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Beginner's Intimidation and High Standards

I can attest to the difference between seeing a game and making a game, and the experience that goes with it. When I first got RPGMaker XP, I had this super game idea in my head, that I thought would do super great, and then I got the program, and discovered how little I knew anything so I had to scale down and do something different within the limits of the program. That's something else that would be within the limits of newbies. People would want something not template made, but for a beginner, it's actually a lot smarter to work within the existing template before you branch out. That way you will at least be acquainted with the minimums.

Looking for a game to play..

Have you tried Mastumut? That one's insane. I can't even get past the first level.

Beginner's Intimidation and High Standards

In my case, when I released my first game, I was around enough to know that there were going to be hurdles, and there was and is. I mostly take the position of "doing this because I want to" so I don't always listen. The first person who played a piece of my demo only got through less than ten minutes and still managed to give me some really good advise, and I made the adjustments accordingly. I also got some other advise, I am using battlers from different graphic designs, and people kept telling me that I should make them from the same graphic design (some were from namura, some from the RTP, some from a third) being that they were really inconsistent, and to polish it up I should make them all from one. I thanked them for it, but when I chose my character battlers, I chose the ones I liked the best, and I am not sorry for it. So there is some real sense about the Maker's feeling, but if the newbe has been on here long enough with enough exposure then they should be able to make that adjustment, and know when something is helpful.

Having trouble with Move Route

Are you trying to have him move randomly, or do you want very specific movements? Meaning: there are two places where you can determine your NPC's movement, if you want them custom made. The first place is where you have just set them, but the other way is under the autonomous movement. In your picture you have it set to fixed, but if you were to change it to custom then the move route button will be available and you can determine movements there. Also in the SET MOVE ROUTE option sheet there will be a repeat, which enables your character to go through all of the required steps and then starts all over again.
The second way is what you have in your example, if you want your character to move in a specific way, and then stop, you need to set the WAIT. Choose the amount of frames that you feel would be long enough for your character to complete his steps, and then you will have to set another command to stop. Also be careful and be exact to the steps you want your character to make or you will find him going in a direction you really weren't looking for him to go.

Call to arms! For we are legion.

I would be willing to do some reviews, or if anyone needs some story ideas I would be willing to offer some advise, but that may be individual at best.

Story trigger problems

You can't always avoid a certain cliche especially if it's appropriate. Look at your story, and let it write itself. If a certain type of "trigger" comes to you and you can see how it can work then use it. Even if it's cliche, and many of them are, what your first impression is, generally tends to be the best one. There may be several different ones, then see which one you like the best, or is the easiest, and go with that one. It all depends on the story, but you should let the story guide you. If it doesn't, then try different scenarios and go with the one that works the best.

Nocturna will review your games.

Hey, I wouldn't mind having my game getting reviewed.
Throne's Ascension: http://rpgmaker.net/games/2370/

Background Stories for NPCs

Let's talk about something else. Although trying to make the NPCs interesting for the players there's also time issues with the maker. What if the maker doesn't want to put that much effort into making NPCs the interesting? There are a lot of people out there who don't really know how to make a more interesting set of NPCs. They really have no idea how to make their world a little more riveting for the player. And also, who wants to put that much work into little dots on a map, that are there because it's a city, and cities, town, villages, etc. have people in them? Putting more work into the NPCs means time away from other aspects of the game, especially you're one of those people who just wants to get this game done.

World Maps

author=Lucidstillness
Well, if a world map really is just a gigantic open space then it is going to be boring, just like any other map that is a gigantic open space will be boring. There is no reason that the overworld can't be diverse and interesting; it is, after all, another kind of dungeon.
LOL...

You make a very good point. So what is the person who set up this thread really trying to say, is the person trying to talk about the actual sprawling world map that shows different places and different cultures, or the idea of a vast world that has different cultures and places, because as LockeZ in his own way try to point out, there are ways of getting the same effect without using the world map. But I think the result is still the same.

World Maps

Yes, bringing up the lists like that do make your point, but there's still also points in there as well. Like I said about the Mana Series and games, they still require a world map when you are flying, and although the Manas are not world map sprawling, they still cover an entire world, and that still requires showing the different types of cultures in the world. So in a way, the result is the same. They still cover an entire world, but not with the medium of the world map.