THENECROMANCER'S PROFILE
TheNecromancer
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RMN sucks
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OBSCURE ONE WORD RESPONSE COLLECTIVE
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Japanese Community
author=Liberty
but I don't think there's any that function like RMN.
This is true all over the world. RMN #1
Windows 10
How has RPG Maker inspired you to learn?
How has RPG Maker inspired you to learn?
I first came across it in 2003, which was a time where it was uncommon to be able to easily make things without any knowledge. I was hooked right away and it got me interested in learning everything about game design. It seemed easy at first but as you put out a demo, and players complain about all kinds of problems you don't notice as a dev, it reveals itself to be quite hard to balance everything. So you participate in discussions, play others games, read tutorials, and come out with a lot of knowledge on game design. Half the fun came from being part of a community.
I found that I really enjoy crafting systems with variables and switches and conditional branches. The more you learn, the more interesting things you can create, like custom battle systems and fishing mini-games. The possibilities seemed endless and limited by your own imagination. So I guess RM inspired me to learn what I needed in order to express my ideas. Because I always had ideas and wanted to make a game, but always felt it was out of reach. Until I met my soul mate, RPG Maker 2003.
One thing I never expected to learn is how other people play games and respond to gameplay. This was before Youtube or streaming, so I had only seen me and my friends play games. When I first started, I made all my games based on my own skill set. Then I realized that too many people found my games hard and confusing. So I learned proper ways to introduce gameplay and ease players into, while explaining things the right amount. It's a common mistake with many new devs.
Did you go into a certain major or pick up a new skill?
If by major you mean official college-like schooling, no. It's always been a hobby, but RMing made it easier for me to learn HTML for a job when I needed to, and slowly I got pretty good at pixel art. It started with ripping graphics and putting them in charsets. Then I started doing small edits. Then made some of my own original NES style graphics. Then moving into slightly more realistic stuff. I don't think I would have or could have gotten good at that without having the reason of game dev to drive it.
Did you discover a passion for animation or writing outside of gamedev?
No. Everything I draw or write or think about is always within the realm of making a game out of it. Considering how long it takes me to make a game and that I haven't even finished one yet after 15 years, I don't think I will even attempt anything else. It started as a passion that consumed me and has turned into a hobby I revisit once and a while. But always will because it's fun and basically a part of who I am now. When I watch TV or see something in nature, I think about how that could be used in a game. I start many new projects and have piles of written ideas.
Gamedev is life.
------------------------------------------
Good luck with your studies.
I first came across it in 2003, which was a time where it was uncommon to be able to easily make things without any knowledge. I was hooked right away and it got me interested in learning everything about game design. It seemed easy at first but as you put out a demo, and players complain about all kinds of problems you don't notice as a dev, it reveals itself to be quite hard to balance everything. So you participate in discussions, play others games, read tutorials, and come out with a lot of knowledge on game design. Half the fun came from being part of a community.
I found that I really enjoy crafting systems with variables and switches and conditional branches. The more you learn, the more interesting things you can create, like custom battle systems and fishing mini-games. The possibilities seemed endless and limited by your own imagination. So I guess RM inspired me to learn what I needed in order to express my ideas. Because I always had ideas and wanted to make a game, but always felt it was out of reach. Until I met my soul mate, RPG Maker 2003.
One thing I never expected to learn is how other people play games and respond to gameplay. This was before Youtube or streaming, so I had only seen me and my friends play games. When I first started, I made all my games based on my own skill set. Then I realized that too many people found my games hard and confusing. So I learned proper ways to introduce gameplay and ease players into, while explaining things the right amount. It's a common mistake with many new devs.
Did you go into a certain major or pick up a new skill?
If by major you mean official college-like schooling, no. It's always been a hobby, but RMing made it easier for me to learn HTML for a job when I needed to, and slowly I got pretty good at pixel art. It started with ripping graphics and putting them in charsets. Then I started doing small edits. Then made some of my own original NES style graphics. Then moving into slightly more realistic stuff. I don't think I would have or could have gotten good at that without having the reason of game dev to drive it.
Did you discover a passion for animation or writing outside of gamedev?
No. Everything I draw or write or think about is always within the realm of making a game out of it. Considering how long it takes me to make a game and that I haven't even finished one yet after 15 years, I don't think I will even attempt anything else. It started as a passion that consumed me and has turned into a hobby I revisit once and a while. But always will because it's fun and basically a part of who I am now. When I watch TV or see something in nature, I think about how that could be used in a game. I start many new projects and have piles of written ideas.
Gamedev is life.
------------------------------------------
Good luck with your studies.
End of the moth log-out?
Screenshot Survival 20XX
[RM2K3] How do I open a door with 2 switches
If you have Switch # 1 and 2 for this, one way is to have a normal door event and put this in the code.
This way you can only activate the code of the door event while both switches are on. If they both aren't on, nothing would happen if you interact with the door.
Branch - If Switch #1 = ON
Branch - If Switch #2 = ON
Change graphic
Play sound
Add whatever other code
end
end
This way you can only activate the code of the door event while both switches are on. If they both aren't on, nothing would happen if you interact with the door.
















