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Wanting to make your game difficult.

Games are meant to be beaten. I'd rather have the vast majority of people be able to complete the game than provide a satisfying chalenege to the hardcore rpg crowd anyday. Even if a game is a cakewalk for them they will stil be happy if it has good mapping, story, or character interactions. As a fairely casual gamer (I'm alot better at RPGs than platformers and such things) I can safely say it doesn't matter how good a game is, if it is too hard for me to be abe to beat than I will just get angry and stop playing

basically if it's too easy it may be a bit boring but there can be alot of other things that are really good and make you keep going. If you can't progress in the game due to difficulty than that's pretty much it for you, so if I had to choose one, I'd rather my game be too easy than too challenging

than again, I am always getting complaints about my game being too hard. oh well! :P

Zero to Many Review Challenge 2!

If the Origin demo still has zero i'll do that

(it's not a complete game but it's the only thing I've aready played and can do something quickly on)

Which came first: The Story or the Gameplay?

Actually the first thing I think of is very basic ideas of the characters and setting. Than I come up with the arbitrary 7 locations that contain the 7 macguffins and maybe 1 or two interesting twists which will allow me to add extra scenerios and locations on top of the main structure. This is basically the skeleton that I base the story and gameplay on

I admit that I kind of dedicate myself to the generic "light hearted rpg plot" with this method of thinking but I enjoy this formula the most as both a player and maker so there you go. Being original is for the birds

CSS for Hero's Realm?

lol 7777 downloads

How do you tell if a game is bad?

if it's not fun

"Customer is always right" - taking feedback

basically i get extremely defensive when faced with even the slightest criticism

NO IT WAS MY INTENTION FOR IT TO BE THAT WAY HOW DARE YOU QUESTION MY PRECIOUS GAME

at least i'm definately not alone :P

Allinlia

thanks for the feedback

first of all, characters that are knocked out DO get the experience. Basically after the battle is concluded there's a conditional branch in the eventing that will award the experience to any character with the "KO" status. This isn't visible to the player though but if you check the chars stats in the menu status screen after the battle you'll notice it.

Also make sure to find out what spell each enemy is weak to and always use that on the most dangerous one. Don't be stingy with Roxi's spells because it's easy to restore mp and the game expects you to spend most of his turns hitting the enemies with thier weakness.

The game also expects you to save and go back for supplies after you win a battle so it's good that your doing that. It's also best not to skip any of the enemies since you don't want to be fighting enemies that were battle tested with Lv. 2 players in mind when your still Lv. 1

I'll need to go back and check the dialogue previews. The scripted name boxes I'm using makes the text box cutoff indicators less useful (so i have to preview everything even if it looks like it'll fit)

cutscenes

when it comes to large maps, i'm only daunted by towns, and only because i will have to do alot of eventing and (ugh!) writing!

it's kinda ironic that my game's writing is the thing that most people really like most about it yet it's always the thing i'm most reluctant to do :P

cutscenes

post=205452
The only thing that makes me stop when making a game is the feeling of completion you get after finishing a whole area or section of your game. It makes it hard to get up a head of steam for the next section, so you have to take a step back and work on something minor for a while...

To be honest, this is happening to me right now with Sore Losers: Riot Grrrl. After finishing the second level of it I have lost a bit of drive, which is why I am tweaking the battle-animations instead of moving forward!

ack I feel the same way!

I went through the biggest lull ever after releasing the playable demo of my game. once you complete a goal you set for yourself, it's hard to pick things up where you left off i guess

cutscenes

i really don't know why cutscenes always stall my game so much, since it is quite easy to make a complex scene with VX's eventing system. i guess i just find everything i have to do to be very tedious, even though it's pretty easy. It doesn't help that i don't think that i am making much "progress" in the game when working on a cutscene, since i am spending an awful lot of time on one map

the main reason my game's dialogue is always so silly and joke filled and will probably continue to be is to keep myself from getting too bored during the writing process.

edit: my dream deal would be for me to do all the fun parts and the other person do everything else :3