SVIEL'S PROFILE
Sviel
2006
It turns out that I really dislike words. Not surprisingly, I recently switched from a CS Engineering major to Creative Writing; practically left my degree at the altar.
I like fine-tuning mechanics and writing long novels on the beach.
I like fine-tuning mechanics and writing long novels on the beach.
Zoids | Whisper
A healer tries to piece paradise back together after tragedy strikes...or at least keep the shards from slipping through her fingers.
A healer tries to piece paradise back together after tragedy strikes...or at least keep the shards from slipping through her fingers.
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What happened to manuals?
Manuals got dropped because most people do not read them. Granted, people on this forum probably read them at a higher-than-average rate, but when we're talking about the masses, one cannot assume that they will read a thing.
Thus, the tuts were put in-game since it makes sense in an interactive medium and it eliminates the non-reading issue. However, they should never be an hour long and, ideally, should be skippable. It's very possible to have in-story reasons for skipping tuts.
There's kind of a hold-over from table-top gamers that seem to relish super complicated mechanics, though. Trying to explain those in a video game is tedious and tends to have mixed results. Chances are, if player needs a manual to play, the game is too complicated for mass enjoyment. If they can't pick it up and figure things out to some passable degree, then the designer has failed to properly give feedback on their actions or has made the game systems too obtuse.
Of course, some people like that stuff, and manuals are appropriate for them...but few major companies are interested in pandering to such a small, picky niche.
Thus, the tuts were put in-game since it makes sense in an interactive medium and it eliminates the non-reading issue. However, they should never be an hour long and, ideally, should be skippable. It's very possible to have in-story reasons for skipping tuts.
There's kind of a hold-over from table-top gamers that seem to relish super complicated mechanics, though. Trying to explain those in a video game is tedious and tends to have mixed results. Chances are, if player needs a manual to play, the game is too complicated for mass enjoyment. If they can't pick it up and figure things out to some passable degree, then the designer has failed to properly give feedback on their actions or has made the game systems too obtuse.
Of course, some people like that stuff, and manuals are appropriate for them...but few major companies are interested in pandering to such a small, picky niche.
Short mp3 -> looping ogg
Should probably introduce myself
Hello RMN!
When the mood strikes! (and leaves for vacation again)
I don't start on a project unless I'm still excited about it a few days after it hits me. Saves me a lot of wasted effort.
Should the last boss be super challenging?
author=Crystalgate
What this means is that even if you manage to make an RPG who's combat requires thought, chance is people won't believe it. Watch them tell you that RPGs shouldn't require grinding. However, if you do convince people this is actually the case unlike the other 95+% of all other game creators who make the same claim, then you should have a sizable audience available.
RPGs shouldn't require grinding.
If the game is paced properly and doesn't rely on strawman difficulty, the player -should- be able to handle challenges as they come. Grinding should be an optional strategy, if that.
That's not to say there should be no non-boss encounters...just, there should never be a point where the player has no choice but to slaughter hordes of enemies just to get their numbers higher so that they can overcome some obstacle.
Games based on World Cultures
I'm not sure how I'd set about making an African themed game that wasn't, explicitly, a game themed about Africa.
I mean, perhaps I could pull it off, but why? If it's just a re-skinned game then I gain a bit of novelty while losing familiarity...but...ok, thinking about this, I kind of want to do it now...but no time...hm...
I'd need sprites...can't really just edit existing facesets either to get the right effect. I'm thinking a fantasy-African setting. Spears and magic still, but with a different flavor and, of course, a fresh setting.
WTB>more hours for my days.
I mean, perhaps I could pull it off, but why? If it's just a re-skinned game then I gain a bit of novelty while losing familiarity...but...ok, thinking about this, I kind of want to do it now...but no time...hm...
I'd need sprites...can't really just edit existing facesets either to get the right effect. I'm thinking a fantasy-African setting. Spears and magic still, but with a different flavor and, of course, a fresh setting.
WTB>more hours for my days.
Incitement 2 Review
I had a previous save file, but the idea of fighting enemies that required more than normal attacks was very enticing. It was, in all honesty, the point where the game really took off for me.
I suppose, I did it for the fun of it. Rather, to see if I could.
I wouldn't say it ruined the whole game for me either. I was ok with not understanding most of the story because I still had a sense of what was happening. If anything, it let me take an in-depth look at the combat system since I had to practically master it to get anything done. Perhaps it's just me, but I really, really, enjoyed making that Abyssuss run work.
I suppose, I did it for the fun of it. Rather, to see if I could.
I wouldn't say it ruined the whole game for me either. I was ok with not understanding most of the story because I still had a sense of what was happening. If anything, it let me take an in-depth look at the combat system since I had to practically master it to get anything done. Perhaps it's just me, but I really, really, enjoyed making that Abyssuss run work.
Need opinions on story/plot/title for fire emblem
-It rather irks me when I can't get the pronunciation of a place by reading it. Since you can't really spell it out to the player, why not use something less exotic? Or change the spelling to at least resemble the pronunciation in the language the game is written in.
-This is more of a setting than a plot. There's a lot of 'this thing happens and the characters have to deal with it' but not a whole lot of 'the characters take some action and it results in some consequence.'
-That said, it's a decent setting, assuming the questions it raises are answered...such as why Solvenya ceased to exist after its ruler's disappearance. Was there no succession? No one wanted to claim a kingdom? Everyone just packed up and left?
-Having Solvenya pop up and steal the final boss slot isn't going to be easy to pull off. It'd go a lot smoother if the player stopped the prince, THEN she showed up and had to be popped too. Otherwise it can easily feel like 'lol hi who r u and y r u here?!?!' Given the assumed time-frame, that would be tough to settle without an exposition dump or a soliloquy, neither of which is desirable.
-This is more of a setting than a plot. There's a lot of 'this thing happens and the characters have to deal with it' but not a whole lot of 'the characters take some action and it results in some consequence.'
-That said, it's a decent setting, assuming the questions it raises are answered...such as why Solvenya ceased to exist after its ruler's disappearance. Was there no succession? No one wanted to claim a kingdom? Everyone just packed up and left?
-Having Solvenya pop up and steal the final boss slot isn't going to be easy to pull off. It'd go a lot smoother if the player stopped the prince, THEN she showed up and had to be popped too. Otherwise it can easily feel like 'lol hi who r u and y r u here?!?!' Given the assumed time-frame, that would be tough to settle without an exposition dump or a soliloquy, neither of which is desirable.
Short mp3 -> looping ogg
I installed Audacity just for this, but didn't realize I had to get a separate dl to be able to export anything at all. Once I did that, I was able to follow the guide I posted up there to make a looping .ogg
As for the odd different music file playing, that turned out to be how RPG Maker handles loops. I had the file as an ME, which will not loop, but it works fine when used as a BGM.
I think, that about solves it though...not as hard as I thought it was going to be q_q
EDIT: For some reason, it plays the BGM at 90 pitch no matter what I tell it to do. This is officially bizarre...
-It plays just fine if I manually tell it to play the BGM, but when called in Yanfly's Victory Aftermath script, the pitch drops...which is odd, because he doesn't do anything but pass it in the same as a normal call does. Not to mention, there were no such pitch drops when I was using it previously.
-It seems that, now, even changing the BGM does nothing. The script must not be updating in game, somehow.
-Yep, removing the file it was referencing results in an error, though it was not the file it -should- have been grabbing.
-Removing the entire script still doesn't stop it from running, even in a new game. Feels like I've angered the RPG Maker demons...
-Okay, so I sat and let the BGM finish...and it started playing the new, proper, BGM after the old one finished, complete with looping and everything. Seems that happens every time...as in it plays the old one first, then looks to see what the new one is and plays that.
-I'm going to guess this is because I edited the script to use an ME instead of a BGM, so now that I switched back, it creates the new BGM but that doesn't overwrite the old ME.
-Yep, switching the script back to an ME solves the double track problem, though, re-introduces the looping issue where, instead of looping the ME, it replays that last BGM to be played, w/e that was.
-In the end, I removed the line in the script that plays the battle end ME. It came right before the line that plays the user specified file, so...WAIT. HOLD ON.
-Turns out, the whole issue is because I set the battle end ME to a certain ME in SYSTEM before doing it via the script. When I had the script using an ME, it must have taken the place of the SYSTEM ME, but switching a BGM meant it played the whole ME first...basically, everything was working exactly as it was meant to (of course), I'm just a little hare-brained since it's 4:30am and I've been at this for ~3 hours.
-Anyway, hope the log of this ordeal comes in handy for someone q_q
As for the odd different music file playing, that turned out to be how RPG Maker handles loops. I had the file as an ME, which will not loop, but it works fine when used as a BGM.
I think, that about solves it though...not as hard as I thought it was going to be q_q
EDIT: For some reason, it plays the BGM at 90 pitch no matter what I tell it to do. This is officially bizarre...
-It plays just fine if I manually tell it to play the BGM, but when called in Yanfly's Victory Aftermath script, the pitch drops...which is odd, because he doesn't do anything but pass it in the same as a normal call does. Not to mention, there were no such pitch drops when I was using it previously.
-It seems that, now, even changing the BGM does nothing. The script must not be updating in game, somehow.
-Yep, removing the file it was referencing results in an error, though it was not the file it -should- have been grabbing.
-Removing the entire script still doesn't stop it from running, even in a new game. Feels like I've angered the RPG Maker demons...
-Okay, so I sat and let the BGM finish...and it started playing the new, proper, BGM after the old one finished, complete with looping and everything. Seems that happens every time...as in it plays the old one first, then looks to see what the new one is and plays that.
-I'm going to guess this is because I edited the script to use an ME instead of a BGM, so now that I switched back, it creates the new BGM but that doesn't overwrite the old ME.
-Yep, switching the script back to an ME solves the double track problem, though, re-introduces the looping issue where, instead of looping the ME, it replays that last BGM to be played, w/e that was.
-In the end, I removed the line in the script that plays the battle end ME. It came right before the line that plays the user specified file, so...WAIT. HOLD ON.
-Turns out, the whole issue is because I set the battle end ME to a certain ME in SYSTEM before doing it via the script. When I had the script using an ME, it must have taken the place of the SYSTEM ME, but switching a BGM meant it played the whole ME first...basically, everything was working exactly as it was meant to (of course), I'm just a little hare-brained since it's 4:30am and I've been at this for ~3 hours.
-Anyway, hope the log of this ordeal comes in handy for someone q_q













