I make and play games - playing games I use as a reward for reaching specific milestones within my various development projects. I've played a wide variety of games, having started at the tender age of three and worked my way up over the years so that, at one point, I was actually going out of my way to find the original games (cartridges, CDs, whatever) to play.

All games I elect to review must be 'Complete' status (though games still in the process of clearing out bugs are fine and will be noted in the review itself). These games must have a download on RMN (as I pass them to my Dropbox queue) and need to be self contained - everything I need to play should be in the download, without needing to install anything (including RTPs; we aren't living in the days of slow connections anymore, people). You should also have any fixes in the download, not something I have to look through the comments for - I'm going to be avoiding them like the plague until I've finished the review.

When I review a game, I try to play as much of it as I can possibly stand before posting the review - I make notes/write part of the review as I'm playing, so a lot of what goes into the review is first impressions of sections. I'm also not a stickler - things don't have to be perfect - but I've seen many examples of things not done perfectly but, at the same time, not done horribly. I rate five categories on a scale from 1 to 10: Story, Graphics, Sound, Gameplay & Pacing, and Mapping & Design. 5 is average to me, so it's not necessarily saying that category is bad - it's saying it's middle of the road. Games within the same editor are compared to one another, not games across editors (I'm not going to hold an RM2k game to the same standards as a VX Ace game due to system limitations, but I won't let it hold back the RM2k game's rating) - unless the game is part of a series across multiple editors.
Legion Saga X - Episode ...
A fan updated version of the RPG Maker 2000 classic



[Poll] 16-Bit(Pixel Graphics) VS HD

Also remember on the topic of FF8 though - at the time, that was top of the line and everyone was like, "I can't tell the difference between the in game and cinematics!" and "They'll never top graphics like this!" How quickly we turn around and go, "... man, those sure were some ugly graphics." (FFX in particular, I'm looking at you.)

Ragnarok Began Yesterday!

To be fair, Ragnarok technically doesn't destroy the world - if everything goes exactly as planned, the "good" guys triumph at great cost, the world is reborn anew, and life goes on... Only for it all to happen all over again when the cycle closes once more. It could happen and, from a mortal perspective, we might never see it or really comprehend it's occurrence.

What makes you want to play one game over another?

I absolutely disagree with any prescription against putting walls of text on one's description page. Why? Because if the developer does that, and the description isn't actually engaging, I immediately know not to play that game. I want game pages to accurately show me the ability level of the game's creator, not disguise their deficiencies and keep me guessing at the quality they're capable of.

I agree, but a shorter blurb and features listed out first is more likely to get me to read that wall of text than if it's just the text itself. Give me a good summary like you'd see on the back of a game first, and if that's good, you've got me hooked to read your long winded version.


The sky parallax doesn't match the mode-7 thing at all.
for fuck's sake it's not mode7 because it's not a SNES

While it's true that Mode 7 was just the SNES' name for the process, I don't recall there being an actual name for the process short of describing it as "perspective effects on the background layer by rotating and scaling it." People know what you're talking about when you say "Mode 7."

That said, he is correct - the parallax layer and the mapping layer don't match up in this case.

Whatchu Workin' On? Tell us!

Dipping my hand into writing an engine from scratch using C# to do things the way I want to do them... RPG Maker is nice and all, but it's a little restrictive, especially for playing with a controller (holy shit, dem terrible direction controls on an analog stick).

There is no CSS problem that can't be solved by liberal use of display:inline-block

And this is why we need one standard rendering system across all browsers... <_<

MP3 not looping correctly

OGG (in RPG Maker, anyways) also allows you to do a nice trick where you don't have to loop the entire file, just a portion of it.
I don't think that was a feature in XP.

Hm, I'd have to double check - I haven't used XP since my old computer gave up the goat.

Do RPGs need a story?

It's perfectly possible to have an RPG that doesn't have a story. If there's a dungeon crawler with good gameplay that just dropped me into a dungeon and plays well I'll play it and I'll probably enjoy it. Why am I in the dungeon? I don't care, there's a monster, let's go have a fun enjoyment of the gameplay. These are essentially the RPGs of old - the ones that used to be put out on the PCs of the time - and if someone could successfully update the style to play in a fun way, I'd be all for it (though to my understanding, the Demon Souls series is kinda like that, yeah?).

Sure, some of these started off on the flimsy premise of "you're adventurers hired to clear out a dungeon" but there's no story beyond that. But I'd argue these games don't have a story - nothing changes, you're just clearing out the dungeon.

It was also pretty early on that a lot of that style was abandoned in favour of heavier storytelling and that storytelling became pretty intertwined with the RPG genre to the point where people seem to think it's an inherent necessity of the genre. But even the earliest RPGs by that definition are pretty story light - none of these complications-for-the-sake-of-complications we often get in RPGs today.

Who remembers Crystal Pepsi? A friend of mine sure does.

Once you've take some of the stronger liquors straight (mmm, absinthe), vodka poses no challenge.

MP3 not looping correctly

I've only actually heard the opposite problem - MP3s causing problems for RPG Maker (particularly on lower end machines).

If you're looking to save file space, try somewhere in the 4-6 range. 4 is 128 kbit/s, and 6 is 198 kbit/s (ie. CD-like quality; most users won't notice the difference unless they've got a really good sound system). For the record, 9 is 320 kbit/s (the highest the MP3 standard can go) and 10 is 500 kbit/s.

My personal suggestions are to try 4, 6, 8 (256 kbit/s), and 9 and see which one you like the sound best of (if you're converting from MP3 to OGG, there's no use trying a higher quality than that of the MP3 you're converting from; if you have an original WAV or FLAC file to convert from, go as high as you like).

OGG (in RPG Maker, anyways) also allows you to do a nice trick where you don't have to loop the entire file, just a portion of it.