STORMCROW'S PROFILE

>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.
Live Free Or Die
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants."

Search

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.

[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 my mouth 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:
  • 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?
Example (Optional): Balancing a boss fight in my game. Two of the enemies are bodyguards dual-wielding pistols. Semi-auto pistols in my game already get two shots per attack (Repeat: 2). The bodyguards have a skill called "Double Shot" that lets them fire off four shots at once, the same Repeat: 2 but with a target scope of "2 Random Enemies". Now this fight is too hard and I'm in the process of re-balancing it and one of the problems is that these bodyguards are OP and need to be nerfed. The logical way to do it, it strikes me, is accuracy. The game is kind of sort of grounded in reality (it takes place in the real world in 2076) and in reality unfortunately no one is Jet Li being directed by John Woo and you can't really shoot two handguns at once with any sort of accuracy. So, the succeed rate for shooting this gun once is 95%, the gun's "accuracy". I'm cutting the accuracy for the double shot ability down to 70%. Both of the PCs in the party have (the default) 5% Evasion right now. Having changed Succeed to 70%, does that mean that Double Shot is now squeezing off two pairs of shots at random targets with an adjusted chance to hit of 66.5% (95% of 70%) each? Or is it checking four times to see if the skill succeeds (70% chance) then checking separately to see if the target evades (5% chance)? Or is the math that's actually happening under the hood something different from either of those?

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.

Tutorials

wow i left my computer for about six hours and no one posted anything in this whole subforum

::worries about rmn sometimes, youse guys::

??jk??

anyway what is the right amount of tutorials? how many words of tutorial is too many (you can use any unit you want, "words" is just a weird writery one that's especially specific)? how many pages, how many individual tutorial sequences, etcetera etc. what percentage of tutorials is it okay to put in optional readables (including in game items, but not instruction booklets) as opposed to mandatory mainline content?

also, do the benefits of an actual interactive "take you by the hand and guide you through the engine" sequence outweigh how much much harder that is to program than just displaying text for the player to read?

(assume a jrpg of roughly average complexity for the 2010s. but in my game the systems/features at play are limited and tracked ammunition, most (TEK) skills cost Health, not PPE, except for an Esper's PSI skills <see, you kinda have to include that one if you include the one about how skills cost hp not mp>, different weapons/attacks have different degrees of armor penetration/heavier armor blocks an increasing percentage of specifically ballistic damage, and area of effect is a thing. I think that's everything, what's that, five things? I don't bother with any of the stuff that can be assumed like "this is an ATB bar" or "different enemies have different elemental weaknesses". That's without getting into any of the hacker stuff (that can wait until there's a hacker in the party).

Crowviews Redux

Is redux pronounced "re-doo" or "re-ducks"? If it's the latter, this thread title doesn't have the cadence I wanted it too. Oh well.

I dislike the number 3, and I am fairly in love with the numbers 12, 19, and 21. If you are wondering what the hell I'm blathering about, I noticed that I had written 11 reviews. I have nothing in particular against the number 11, I just like the number 12 so much better that I decided to review some games. I (obviously?) wouldn't have started this thread if I only intended to review one game, so I'm planning to do 8 more and land on 19 or do 10 more and land on 21.

As of the time of making this thread, I have written the following reviews, many of them while conspicuously drunk. Most of them could be considered pretty in-depth:

Now I will explain my review philosophy and then my criteria for considering review requests. (While I will obviously be sad if I come back to this thread in a week and there are zero comments, "first come first served" is absolutely not the principle at work here, so there's no need to rush either.)

My Review Philosophy
Like most people's reasons for doing most things, my desire to review games is in part altruistic and in part self-interested.

The altruistic part is simple enough: there are thousands of games on this site which have received little or no attention, feedback, or critique. No one should make a videogame and upload it here only to have it be mostly or completely ignored. While I obviously can't be the one to make sure every game gets reviewed, I can at least do my part in chipping away at those thousands. Also, games with starred reviews are often more likely to be downloaded and receive other forms of attention.

The self-interested part is that I raise my own public profile slightly with each review I make, and also, I like Makerscore and want it, even though it doesn't do much of anything (except give you more lockerspace).

Looking at these two components of my motivation, what is missing? Well, nowhere did I say that I actually want to play RPG Maker* games. Because honestly, the great majority of the time I don't particularly want to play RPG Maker games: if I want to play a videogame, I already have tons of them around made with actual budgets by large high-paid teams which I exchanged actual US Dollars for at some point; if I want to interact with RPG Maker, the locus of that interaction is going to be my own games in development, so even playing and reviewing games will eventually lead to "how has this inspired me to work on my own game?".

To prevent any possibility of misunderstanding: I don't mind playing RM games, I don't resent playing RM games, I'm not going to take off points or judge more harshly based on an RM game BEING an RM game, I have frequently enjoyed playing RM games a great deal, and so on. The only point I wanted to get across is that the experience of playing the game is not specifically what I'm volunteering for, I'm volunteering for the act of evaluating and reviewing the game. Reviewing games dilutes the enjoyment of playing them anyway: you have to constantly pause to take notes and screenshots. If there's an RM game you want to recommend to me to play for fun, not to review, I'd be happy to accept any such recommendations.

The number one priority in my reviews is to speak directly to the creator of the game and tell them what they did well (often very effusively, as I am still surprised by just how strong people are in my own areas of weakness), tell them what could be improved, and make suggestions on how to improve it. A close second is writing something that is entertaining for a general audience to read. Recommending/not recommending the game to players while desirable is a tertiary concern.

Finally, my time is extremely precious. I valued my time somewhat before I had to work a kinda sorta 9-5 job: now that I do have a job that I hate but am obligated to be at for many hours every week, my own valuation of my time has sky-rocketed, because my free time is now a dramatically smaller portion of my time.

This will inform the criteria and caveats discussed below, but the central thrust is that if I'm going to be reviewing games, I want to do so as quickly and efficiently as possible.

Criteria For Review Requests
If you have a complete game or a demo and would like me to review it and it adheres to the following criteria and I accept it for review, I cannot make any guarantee on the turnaround time of that review. It may be several days, several weeks, several months, or never--who knows, I might get hit by a bus!

First off, I want to review games that you think I might like. The reviews I've already written are not at all representative of my tastes in games, thus far they are a random jumble. My Play List here on RMN is much more indicative of my tastes.

  • The game can be yours or someone else's; a friend's, a stranger's, it doesn't matter.
  • I don't especially care about engine, in and of itself.
  • I do care about genre. I want to review games that are at least kind of sort of RPGs. Elements of action games, strategy games, and visual novels are all fine. But an honest description of the game's genre should include "RPG" if you're going to submit it for review.
  • Complete games and demos are both fine.
  • I will review commercial or non-commercial games, as long as I don't need to pay money to play it. This means that I will review non-commercial games, commercial games with free demos, and (while I sincerely doubt this will come up, it is a thing so it doesn't hurt to mention it) commercial games that I get a complimentary copy of for review purposes.
  • I prefer games that have never been reviewed and that have less than 100 downloads. I am not saying I will ONLY review games meeting this particular criteria, but the less reviews and the less downloads, the better. I want to uplift obscure games, not participate in the celebration of already popular games.**
  • Don't ask me to review anything you know is bad. I don't get off on trashing games or hurting developers' feelings, that's not my bag. If a game I was expecting to like turns out to be a major disappointment, I may be pretty biting towards it in the review, but that's very different from hate-playing a game I know I'm not likely to enjoy or rate highly.
  • The game must be at least 15 minutes long, and you should not expect me to play any more than three hours of it. In most cases, I will be playing about one hour of each game for review purposes. In part, this is because reviewing a game for an hour actually takes me closer to 3-6 hours of real time, divided between taking notes and screenshots whilst playing and actually writing and uploading a review.

This generally means a game that has failed to interest me in the first hour has failed to interest me, period. I'm not going to endure hours of doldrums because a game supposedly "gets good" later on. On the reverse side of this, playing a game for an hour is almost always enough time for me to get a handle on if I like the game, what I like about the game, and whatever might be done to fix the things I don't like. If after I've played a game for an hour that game is "on track" to get a 4-Star review, if I spend additional hours playing it, it's more likely I'll run into things that annoy me than it is I'll run into a new feature, character, asset, or whatever that makes me actually want to add stars.

Two exceptions here to the one hour time limit: one is any game I'm enjoying so much I feel hooked on playing it. I will keep putting hours into such a game until it ends or I stop enjoying it.

The other exception is complete games 10 hours or less in length that I enjoyed the first hour of at least somewhat. It's unfair to judge such a game based on its first hour: in the likely event that the rest of the game includes things that displease me, or the less likely event that the rest of the game includes things that make it EVEN BETTERER, either way that should be reflected in the review. But while 10 hours is a reasonable investment of my time, this exception does not extend to 30+ hour/100+ hour epic megagames of great huge bigness. But I don't seek out HUGE games, and I don't expect (m)any will be recommended to me.

Okay, cool. Recommend me some games, guys! If they meet the above criteria or are close enough, I will do my best to review them eventually!
~ Le Crow

* I am using this as an umbrella term for pretty much every engine used to build the games on this website, not just actual RPG maker engines.

** THAT BEING SAID I will occasionally want to add my two cents to a bigger "event" game like I did with Villnoire, especially if that game captures my interests as a player and I find that I have opinions about it that haven't already been voiced in existing reviews.

David Cage - Genius Auteur or Insufferably Pretentious Quack?

...or somewhere in between, maybe? I mean, for the most part this is a thread body = thread subject situation but I'll give some background.

David Cage is a silly Canadian French man who owns a game studio called Quantic Dream. Somehow the first game he ever worked on back in 1999, Omikron: The Nomad Soul, he got to work with David Bowie on, which doesn't seem fair. Since then he's been making very narrative heavy games with what seems like as little gameplay as possible (and what gameplay there is basically amounts to QTEs) and a really intense focus on realistic facial animation and motion capture, along with the occasional use of real actors--the former of these he seems to feel quite strongly is crucial for forming an emotional connection with the characters which is like...really, really important to him.

He's made some of broad categorical statements about videogames that kind of lead one to believe he hasn't actually played many, like, maybe just a few really popular ones and his own? At the British Academy Awards...for games...which is a thing I guess?... he said the following:

"games always explore the same things. They're about being powerful, being the good guys against the bad guys – that's a very tiny part of what can be done."

Which kind of makes me want to grab him and shake him and be like DUDE, DO YOU EVEN PLAY VIDEOGAMES? Like seriously, even pick like one of the mainstreamiest games ever GTA V and play through the entire story. It sure as shit has nothing to do with being the good guys and it explores a lot of emotions beyond power fantasy, too. It's not about being powerful, in the end it's about (spoilers for a 6+ year old game?) putting down your friend like a rabid dog because well he's a rabid dog that needs to die.

ANYWAY back to Mr. Cage.

Indigo Prophecy was a pretty cool game with a story, setting, and characters that actually interested me, but I gave up about a third of the way through because of the damned QTEs.

Heavy Rain is the only David Cage game I've actually finished. Critics liked it. It's probably the best thing he's ever made. Some of the voice acting is of questionable quality, but it's a tight little suspense story and has a genuinely surprising twist at the end that actually threw me for a loop.

Some Shamylanation, if you will. I've tried to replay it not once but twice now and given up very quickly both times. It's lacking in replay value but that's hardly a surprise. It's a murder mystery and once you know who the killer is, yeah, murder mysteries lose a lot of their appeal don't they?

Beyond: Two Souls has Ellen Page and Willem DaFoe in it. Critics didn't like it. I've played a couple hours of it. It basically came for free with Detroit: Become Human in the Quantic Dream collection. I intend to play it some more. It's weird to me that Ellen Page's invisible friend is named Aidan like as though that's an appropriately mysterious name for an unseen supernatural force but like, I have a friend named Aidan...anyway that's just me.

Detroit: Become Human is an aggressively worded demand for the American city of Detroit, Michigan to somehow become a human being. I don't know how David Cage expects the city to do that, but clearly he does. (But seriously, I've just dipped a toe into it. In the couple hours I did spend playing it I noticed that I died rather a lot (it's not a game where you get a game over when you die, David Cage doesn't believe in game overs, you just permanently get that character killed and then move on to the next character I guess), often in ways that seemed arbitrary, unfair, and only questionably related to my decisions. And sometimes because of failing QTEs. Fucking QTEs. Also Jesus Christ PARENTHESES WITHIN PARENTHESES I am a monster.)

I think David Cage might secretly be a Quick Time Event disguised as a man. What do you think?

Opinion Question About Enemy Gfx (in Standard Sideview JRPG Battles)

Hey everyone long time no see! Life has been crazy for months and shows no signs of getting any less crazy or any less busy so I'm gonna try to bear down and mak gams right through the crazy and the busy.

I doubt I'll be able to post here much, at least until my current unhealthy obsession game project has matured enough that it's worth posting about. If I do post before then, it'll probably be to ask for help with stuff, ask for paid help with stuff (I have become suddenly really broke, but thankfully there is some small amount of money I have in my paypal that's earmarked for use solely on my creative projects), or ask opinion questions like this one.

Okay, so, QUESTION IS: is it okay (i.e. aesthetically acceptable) for a game to use two (or even more) different graphical styles for side view enemies, provided they are never on the same screen together?

In other words, let's say I'm working on a sci-fi game (by which I mean...I am in fact working on a scifi game, lol) and half of my enemy_sv gfx come from Aekashics and half come from the "hidden" scifi resources that came with MV, completely different styles. Is it okay to use both as long as they never actually appear in the same battle? So the style clash between them is never "in the player's face" so to speak.

I have a feeling this is a "there are no wrong answers, just opinions" type question but, please share with me the delicious thoughts from your sweet juicy brains I am not a zombie promise.

Passability And Dashing

Let's say that I want to change the run button to the fly button and make it so that you can fly over SOME but NOT ALL terrain that would normally be impassable so long as you are flying (dashing).

How hard would something like that be to script? I imagine you'd want to link it to the 63 Regions that Ace has. 63 is a really specific number.

(Yes, I'm pretty sure there's theoretically a way to accomplish this through eventing, but it wouldn't come out as pretty.)

Edit: I forgot to put VX Ace in the title, and now it won't let me/I don't know how. Sorry. VX Ace.

[RMVX ACE] compression my eternal nemesis

Anyone know of any alternatives to the built-in encryption?

My game is throwing a bitch-fit when I compress it into an encrypted archive, unzip that archive, and play it...specifically it's throwing a RGSS error on line 106 or 107 in the 'Cache' script. "Failed to create bitmap"

God Damnit. I am pretty sure this is the encryption at work. Apparently, I learned, by finding an artifact of myself, I have tangled with this issue in the path. The reason mine threw an error on line 107 and everyone else's I googled threw an error on line 106 is that line 106 of 'Cache' was now a commented out string of expletives. I must have been quite frustrated when attempting to troubleshoot this in the past. I vaguely remember being forced to release the game open.

Is there any way to have the console open while playing (not test-playing) your game? I pasted in a scriptlet that allegedly did this but nothing happened. Very likely I put it the wrong place.

While I know that the built-in encryption is widely considered to be a joke, that's not why I want to know about alternatives to it. Rather, it's because I need to at the very minimum have the appearance of protecting my intellectual property, not to mention custom I art I paid actual money for and genuinely want to protect. And I want to get my shit out the door ASAP. But I really can't do it open this time. I don't care how shitty the encryption was, I just wanted the compression process not to break my shit!

I have a hunch it's something in the encryption that's mucking things up and also a vague hunch that it's CSCA Light Effects specifically that's making the failed to create bitmap error pop up. But I'm not sure about either thing so I'll keep debugging. In the meantime NEED DISTRIBUTION MEDIUM PLEASE HELP

edit: yeah it's definitely the encryption, an unencrypted package is working fine.

Regulated Semi-Hiatus

So I'm trying something (no idea if I will have the self-discipline to pull it off or if it will be beneficial in the long term) where I'm only going to be around here every other week. The reason is simple enough: there is real life stuff I've been neglecting to RM. Well, honestly this past week a fucking torrent of real life stuff made it so I couldn't find more than a few hours to gam mak, but you get my point.

So this week that's just started (Dec. 3 - Dec. 9) I will be gone. You should not see me post here, but I might log in once or twice over the course of the week to check and respond to PMs (since I have various outstanding commissions from various talented peeps). The following week, starting on December 10th, I'll be back, then I'll be gone again starting the week of December 17th, you get the idea. This weekly phasing in and out will last until the end of the year or I decide it's not working out for me, whichever comes later.

Sincerely,
Stormy J. Crow esq.

P.S. I hope I put this in the right place. I kind of took the Introductions forum as extending to "Introductions & Farewells" and I figured this was the best place for this kind of thread.

Killing Nazis

Excuse plot requires/allows you to kill Nazis in great quantity and without a shred of mercy, but instead of one of the traditional Nazi-killers of video game history (i,e, BJ Blazkowicz, WWII Soldiers, WWII Spies, or I don't know, BloodRayne?) the premise is that you are going on a Nazi-killing spree as x.

Where x is the game you most want to design, what is x?

Sample Answers
An adult T-Rex
An AD&D Party Of Four Dwarves
A Dragon
Sailor Moon
A Predator, like from Predator
A Stereotypical J-RPG Party
The Terminator
Chuck Norris (current age)
One Punch Man

or your own choice those are just samples this is not a poll