ZINGUH'S PROFILE
ZINGuh
0
Search
Filter
My maps have mysteriously disappeared?
author=LockeZ
It's possible that this happened because of bad file copying, or possibly because you opened two copies of RPG Maker at the same time (which can cause big problems).
Crap. Well, I figured the latter was the cause. But I just called my friend who has the original copy and told him to open it and see if its the same as it is on mine -- and it is. And that is the original, not the copy of it. So even the original got messed up... can that happen by bad copying? And how can I prevent it from happening again? I really wouldn't want to lose any more of my stuff.
My maps have mysteriously disappeared?
So I seem to be having some trouble with my maps. I recently moved and had copied my rpgmaker2003 game project onto my external hard drive to put on my old computer which already had rpgmaker 2003 installed on it. When I unzipped it to my computer and opened it in rm2k3, I noticed that not only were a handful of my maps missing but my maps were also jumbled up with incorrect titles (for example, "house interiors" had a map of the city, and the city map had the house interiors mapping instead). Not all of them were like that but some were. I couldn't figure out why. So I unistalled and reinstalled rm2k3 and tried to open it again -- same thing.
I called the person who had my original project on their computer and asked them to do me a favor and look to see how many numbers of maps was in the folder. It turns out that it matches the number I have currently on my own folder, which doesn't make any sense whatsoever. I know for certain that I saved my maps to my project since I had been working on several different ones for weeks at a time. Not only that, but some of the maps I had created in the beginning of my project are gone now too, including two critical introductory maps.
I really am at loss as to what to do here. I don't know if this is uncommon or not or if this is suppose to happen or if there's anyway I can atleast prevent it from happening again... It's like a bunch of random maps just disappeared out of thin air. Was it because I moved it to my external? I really don't know what to do.
I called the person who had my original project on their computer and asked them to do me a favor and look to see how many numbers of maps was in the folder. It turns out that it matches the number I have currently on my own folder, which doesn't make any sense whatsoever. I know for certain that I saved my maps to my project since I had been working on several different ones for weeks at a time. Not only that, but some of the maps I had created in the beginning of my project are gone now too, including two critical introductory maps.
I really am at loss as to what to do here. I don't know if this is uncommon or not or if this is suppose to happen or if there's anyway I can atleast prevent it from happening again... It's like a bunch of random maps just disappeared out of thin air. Was it because I moved it to my external? I really don't know what to do.
what scares you the most?
I have anxiety disorder, so I'm afraid of most things irrationally. Have been since I was a kid. But there are definitely things that have scared me the most all my life.
The ocean, for one. I can deal with tornadoes, hurricanes, etc... but a Tsunami or even getting caught in a rift? Oh no. I love water, but I don't like being IN water, if that makes any sense. I don't like knowing if I am in an instance where I could be swimming one second and drowning the next. Plus, the vastness of it is just... incredible, really. The power of it frightens me.
After death. I think we all fear this deep down somewhere in our hearts though. Some have accepted their beliefs while others have not. For me, though I do have christian views on the after death, does not mean I am not scared of it. It is hard to imagine heaven, or nothing at all, after living on earth. Either one is equally unsettling. Reincarnation even moreso because I would never want to unwillingly forget the people I have invested so much of my love into. Perhaps not knowing is better than knowing at all.
And I'm terrified of airports. Which may be the weirdest one. This was a fear that kind of developed as I got older. Airports has always represented someone I love leaving me. Because honestly, people don't go the airport if a distant childhood friend is leaving town that you haven't talked to for 8 years to say goodbye to. They go because someone they love or are close to is leaving and you want to spend every last second with them if you can. I suppose this is more personal as every trip I've had at an airport has been emotionally exhausted and hurtful. The idea of even being at one brings back so many sore memories I just start freaking out and don't want to go inside. The overwhelming feeling of loss and loneliness just kills me.
The ocean, for one. I can deal with tornadoes, hurricanes, etc... but a Tsunami or even getting caught in a rift? Oh no. I love water, but I don't like being IN water, if that makes any sense. I don't like knowing if I am in an instance where I could be swimming one second and drowning the next. Plus, the vastness of it is just... incredible, really. The power of it frightens me.
After death. I think we all fear this deep down somewhere in our hearts though. Some have accepted their beliefs while others have not. For me, though I do have christian views on the after death, does not mean I am not scared of it. It is hard to imagine heaven, or nothing at all, after living on earth. Either one is equally unsettling. Reincarnation even moreso because I would never want to unwillingly forget the people I have invested so much of my love into. Perhaps not knowing is better than knowing at all.
And I'm terrified of airports. Which may be the weirdest one. This was a fear that kind of developed as I got older. Airports has always represented someone I love leaving me. Because honestly, people don't go the airport if a distant childhood friend is leaving town that you haven't talked to for 8 years to say goodbye to. They go because someone they love or are close to is leaving and you want to spend every last second with them if you can. I suppose this is more personal as every trip I've had at an airport has been emotionally exhausted and hurtful. The idea of even being at one brings back so many sore memories I just start freaking out and don't want to go inside. The overwhelming feeling of loss and loneliness just kills me.
How do you make sprites?
Agree with Liberty. I learned how to make my own sprites just by first editing the ones I already have. Start with the basics. At first, when you zoom in it might look impossible to replicate but it's not. Just mess around with the tiles until you're comfortable. It also helps a lot to look at other peoples stuff... not to copy off of it but just to see how they have done it. Open up someone elses sprite work and see how they've done it, what techniques they may have used, etc. It may not always look right at first, but if you keep playing with it you will quickly catch on.
NPC animations. A nice little touch, or waste of time?
@LockeZ: I agree with what you're saying. To me, towns are just bland. Npc's are bland. They are almost pointless, really... just a passer-through to the main storyline -- which is sad. Most rpgmaker games or just real games in general have these plain npc's that could be there or couldn't be there. One of the reasons I think I loved Zelda: Majora's Mask was because you actually gave a damn about the characters in that game. They were important, somehow. Sure, they weren't the main storyline... but say if you never reunited the couple Anju and Kafei -- they would never be together again. Kafei would never even know Anju was waiting for him until the very end and Anju would never know Kafei was trying to be with her. Same goes for the ranch sisters... if you never choose to stay overnight and help with the alien invasion, the little sister basically loses her mind.
One of the aspects in my game that I am really trying to portray is a sense of reality. There are side-quests. Those side-quests have outcomes. Those outcomes have consequences. Say if a bartender asks you to pick up a shipment for him because his shipment has been late 2 weeks now and he is running out of alcohol to sell to customers, and you say "No thanks" and go along your business... Next time you happen to cross through that town, there is no more bar. You find the bartender living in some god forsaken house and when you talk to him you find out that he got someone else to do what he asked you to do and that person ended up being killed by bandits of some sort and due to that he could not get another shipment through his only contact. Therefore the bar closes, he's out of a job, one of the families in town is depressed because they have lost their father (whom the bartender asked to do the quest) and there is just a general feeling of guilt towards the player.
Not every single NPC should be unaware of the events of the world around them. One of the things I like most that people do in their games sometimes is that every single npc in that world has an ever-changing dialogue either based on the heroes actions or the actions in the world. That makes me want to go talk to NPC's and spend some time in town.
While the main story is obviously the most important thing here, I think it's also important to create a world the player WANTS to be in... not a world that they tolerate being in because of the story.
One of the aspects in my game that I am really trying to portray is a sense of reality. There are side-quests. Those side-quests have outcomes. Those outcomes have consequences. Say if a bartender asks you to pick up a shipment for him because his shipment has been late 2 weeks now and he is running out of alcohol to sell to customers, and you say "No thanks" and go along your business... Next time you happen to cross through that town, there is no more bar. You find the bartender living in some god forsaken house and when you talk to him you find out that he got someone else to do what he asked you to do and that person ended up being killed by bandits of some sort and due to that he could not get another shipment through his only contact. Therefore the bar closes, he's out of a job, one of the families in town is depressed because they have lost their father (whom the bartender asked to do the quest) and there is just a general feeling of guilt towards the player.
Not every single NPC should be unaware of the events of the world around them. One of the things I like most that people do in their games sometimes is that every single npc in that world has an ever-changing dialogue either based on the heroes actions or the actions in the world. That makes me want to go talk to NPC's and spend some time in town.
While the main story is obviously the most important thing here, I think it's also important to create a world the player WANTS to be in... not a world that they tolerate being in because of the story.
Whatchu Workin' On? Tell us!
@Deacon: That's actually one of the reasons I LOVE making bigger maps. Little details are important to me. Right now that port town is just a layout that I'm hoping to figure out how to make more detailed by, as you were saying, more trees/bushes/etc.
Btw, you're game looks really good so far. I'm no good at interfaces like that. But I am wondering, as well, if victims can escape or if there is any kind of struggle.
@SorceressKrysty: That looks awesome! I wish I could draw like that. And your sprite is impressive as well. :) And the maps came like that, though I did have to edit them in PS because they were clashing with other tiles. Nothing major.
@Brent: Thank you!
Btw, you're game looks really good so far. I'm no good at interfaces like that. But I am wondering, as well, if victims can escape or if there is any kind of struggle.
@SorceressKrysty: That looks awesome! I wish I could draw like that. And your sprite is impressive as well. :) And the maps came like that, though I did have to edit them in PS because they were clashing with other tiles. Nothing major.
@Brent: Thank you!
NPC animations. A nice little touch, or waste of time?
@Pentagon Buddy: I have tons of charasets that I've collected over the years i've been messing with rpgmaker. A good handful of them I have never even seen in rpgmaker games, so I've been messing with the sprite work for those in particular. However, I do love spriting, and if I have the time between other things that I'm working on, I will go out of the way to make my own. But yes, it definitely is easier (though the sprites are so small it's hard to make it look clean...) to do sprites when the body as a whole is in a fixed state.
@Ocean: Yeah, that's pretty much the thought process I have right now. I sincerely think that, while I have played many games that were very good in other areas, they lack in the creativity to excite the world around the player. When I play a game, I WANT to want to walk around the place, see the sights, talk to people, etc... I want it to be interesting. So I'm trying to implement that into my game.
@chana: I'm happy to know that other people agree! :)
@Ocean: Yeah, that's pretty much the thought process I have right now. I sincerely think that, while I have played many games that were very good in other areas, they lack in the creativity to excite the world around the player. When I play a game, I WANT to want to walk around the place, see the sights, talk to people, etc... I want it to be interesting. So I'm trying to implement that into my game.
@chana: I'm happy to know that other people agree! :)
NPC animations. A nice little touch, or waste of time?
Right now I'm working on the beginning of my game (there's still many things yet to do) and I recently got the idea of having npc's be more... alive-like. Besides making conversations more endearing for some npc's, I think it would be a nice touch to add some animations here and there. As in, a sprite for an npc sitting down and reading a book on the bench in town. Or, the weapon smith holding a sword with a simple eye blink animation.
One of the reasons I liked Demon Legacy so much was because time was taken out to add the appropriate extra animations to the characters to make them not be such still-bodied figures. And while I certainly think that should be done with main characters, I have to wonder "why not do it with the npc's as well?"... A bartender mixing a drink, a child playing with a butterfly... Simple little things that make a game more alive.
Before I continue this idea any farther, I would honestly like to know the opinions of others. Do you think doing this would just be a waste of time? I understand story and mechanics are far more important and that they should definitely come first but... Would any of you, personally, like to see a little more character in the every day NPC's?
One of the reasons I liked Demon Legacy so much was because time was taken out to add the appropriate extra animations to the characters to make them not be such still-bodied figures. And while I certainly think that should be done with main characters, I have to wonder "why not do it with the npc's as well?"... A bartender mixing a drink, a child playing with a butterfly... Simple little things that make a game more alive.
Before I continue this idea any farther, I would honestly like to know the opinions of others. Do you think doing this would just be a waste of time? I understand story and mechanics are far more important and that they should definitely come first but... Would any of you, personally, like to see a little more character in the every day NPC's?
Catherine!
I love Catherine. It's an awesome game. I went into it with pretty low expectations though, seeing as how I am not usually into cutesy anime like games with big boobs and KAWAII DESU ^.^;;;, and at first that's what I thought it was going to be like. I was pleasantly surprised though. The artwork was nice and the story held my interest from beginning to end. Not only that, but the puzzles were fun and challenging (I played on easy) and gave the game a uniqueness of its own.
Stage 7 part 3 (look it up on youtube to see which one i'm talking about) was a real pain in my butt. I almost broke my controller I was getting so aggravated. But man, the feeling of accomplishment when you do figure it out is awesome.
Stage 7 part 3 (look it up on youtube to see which one i'm talking about) was a real pain in my butt. I almost broke my controller I was getting so aggravated. But man, the feeling of accomplishment when you do figure it out is awesome.













