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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Mother 2 Duplication

In theory? It's possible and entirely feasible. It might take some work, and would be best done in one of the three RGSS editors (VX Ace, from what I hear of the two I don't have access to right now, would be the best). Honestly, the battle and item system would probably be the hardest parts to accomplish.

Given my love for Earthbound/the Mother series in general, I'd love to see something like this done.

That said, I don't think a perfect translation from Mother 2 would be the best; some of the translations in Earthbound were actually better than the original (particularly enemy names in some cases, as there was more text allowed in the English version for them).

Skyward Sword or Twilight Princess, which should I buy?

Having not actually played Skyward Sword but only seen it played, Twilight Princess seems like the better bet - I'm not sure how well it plays on the Wii though, because of the controls (what with being ported to be shoehorned onto the system), but it played very nicely on GameCube.

Of all the Zelda games, my suggestions are Ocarina of Time, Majora's Mask, and Link to the Past. They're the best of the games, imo.

RESIDENT EVIL SHOOTING SYSTEM FATAL SCRIPT ERROR (game hangs in balance)

That's all handled in the event that gives the ribbons. In the demo, it gives 25 - if you're using that same event, just change the number it gives.

1sentence

author=pyrodoom
Game in Progress: Shadow the Hedgehog 2: Mephiles Revenge

Shadow and Rouge leave Station Square going on a mission back to Soleanna as Mephiles is somehow revived.


For this exercise, it's best to cut out all names - they're unneeded details and, frankly, confusing to anyone who isn't familiar with them.

"The protagonists go on a mission after an evil is revived."

It says the same thing without the potential for confusion.

"Game got denied" Need better understanding of why and explain somethings to me

author=bulmabriefs144
Don't accept this until he fixes the script glitch for the knife.

Graphics are one thing, technical issues are much bigger.


Deny a profile for an unfinished game because it has a bug? Then we'd never get anything posted on here.

Problem with Sound Effects (it keeps looping).

Basically, when you finish the event, you just need to have a way to turn it off so it doesn't repeat - if the actions that happen in the event don't affect anything (ie. something else on the map doesn't suddenly change because of what happens in that event), you can just use a local switch, which saves a lot of your main switches (as you don't need to use them for just stopping a single event).

If you want autorun and parallel process events to shut off after a certain thing happens, you'll have to include a condition to turn it off.

RESIDENT EVIL SHOOTING SYSTEM FATAL SCRIPT ERROR (game hangs in balance)

It's not hard to alter that to set the knife to another character, though. It's one line of script to add, as he already added a way in there to change that weapon on the fly. However, yes, currently only the first character is coded in to have animations for the knife - the entire animation thing is handled in a Common Event that checks to make sure the person you're controlling is Actor 1 in the database (with proper animations, it would be possible to use that as a basis to add other people though)... This entire thing is a mess.

Here's what I'm talking about with commenting:

The function check_weapon_ammo is commented as "Make enemy HP".
The function reload is commented as "Player Attack"

I've been trying to find out exactly where the calculation for the knife hitting is - it's a big mess of code to dig through. I've figured out why the knife is useless when it actually hits - the default setting for its attack is like... 80, and the enemy defense is between 35 and 50. So it's doing next to no damage for one... as for when how often it hits... Well, I'm still trying to figure out where exactly that's figured out.

... and I really can't figure out the thinking behind sticking the life display graphics into the title folder. =/

Edit: So I think I figured out how it figures out if you hit with the knife... and it's a bit of a mess. Ok, that's an understatement. IF you've hit the attack button at the right time so that you touch the zombie event while swinging, it'll trigger the hit case for the zombie. HOWEVER, if you haven't triggered it, the zombie attacks the players - and the zombie attack case can trigger far faster than you can possibly swing the knife because of the wait time on the attacks. And if you swing during the zombie hitting you, it doesn't trigger at all. Basically, the melee combat in the default script is fubar and requires a rather massive overhaul.

RESIDENT EVIL SHOOTING SYSTEM FATAL SCRIPT ERROR (game hangs in balance)

The script was purposefully designed to use the knife only as a last resort - it's clear from looking at the script it's designed to be difficult to fight with because hey, it's like a six inch blade being used against brain-hungry zombies. It's not meant to hit as often, or to be used as such - only when you get trapped and have no other option (and you'll die if you don't get one or two lucky hits in).

I actually think that, on average, the change I mentioned to the script would increase the average hit rate of the knife, and even then it's still 'abyssmal' (in testing, one in three or one in four button presses result in a hit - and that seems to be because the animation is actually taken into account for how often it counts button presses and when it 'hits'; if the zombie moved during the animation, it won't hit, because the zombie isn't there anymore).

Also, people need to damn well learn to read - it says right in the first post what maker is being used. There's no game crashing bug anymore, just design on a weapon that could be a lot better but makes sense being as crappy as it is. That said, the original script is rather clunky in play - I'm not sure why the original scripter chose the keys they did - and could majorly use an update to fix bugs - it's about three years without one now.

(Also, the damned thing contains so, so much terrible commenting and terrible conventions that it's nearly impossible to trace through it and fix stuff without knowing before hand what's going on...)

"Game got denied" Need better understanding of why and explain somethings to me

Mapping?

Start here and read the entire series. All of it.

In fact, most of the articles here that reside in the Game Design section, which I'm almost positive is linked to from the post-sign up page, as I'm sure that's how I found it originally. There's also a section that says "Expand for article suggestions..." right under the links to tutorials - read through at least the first two of those.

As for where things are, a simple look around the forums themselves will provide the information, especially with how often it comes up. The thread you're looking for is "The Screenshot Topic Returns."

It's the attitude that was being referred to - it's the fact that you didn't seem to look around and expected to be directed to the topic for the screenshots. This sentence: " if i would have known that i would have put better screenshots" - you should be putting forth good examples of your work from the get go. If you're new and don't know how things work, then it's a good idea to take the time to stop and learn how things work before jumping in and then getting upset when things don't go your way - and as much as you might want to deny it, that's the impression that went along: the site exercised its right to deny a submission and the respondent was extremely polite, even giving an example of what not to do.

There was no mention of screenshots ever having to be, as you put it, "impressive" and yet you've made it sound as if that's what you were told. The screenshots, according to the moderator who looked at the project, felt they were below standard. If you had stopped after asking your initial question instead of going into what seems to be a needless rant you would have been better off. And you're immediately dismissive of FJ's polite suggestion to not use those returns and rude in doing so - typing in the browser's window will make things much easier.

And it doesn't matter if text can actually be read - I can read a wall of text, but it's hard to read it and annoying, just like it's hard to read with strange breaks throughout text.

There's no need to delete all your maps; you can remake maps without deleting the existing ones. Take your time on each one, and make things look good before submitting screenshots. Play games in similar veins to the one you're wanting to make that're well rated and see what they do for mapping - and use them as an example, learn from them. In fact, look at any game that's highly rated and see how they do their mapping. Play games and learn from them - that's as much a part of making a game as sitting down in front of an editor.

And, honestly, change the attitude. It's extremely defeatist and 'why can't everything go my way,' which won't go over well anywhere.

[rm2k3] Feudal Japan resourcers

Facesets would be relatively easy, depending on the art style you want to go with them - you can really just find a lot of images from the various games that've used the Warring States Period as their setting, and use them to make facesets from.