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I don't mind entering text just like those funny puzzles you use for color blind tests if it gets rid of those bots.
The greater RM community
I've been to tons of websites but I actually like this one for the game library system. I was originally planning on just releasing stuff here, but I guess boredom took hold and now I post to the forums sporadically >.<
I haven't been to THAT many RM sites, there's probably sites with a good library system like this does with it's games.
I haven't been to THAT many RM sites, there's probably sites with a good library system like this does with it's games.
Inspiration and Work Ethic
Why not have both?
Personally, I actually like just making things. I'll make things just to make things. I have finished things before, and to me it actually feels somewhat down because now I have to find something else to make. Sometimes I don't want to finish because I want to keep making. I think this is a true heart of an engineer.
Sometimes finishing is the opposite of rewarding to me. Of course it will annoy a ton of people if they manage to actually like one of my games. Or if I'm engineering for a job, I'm pretty sure the employer might want me to finish the product once it's reached a certain point of perfection.
But! Perhaps there is also a joy of finding something else to make, something new. Haaa! It's really exhilarating sometimes. I can talk about this forever, but really it would be great if you just understand the difference between doing work and doing a hobby. And what wondrous creations result when both are in perfect harmony- you work is your hobby. You will glady exhaust every bit of yourself to near collapsing but enjoy every moment of it!
Personally, I actually like just making things. I'll make things just to make things. I have finished things before, and to me it actually feels somewhat down because now I have to find something else to make. Sometimes I don't want to finish because I want to keep making. I think this is a true heart of an engineer.
Sometimes finishing is the opposite of rewarding to me. Of course it will annoy a ton of people if they manage to actually like one of my games. Or if I'm engineering for a job, I'm pretty sure the employer might want me to finish the product once it's reached a certain point of perfection.
But! Perhaps there is also a joy of finding something else to make, something new. Haaa! It's really exhilarating sometimes. I can talk about this forever, but really it would be great if you just understand the difference between doing work and doing a hobby. And what wondrous creations result when both are in perfect harmony- you work is your hobby. You will glady exhaust every bit of yourself to near collapsing but enjoy every moment of it!
Inspiration and Work Ethic
Yeah. That totally didn't come out the way I intended it to, hehe >.<
When I say "fun" I didn't mean no work. One of the most exhaustive and challenging things I have done is build a video game. If you're not going to have fun doing it then don't even bother doing it at all- don't force yourself to finish something if you just don't care anymore.
As for the "being fun to make might be fun to play" sort of thing. This is something some of the real developers have told me, you know the ones that make big title games. Have fun with your work whenever you can, ect.
Exactly, I didn't read tough textbooks and do hard practice for nothing. Like I'm saying. If
is true for you. You may or may not want to make games. There might be some fun in it, but I honestly think you should find something else you find always fun to do. Or if you like doing specific parts of a game and not others, try focusing on that. Or whatever.
I can honestly tell you I've even had fun writing Excel spreadsheets for games once. I'll write mathematical formulas for fun when I'm bored in class if it's for a game.
Or perhaps. It is because the way you do the particular thing you don't like is not the way you should do it. There might be a way to do it such that you do have fun. Being creative helps in finding out just what that is.
If you can come up with a way, you might want to rethink those parts such that they are fun to make. An easier way is to write tools that do it for you or abstract it in such a way that makes it fun.
Case in point, I got sick of writing documentation for code. No. I didn't sit there and do it anyway, I wrote something that did it for me. More challenging and more fun to do, and really rewarding too. But then, I sometimes have fun writing documentation- depends on many things really. The JAVA documentation was done this way.
Game design is something that's really close to my being (existence), and I've been doing it like it's a religion for.. 7 years or so. I'm beginning to lose count. Sometimes, I'll design games I never make because it was just fun to write on paper.
It sounds like you are actually having fun. Are you sure? Personally I would rather pump 1 charset I had fun making and actually wanted to take my time in making (also resulting in higher quality, ideally of course) than me just gluing and hacking up tens of charsets. Or perhaps I just don't feel challenged. Making charsets still is kind of hard for me to do, but when it becomes easy to where I can just roll them out, I can think of additional things I can do to make them better and make it hard to do again.
I've also noticed that I tend to enjoy games where the person said "I made this for myself, really" versus the games where the designer tried to satisfy every whim of their players. Even games like The Most Stupidest Game Ever had some enjoyment value because it was something the designer made to be silly and stupid on purpose.
Despite this is a view shared by some real developers I look up to, there's many things I can attribute to myself. I'll state again that this isn't for everyone (as that's the general thing). I remember someone said "you know. Perhaps making games isn't for me". Actually you might remember that quote because it was on a game listed on the front page of RMN at one point.
What if the game I had fun making isn't enjoyed by someone and they tell me they don't like it? I think Shigeru Miyamoto's reponse to a situation like that very wise. He said he would simply tell them "I'm sorry" -Game Design Secrets of the Sages (2003 i think).
When I say "fun" I didn't mean no work. One of the most exhaustive and challenging things I have done is build a video game. If you're not going to have fun doing it then don't even bother doing it at all- don't force yourself to finish something if you just don't care anymore.
As for the "being fun to make might be fun to play" sort of thing. This is something some of the real developers have told me, you know the ones that make big title games. Have fun with your work whenever you can, ect.
I wish I had your ability to find the fun in things.
Exactly, I didn't read tough textbooks and do hard practice for nothing. Like I'm saying. If
I would like to also reiterate that this is very false.
is true for you. You may or may not want to make games. There might be some fun in it, but I honestly think you should find something else you find always fun to do. Or if you like doing specific parts of a game and not others, try focusing on that. Or whatever.
I can honestly tell you I've even had fun writing Excel spreadsheets for games once. I'll write mathematical formulas for fun when I'm bored in class if it's for a game.
Or perhaps. It is because the way you do the particular thing you don't like is not the way you should do it. There might be a way to do it such that you do have fun. Being creative helps in finding out just what that is.
Generally speaking, the parts that I hate doing the most are the parts that players have the most fun with.
If you can come up with a way, you might want to rethink those parts such that they are fun to make. An easier way is to write tools that do it for you or abstract it in such a way that makes it fun.
Case in point, I got sick of writing documentation for code. No. I didn't sit there and do it anyway, I wrote something that did it for me. More challenging and more fun to do, and really rewarding too. But then, I sometimes have fun writing documentation- depends on many things really. The JAVA documentation was done this way.
Game design is something that's really close to my being (existence), and I've been doing it like it's a religion for.. 7 years or so. I'm beginning to lose count. Sometimes, I'll design games I never make because it was just fun to write on paper.
post=96110
Hey, not every aspect of creating a project will be fun. Sometimes you do just need to push through it. (Some strength training and endurance helps - I pump 10 chapsets a day, 30 reps)
It sounds like you are actually having fun. Are you sure? Personally I would rather pump 1 charset I had fun making and actually wanted to take my time in making (also resulting in higher quality, ideally of course) than me just gluing and hacking up tens of charsets. Or perhaps I just don't feel challenged. Making charsets still is kind of hard for me to do, but when it becomes easy to where I can just roll them out, I can think of additional things I can do to make them better and make it hard to do again.
I've also noticed that I tend to enjoy games where the person said "I made this for myself, really" versus the games where the designer tried to satisfy every whim of their players. Even games like The Most Stupidest Game Ever had some enjoyment value because it was something the designer made to be silly and stupid on purpose.
Despite this is a view shared by some real developers I look up to, there's many things I can attribute to myself. I'll state again that this isn't for everyone (as that's the general thing). I remember someone said "you know. Perhaps making games isn't for me". Actually you might remember that quote because it was on a game listed on the front page of RMN at one point.
What if the game I had fun making isn't enjoyed by someone and they tell me they don't like it? I think Shigeru Miyamoto's reponse to a situation like that very wise. He said he would simply tell them "I'm sorry" -Game Design Secrets of the Sages (2003 i think).
[rm2k3] Score showing help
If I just showed you the code I'm not sure you would understand what I'm getting at here. Despite taking me a moment to assemble, the code itself is huge. The thing here is that I made a section of code I can copy and paste. The variables and everything make each pasting automatically work.
I could use a loop if it weren't for the fact you can't Show a Picture of a number stored in a variable. You have to go in there and change the picture number.
As for the modulus, it's very simple. Modulus is another term for Remainder.
x = n*q+m
Where m is the modulus. If you MOD 13 by 10, m will be 3 because 1*10+3 = 13 and you had to put 3 for m. The result will always be from 0 to q-1, so m could only be 0...9 which is what we needed.
In the above example, I reduce the displaying number by 10 (divide by 10) to destroy the last digit. Before showing the next picture, it checks to see if the displaying number is 0. We don't want to display zeroes after the highest digit, so we just quit to save processing power using the END EVENT PROCESSING command.
You then MOD the display number by 10 to get the current digit. 1s, 10s, 100s, 1000s, 10000s, 100000s, and 1000000s. You stop after seven iterations because that's all the digits you want to display.
When you paste, you just need to change the picture number to the next picture you want to use for that digit. You can speed the creation up even faster by double clicking on each show picture command and just typing the new number in, and hitting enter. The cursor is on the picture number in the form at default and enter hits the OK button.
Remember your picture limit too, I think you can get two 7-digit numbers up before you start using up a ton of pictures. Also, don't call the show number common event command more than once per map load or number change. It will slow things down a ton, so only call it if you're on a new map or need to make it show a different number.
( Oh and just for the record, I'm actually kind of bad at math ^^ )
I could use a loop if it weren't for the fact you can't Show a Picture of a number stored in a variable. You have to go in there and change the picture number.
As for the modulus, it's very simple. Modulus is another term for Remainder.
x = n*q+m
Where m is the modulus. If you MOD 13 by 10, m will be 3 because 1*10+3 = 13 and you had to put 3 for m. The result will always be from 0 to q-1, so m could only be 0...9 which is what we needed.
In the above example, I reduce the displaying number by 10 (divide by 10) to destroy the last digit. Before showing the next picture, it checks to see if the displaying number is 0. We don't want to display zeroes after the highest digit, so we just quit to save processing power using the END EVENT PROCESSING command.
You then MOD the display number by 10 to get the current digit. 1s, 10s, 100s, 1000s, 10000s, 100000s, and 1000000s. You stop after seven iterations because that's all the digits you want to display.
When you paste, you just need to change the picture number to the next picture you want to use for that digit. You can speed the creation up even faster by double clicking on each show picture command and just typing the new number in, and hitting enter. The cursor is on the picture number in the form at default and enter hits the OK button.
Remember your picture limit too, I think you can get two 7-digit numbers up before you start using up a ton of pictures. Also, don't call the show number common event command more than once per map load or number change. It will slow things down a ton, so only call it if you're on a new map or need to make it show a different number.
( Oh and just for the record, I'm actually kind of bad at math ^^ )
Inspiration and Work Ethic
If you lose interest in your project, it's probably a boring game after all. The rule I always use is if you're having fun the player most likely will too. Not exactly always true as it could still be a bad game, but one thing is for sure is that if you're bored making the game, it will be even more boring to play.
[rm2k3] Score showing help
I do it differently. Make a common event to call. I use an unrolling technique (the numbers in my game go up to 9,999,999 too). Here's the preamble
var DisplayNumber = (the number to display)
var StartX = (Starting location for the rightmost digit in X)
var StartY = (Starting location for the rightmost digit in Y)
(Note that startx and starty can be values you set yourself before common event call)
Now here's the iteration
var DisplayDigit = DisplayNumber MOD 10 (rpgmaker 2003 has the MOD command)
if DisplayNumber <= 0 then end process
if DisplayDigit == 0 then show picture (StartX,StartY)
if DisplayDigit == 1 then show picture (StartX,StartY)
...
if DisplayDigit == 9 then show picture (StartX,StartY)
StartX -= (Width of each number)
DisplayNumber /= 10
Copy and paste that code 7 times (not the preamble). All you have to do each paste is change the picture number so it is a different picture which can't be done by variable. This is precisely what I did in my game for the DP display. Took me moments to even make several of these.
var DisplayNumber = (the number to display)
var StartX = (Starting location for the rightmost digit in X)
var StartY = (Starting location for the rightmost digit in Y)
(Note that startx and starty can be values you set yourself before common event call)
Now here's the iteration
var DisplayDigit = DisplayNumber MOD 10 (rpgmaker 2003 has the MOD command)
if DisplayNumber <= 0 then end process
if DisplayDigit == 0 then show picture (StartX,StartY)
if DisplayDigit == 1 then show picture (StartX,StartY)
...
if DisplayDigit == 9 then show picture (StartX,StartY)
StartX -= (Width of each number)
DisplayNumber /= 10
Copy and paste that code 7 times (not the preamble). All you have to do each paste is change the picture number so it is a different picture which can't be done by variable. This is precisely what I did in my game for the DP display. Took me moments to even make several of these.
Your First Game
post=95856
Man, I NEVER get tired of watching that video.
Hee hee ^^ I wouldn't mind playing a game with that bad of a story if it was at least fun. Real world example: Grandia III. It's just like the video
BLEEEH im evil i kill gods and stuff
I had a mysterious dream last night....
NOOO
Pretty much Grandia III in a nutshell. Battle system is awesome though.
Custom Game Engine
Professional? Hee hee. I started programming at the age of about 12 or so. Of course I'm studying Computer Science at my school and on my 3rd year. However, I wanted to make games and learn how to program, so I simply just taught myself.
If I wanted to use OpenGL I would just work out of the "Red Book", SDL has documentation, I might add some media library to play mp3s in my engine so I'll just research that. Research, programming, all of it is my idea of what is fun to do. Programming is just what I do.
I don't know what you mean by "professional". You just get some books and do your research and learn all this stuff. Ask experienced people to show you tricks and the like. The only hard part of it is the time you will spend trying to figure this out. My classmates back in middle school were struggling with geometry while I was trying to teach myself Linear Algebra so I could do complex operations for Linear Transformations for the 3D and geometrical stuff, for example. No one at the age of 14 is going to learn Linear Algebra on their own free time unless they really wanted to.
I'm really thinking I might as well just make my own game making suite for people to use. Something easy to use and definitely NOT 1.3 GB in size. And supports more than just WAVs. WTF. I've played MMORPG games smaller than that.
If I wanted to use OpenGL I would just work out of the "Red Book", SDL has documentation, I might add some media library to play mp3s in my engine so I'll just research that. Research, programming, all of it is my idea of what is fun to do. Programming is just what I do.
I don't know what you mean by "professional". You just get some books and do your research and learn all this stuff. Ask experienced people to show you tricks and the like. The only hard part of it is the time you will spend trying to figure this out. My classmates back in middle school were struggling with geometry while I was trying to teach myself Linear Algebra so I could do complex operations for Linear Transformations for the 3D and geometrical stuff, for example. No one at the age of 14 is going to learn Linear Algebra on their own free time unless they really wanted to.
I'm really thinking I might as well just make my own game making suite for people to use. Something easy to use and definitely NOT 1.3 GB in size. And supports more than just WAVs. WTF. I've played MMORPG games smaller than that.
IG Maker has been released! (English Action Game Maker)
post=85330
If somebody designs a plugin for other audio formats it will wreck the cross-compatibility hope this helps
I don't think it was cross platform to begin with (XBOX is related to the DirectX environment in Windows). But if you wanted cross platform media play there's always the mplayer library,














