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Best RM Games you've Ever Played
post=137758
I too have missed out on Suikoden.
What's cool is that I can play Suikoden OR Exit Fate OR Legion Saga and have the same exact experience.
I get the joke, just a side note...
Never figured out why Legion Saga was popular... Nor did I ever figure out why the creator bothered to try and protect other peoples resources. That just seemed like he was hoarding resources or something. Of course it was easy for me to do a simple grab, but the point is, he was hiding other peoples work without even consulting them that he was going to hide them in his folders. To me, that's just wrong...
EDIT! I wanna change my first number one game for RM2K3 to:
1. Super Columbine Massacre RPG: Why? Because I feel that the game has some very important points and I think more games should be doing what SCMRPG has done.
- What has this game done exactly? Well, it's opened up a discussion for serious topics in games, and more importantly, it opened a dialog with gamers over a serious topic. The game was about Columbine, and the shootings, but I feel it focused more on what lead up to the shootings, and the aftermath more than the shootings themselves. It was very well researched, and regardless of the quality, this was a hit game, the likes of which no RM2K game has reached before or since.
Most downloaded RM2K game ever, no, I can't make this up, it really was the most downloaded game ever.
Need some thoughts...
This post is below the last because this is all the stuff I worked on during the weekend. I took some opinions to heart (everything on page one, because page 2 of the topic didn't exist at the time) and I hope you like some of the changes. As well as some new concepts I'm working on.
Command Screen - remember that command screenshot... actually it was for my fleet from STO called Jupiter Force. I revamped it and here's the new look.

Ship to ship combat will look something like this... Keep in mind that the background space scrolls and the ship is bobing up and down so it looks like it's moving.

Before anyone comments, I've tried having the ship facing forward, and have it seem like it's coming at you. but I don't have great monster sets that are similar to Front Mission: Gun Hazard (which all ships are done in, even the player ship is Gun Hazard, and they just look awesome) So it does look a bit cooler when the background scrolls. If anyone wonders how I did this, I used frames, and set the background to scroll.
The Navagation pic... the little 10001 11111, ect, they scroll up and down! And the numbers in the little wheel WORK! They show what grid your pointer is in. OH and you have a pointer (the little orange hex in the nav map) You click on an adjacent grid and the ship moves there!

Oh, this is my version of hell... the Nav map will take me at least a week to finish... It's complex, but manageable, you won't see the letters or numbers there. They are just place marks for me.

One last thing, since Edchuy asked what kind of game it would be, I thought I'd give him the screen shot of what the inside of an apartment looks. It's the players apartment, The diagonal walls need to be touched up a bit, and I'm not sure I like the carpet color... but it will generally have the same look.

Command Screen - remember that command screenshot... actually it was for my fleet from STO called Jupiter Force. I revamped it and here's the new look.

Ship to ship combat will look something like this... Keep in mind that the background space scrolls and the ship is bobing up and down so it looks like it's moving.

Before anyone comments, I've tried having the ship facing forward, and have it seem like it's coming at you. but I don't have great monster sets that are similar to Front Mission: Gun Hazard (which all ships are done in, even the player ship is Gun Hazard, and they just look awesome) So it does look a bit cooler when the background scrolls. If anyone wonders how I did this, I used frames, and set the background to scroll.
The Navagation pic... the little 10001 11111, ect, they scroll up and down! And the numbers in the little wheel WORK! They show what grid your pointer is in. OH and you have a pointer (the little orange hex in the nav map) You click on an adjacent grid and the ship moves there!

Oh, this is my version of hell... the Nav map will take me at least a week to finish... It's complex, but manageable, you won't see the letters or numbers there. They are just place marks for me.

One last thing, since Edchuy asked what kind of game it would be, I thought I'd give him the screen shot of what the inside of an apartment looks. It's the players apartment, The diagonal walls need to be touched up a bit, and I'm not sure I like the carpet color... but it will generally have the same look.

Need some thoughts...
Sorry I haven't been on for a few days... it's really hard for me to get on the net on weekends. Anyway I've got a few more concepts and I'd like to answer a few questions/comments everyone has.
Okay, well I hate to turn you back to moby, but when I was a little kid, I fell in love with one game that I still think would do well in today's market if it got a graphics/sound makeover, and that game is Megatraveler. I want to make a game LIKE that, where planets have stories behind each one, and you can land on them and explore the surroundings. Or travel through space and face space pirates. Thats actually where I got my hex space travel system.
Will the story be similar to Megatraveler? No... I don't like making fan games, but I like taking great ideas from old DOS games and making them refurbished. Paint better graphics, give it that sound makerover as well, and put in a original story and BOOM, old DOS game on steroids. lol
I could mix it up a bit... I don't like that green though, it just stands out a bit... I choose that neon pink because it fit overall, having a neon green there stands out. I will consider mixing it up a bit though.
Well a few things to comment here... One, no, it's not going to be a TNG fan based, I don't like making fan based, I find I have more fun coming up with original stories. However, I did want the screens to look something like LCARS since it is a great system atheistically, so in that regard, it looks very similar, and more futuristic.
As far as the grid goes... let me tell you a little about it. I have to use both an over lay and under lay. (Both sides of the chip set) to make it fit. Thus why it looks like the borders blend. The reason behind this is because of the HUGE eventing that is going into this map and I need free event space for that. I want to be able to keep track of each tiny event because they will be controlling the ship... You'll see what my hell looks like below soon enough though. To sum it up, it would be difficult to have an event pic of the grid over and over and at the same time, keep track of where my events are.
As for a larger boarder... It would also be a bit difficult because I had to do some math to make the grid fit, I just don't want to rewrite my math for a grid border. Plus, I'm dealling with limited space with an RM2K3 Chip, so I need to be a bit conservative in that regard as well. I'm sorry to shoot this idea down, but I hope you understand my reasons behind it. Overall, it would just be too difficult.
post=137960
I see where you're coming from:
http://www.mobygames.com/game/dos/rules-of-engagement/screenshots/gameShotId,206784/
http://www.mobygames.com/game/dos/rules-of-engagement/screenshots/gameShotId,206794/
Having a grid out to help a lot to know where you are onscreen rather than having to deal with XY coordinates.
Other than it being Sci-fi, I'm still trying to figure out what kind of game you have in mind. Although, it would be nice to have something similar to ROE, since I don't think there is anything like it in RMN.
Okay, well I hate to turn you back to moby, but when I was a little kid, I fell in love with one game that I still think would do well in today's market if it got a graphics/sound makeover, and that game is Megatraveler. I want to make a game LIKE that, where planets have stories behind each one, and you can land on them and explore the surroundings. Or travel through space and face space pirates. Thats actually where I got my hex space travel system.
Will the story be similar to Megatraveler? No... I don't like making fan games, but I like taking great ideas from old DOS games and making them refurbished. Paint better graphics, give it that sound makerover as well, and put in a original story and BOOM, old DOS game on steroids. lol
post=138098
Ok that looks pretty awesome, but I still think maybe it's a little too pink heavy. Try accenting the heavy pink blocks with some other color to break it up somehow? Maybe yellow? I think you have a very red color scheme going here. Maybe even blue...I'd try a few color combination.
Like, take that bottom bar for instance:
just as an example of how I might approach breaking it up...Sorry that I colored over your awesome screenshot. ;__; But I thought visuals would help a bit. But~ I actually like the layout a lot more now that I get a better idea of how it'd look finished. :3
Edit// oh my lovely handwriting says: Some other color that isn't red/pinkish?
hahah I scribblewrite.
I could mix it up a bit... I don't like that green though, it just stands out a bit... I choose that neon pink because it fit overall, having a neon green there stands out. I will consider mixing it up a bit though.
post=138288
I always loved those LCARS consoles on TNG, so this looks really badass to me. Is it an actual Star Trek fangame? Or are you just borrowing the design?
Just a little thing though, do you need those thick green lines on the map? I can see how a grid is useful, of course, but I think it would be a bit better just to have the thin pink lines separating each block (and make the blocks closer together). It's not a big deal when it's just a small part of the window but when it's the whole screen it's hard to focus on what's actually IN the hexagons.
Well a few things to comment here... One, no, it's not going to be a TNG fan based, I don't like making fan based, I find I have more fun coming up with original stories. However, I did want the screens to look something like LCARS since it is a great system atheistically, so in that regard, it looks very similar, and more futuristic.
As far as the grid goes... let me tell you a little about it. I have to use both an over lay and under lay. (Both sides of the chip set) to make it fit. Thus why it looks like the borders blend. The reason behind this is because of the HUGE eventing that is going into this map and I need free event space for that. I want to be able to keep track of each tiny event because they will be controlling the ship... You'll see what my hell looks like below soon enough though. To sum it up, it would be difficult to have an event pic of the grid over and over and at the same time, keep track of where my events are.
As for a larger boarder... It would also be a bit difficult because I had to do some math to make the grid fit, I just don't want to rewrite my math for a grid border. Plus, I'm dealling with limited space with an RM2K3 Chip, so I need to be a bit conservative in that regard as well. I'm sorry to shoot this idea down, but I hope you understand my reasons behind it. Overall, it would just be too difficult.
Need some thoughts...
post=137947
Your top navigation screen reminded me of some Atari 2600 games and their corresponding galactic maps that I played way back when:
http://www.atariprotos.com/2600/software/stellartrack/stellar_4.png
http://www.mobygames.com/game/atari-2600/star-raiders/screenshots/gameShotId,69996/
It would be interesting if you are able to navigate your ship in the map within your navigation menu without having to enter the map itself. Also, are you seriously planning to use that ship or is it a holder for demonstration purposes?
Actually, the screens were ripped and modded by me from a game called Rules of Engagement. It's an old DOS game that was spacey and techy, it was ahead of it's time too. The original colors were, from that era VGA 8 color style. The colors were bland dark orange, greys, dark blues, that kinda thing, so I changed that up to make it look... more neon like, and colorful, again, I am a COLOR FREAK, I don't know why, I just am. I'm considering keeping the colors too, but if anyone has a few suggestions or even a picture representation of what colors might work better, give me a buzz.
Furthermore, yes, I am using that ship, I know it doesn't look like it fits, but it'll fit in with the rest of the game... Though, I think I know where your getting at here, I should try and blend it with the rest of the background so it fits in. That's something I'll be working on next. XD
OH, and yes, you are going to be able to navigate the ship in that map. I've accomplished this by making you think you are the ship ICON, when in fact the ship is a part of a picture, and the grid is made up of a chip that you scroll on. It's a nice Space Travel System I came up with last year and it works really well.
Need some thoughts...
Okay, here's a sub-screen from the menu, NAVIGATION! While I work on tweeking the menu, what do you guys think of the Nav screen?
Still in the Conception Phase, but the general idea is the same.
This is what it SHOULD look like. Still a concept, but it's coming along.

Still in the Conception Phase, but the general idea is the same.

This is what it SHOULD look like. Still a concept, but it's coming along.















