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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author=MrChearlie
Pokemon:
A person who adopts surrealistic animals inside tiny balls.


Pokemon would be more "A boy's coming of age story," if anything. It just so happens to be framed around enslaving wild animals to fight for your amusement and keeping them in improbably small cages (seriously, Pokemon is a cruel game when you think about it).

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Legion Saga X (Episode 1)
A young man controlled by his parents searches for his own purpose.

In the end, no matter how much you want to hide the rest of the story behind the convoluted politicking that the original game tried to hint at (and that I'm trying to embiggen) this is the core of the story - Ridman's search for his own purpose. It doesn't matter that it's veiled in prophecy and leading, inevitably, to something bigger.

A Fatal Hope (a side project I haven't discussed at all yet...)
A young man searches for revenge before the world ends.

I had to think a lot more about this one - it may even end up changing, as the plot's a little in flux at the moment (the actual plot isn't, but which character is the 'main' character is kind of in flux).

RMXP RGSS X Coördinates Window_Target + question about expressions

% is the "mod" command - it divides by the number, but returns the remainder; in the case here, it's used to determine which column the item is in.

I'll look into the part about relocating the window - it's actually one of the next things I need to work on for LSX (and that I've been putting off because... well, my eyes are going @_@ from the amount of code I've looked at lately).

EDIT: So, changing that line into:
@target_window.x = 0
will work and cause the target window to show up on the left side always. In the default script, this means essentially the entire Status window showing up on the left hand side of the window, unless you do edits to the Window_Target script.

Removing the line entirely will have the same effect.

EVENT COMMANDS-ADVANCED-SCRIPT...

Hmmm... not so sure you need scripting in this case. Too much reliance on scripting for what eventing can accomplish with some clever use of the existing events.

Scroll Map Up, 1, Speed 4
Scroll Map Down, 0, Speed 4
Scroll Map Down, 2, Speed 4
Scroll Map Down, 0, Speed 4
Scroll Map Up, 1, Speed 4

Emulates a vertical screen shake. The 0 spaces are there as 'wait' padding. The only requirements are that your map needs to be at least two tiles higher than the visible screen - one tile above the top of the screen and one tile below the bottom of the screen. Vertical screen shake achieved. Tinker with the speeds and how many times/how far you move the screen to taste.

If this is in a parallel process, it allows you to continue to move around the screen and allow other events to continue.

Possibly a meteor crashed in Russia

In that particular case, I expect the density is part of what caused it to explode. Whatever it was made of was heated to such a level that it had to rapidly expand... and, well, there was an outer layer that wasn't as willing to expand, so it was shattered and thrown outwards - and that explosion is what caused most of the injuries, without a doubt. Not as much as being hit directly by the main body would have caused, of course, but still - ow.

Possibly a meteor crashed in Russia

author=JosephSeraph
I reard a report where 950 people were reported injured, and 47 of them, gravely so. >=

HOW COME THERE ARE SO MANY TELESCOPE RADAR THINGIES TELESCOPING THE SPACE AND NASA DIDN'T NOTICE SUCH A HUMUNGUOUS METEOR COMING
I MEAN IT'S 10 TONS


It weighed ten tons, but it was the size of a kitchen table. Objects that small are difficult to track in space. Also, NASA really doesn't have the budget to monitor a lot of this stuff - they monitor the big ones that would cause major, major issues. The smaller ones don't get monitored by the organization. Small independent groups watch as many of them as they can, but there's too many and they're often too small.

RMN v4.3 Bugs

author=K-hos
::clipimageclip::

Maybe that isn't anything that will cause a security risk, I don't know.

EDIT: Also I am using firefox 14.0.1.

I'm seeing this as well on the most recent beta build of Chrome.

Opera web browser moving over to Webkit

author=KingArthur
author=Travio
(as I know a lot of people design for Webkit browsers and ignore anything else).
Ironic how we used to bitch and moan about how everyone was coding for Trident (read: IE6), but everyone coding for WebKit is causing less of a fuss (not going to say it's acceptable because it isn't).


The only complaints I remember making was having to write specifically for Trident because it ran everything different from how the other web browsers did it. It's also less of an issue to design for non-Trident engines at this point, as it can pretty much all be done just by tossing prefixes on your CSS and calling it a day. Trident as of IE9 (as I recall, it's still Trident there) still required workarounds to work properly with a number of common functions and CSS lines - to the point of Chrome Frame being developed just so people could avoid having to deal with it.

But yeah, this is a large part of my job - I sit there for most of the day doing front end write ups to make our websites work in the various engines. I was hired as a backend developer, but ended being shuffled to doing frontend work after it was discovered that, gasp, I can do it - there seems to be a noted lack of frontend developers in my city, apparently, who can integrate it successfully with most backend work.

[2k3] Requesting mappers!

Suggestion - start with the bare-bones of the maps, make exactly as much as is needed for the game. Don't worry about the details - just rough in shapes. Look through your maps and refine the dungeon sizes down - if maps are that big, I think you'll eventually find that players don't want to complete them. The largest dungeon I have sketched out for LSX is five maps long - the required length is achieved by looping back and onto maps you've already been on.

Anyways, once you have enough maps done to be playable and complete the game, then go back and add in the specific details, starting at the beginning of the game and working your way through. If you decide a dungeon needs revamped, that's the point to do it - the main game flow is completed, so you can worry about the specifics then.

Also, to cut down on the number of maps you're actually using, for small side rooms and such, fit them onto the same map, spaced out by empty space so you never see two such areas at the same time. Many games use this to wonderful effect, and you'll find it helps optimize map management when you start to get to a point where you would have otherwise had 200-300 maps.

Opera web browser moving over to Webkit

author=Dyhalto
So what does this mean for a dumb user? I don't care about the inner workings or how it affects developers. I just want my Opera to work the same way it always has (plus upgrades in the future).


At the end of the day, there'll be very little change that you'll see aside from, perhaps, an almost irrelevant amount of change to render time (as I recall, the Opera engine was slightly better about render speed). It'll also have access to some CSS features that Opera didn't have before because of how Webkit is currently sitting in development - so you might see more web pages 'as intended' (as I know a lot of people design for Webkit browsers and ignore anything else).