TRAVIO'S PROFILE

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

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I managed to watch19 episodes of FMA in like, 9 hours or so. Someone stop me before I watch more.

Man, when I was young, Duff McKagan used to be cool. Now he's on Dr. Phil. =/

What are you thinking about right now?

author=Kurisu
This is a fair point Travio. I suppose it depends on the field you're in. When it comes to work that involves a certain level of creativity (music, drawing, 3D design) it can be simply difficult to work full time and not succumb to burn out. But I understand your opinion, some people just prefer stability of full-time. While I enjoy freedom, there are those worse weeks or months when you need to limit your expenses...


Even as full time, though, I get a lot of leeway; I'm technically lead developer for the guys, but most of us work from home and only come into the office to be free of distractions or for meetings (basically, I go in one day a week unless there's something that absolutely needs attention). It saves a lot of money and lets us actually have more people working than we technically have space for. And it leaves me plenty of time to work on my own stuff (in fact, since my major contribution to the most recent project is done, the only two people above me in the company are helping me work on getting my own company for other stuff up and running).

Working full time can, in the right circumstances, hand you just as much freedom as freelance work, with lots more security.

What are you thinking about right now?

author=Kurisu
author=Yellow Magic
In other words, while I'm not enjoying it, I'm enjoying the fact that I am gainfully employed, and am thus looking forward to graduating next year...even if it signals the beginning of 9-to-5 work till I retire.
And what actually stops you from becoming independent? I could easily imagine a tech-for hire. Contract work, there sure are companies outsourcing this kind of services.

Freelance work is the best thing in the world. It's not for everybody, but boy it's a pleasure to be your own boss.


As a contract worker in the comp sci/programming field, you're going to make a lot less than you're actually work in order to bid in under everyone else. It will also help with health care, insurance, etc.

Source: my own experience before I said fuck it and signed up full time with a start-up.

That said, taking a guaranteed full time position is also like a holy grail to people in the field; so many places are switching to contract work, it's very difficult to find a full time position.

Map scrolling question

If the entire room fits on the screen at one time, I've got yer fix, right here.

This isn't extensively tested, so let me know if you have an issue:

In Game_Map add this line after the last attr_accessor:
attr_accessor :can_scroll

In Game_Player, find the update_scroll method and add this as its first line:
return  if $game_map.can_scroll == false

Now, on maps where it shouldn't scroll, have an event do as follows:

Script (found on the last event page):
$game_map.can_scroll = false

This will, of course, disable all scrolling, including the pan screen command (as far as I can tell).

I think I need some Scripts

author=SamHunny
...when I start the game, I can't seem to get around the character being visible for a split second. The game is supposed to start in a room and fade from black, but it starts in the room, then turns black, then fades from it.

This is an extremely easy fix: start with no characters in the party in the database and use Change Screen Color Tone (-255,-255,-255,0) set over 0 frames. It should instantly swap over to a black screen (I can't find a situation where it doesn't with quick testing, and this is the method I've always used to start on a black screen). Put a small wait in, just to be on the safe side, of one or two frames, then add your character to the party. Then use Change Screen Color Tone (0,0,0,0) over... 20 or 30 frames, depends on the speed you're looking for for the fade in. Drop in an equivalent wait after it. Should start on a pure black screen and fade in.

There's no actual limit to the number of characters you can have in your party; the default scripts, though, only ever show and process four characters (even the Event Command that adds party members can be used to add more than four - if you alter the script that drives it, as by default it only checks if you have four people in your party before adding the character).

anyway to duplicate events indefinitely as the game is running (vx ace)

What you're describing isn't possible using events by themselves - you can't make it scale infinitely, which appears to be what you're describing.

Using scripts, however, such a thing would be possible to include and have it scale to technical infinity, the point where the program crashes because you're doing so much. It might be possible to use a script to duplicate an event on the screen (in fact, I'm pretty sure it is and I think I've done it at some point during my testing of RGSS), but if you can't figure that portion, might have to settle for doing the entire thing in script.

P1.png

author=edchuy
also what's the deal with the inverted cross?


I personally saw it as a window, somewhere, with the light shining through in the cross shape - on the window itself, it's a cross, but the way it shows up makes the light look like an inverted cross.

RMN is for games.

author=alterego
No gameplay = out. That's what I think.


Gameplay is a pretty broad term, though. One could argue the gameplay in visual novels is the choices and multiple story paths provided by the novel - and they wouldn't really be wrong. It might not be overly compelling, but it's still possible to define it as gameplay.

Even game designers can't, truthfully, decide on what the definition of gameplay is, so that's not the greatest way to make a definition of what's acceptable.

Hello everybody! :+)

author=kentona
I was already old when I started to play around in rm2k. (what am I still doing here?) Welcome to RMN in any event.


We just won't let you leave. Ever.

Welcome to RMN! Hope you enjoy your time here~

Which to use?

author=White_Rabbit
The "cutesy" style mainly exists because it comes from a time when possibilities where quite limited, and these where the best solution to fill the small amount of pixels existing. It survived for one reason - tradition.


I refute that statement. There're a fair number of games that exist in that period that don't use the smaller 'cutesy' styled sprites.

Shadowrun is a big one. Chrono Trigger (could arguably be called cutesy, I suppose, but they aren't smaller pixel sizes). Secret of Mana, Seiken Densetsu 3, Secret of Evermore, Illusion of Gaia (could potentially fall into the same category as Chrono Trigger). Super Mario RPG (yes, potentially cutesy, but not the smaller graphics). Ogre Battle might be considered in the group, but it does use smaller sprites for the battles.

And these're just off the top of my head without looking anything up.

But yes - I said it before, base the style of everything the game's going to include.