chide people for using 2k3 and not a more up-to-date RPG Maker, and now I'm the one who's so firmly attached to an engine (VX Ace) that my prospects of ever moving on to MV in any serious way are dubious at best (I'd be more likely to "backslide" to 2k3 since it now has plugin support or so I hear). Also to add to the irony, I think that the legal releases of 2k and 2k3 are technically "newer" than my engine of choice at this point.
need help finding a rpg
author=Darken
Not a game but I'd watch the movie: The Running Man 1987 as that's likely what Blue Contestant lifted some ideas from.
That movie is terrible (but entertaining in its own way). The Richard Bachman (Stephen King) novella it's based on is legitimately great.
Also I'm 99% sure the OP is thinking of The Blue Contestant. Liberty already told you this, but I made a direct link in case you're feeling lazy. Also, it was made in RM2k. You can't get much more RPG Maker specific than that. And also, it was the 90th game on this site. My first game accepted was, just for frame of reference, the 10,626th.













