ZEPHYR'S PROFILE
Zephyr
1241
Likes gaming and drawing.
I got lots of interesting ideas and concepts, so I also like to create games.
I started out with RPG Maker and have now moved on working with Game Maker.
I got lots of interesting ideas and concepts, so I also like to create games.
I started out with RPG Maker and have now moved on working with Game Maker.
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Cut scenes: how long is too long?
If you cannot help but make the cut scenes long, try to implement some player interactions in between.
I think that's a reason flashbacks are playable sometimes.
But if it's just mostly a text dump, maybe give the player a chance to take a pause or something.
I think that's a reason flashbacks are playable sometimes.
But if it's just mostly a text dump, maybe give the player a chance to take a pause or something.
Minecraft: Post Whats In Your World
And if you really want to try locate the site again, craft a map and start exploring directions from the spawn point and hope you didn't go too far away. The map can cover a pretty large area, so if there's a large structure on the surface it should leave a mark.
Button Mash - Forcing the player to use different skills
author=CrystalgateI liked this idea, but with a twist. It seems somewhat closer to reality. It's similar to if you would always be hacking-slashing forward, you'd let your guard down more and more. This would make it easier for enemies to land a critical. But instead of making a pure Attack & Guard, you could give "Offensive" and "Defensive" values to each move that would be worn out or enforced. The less offensive you use, the faster Defensive will recover. Keep using the Offensive moves that would deal more damage and you would leave yourself more vulnerable.
I'm trying to implement a rather simple idea to get people to use defensive skills. It works like this; if they only use offense and healing and don't use any damage mitigation skills, they get a game over. Enemies will kill them, either by overwhelming them or by eating trough all healing.
Another method I have is to give the enemies different defenses. Currently, most enemies have either high defense or high evasion. Attacks and weapons that are suitable for one type defense usually fares worse against the other type of defense. I need a few more defensive methods though.
RS07.png
author=McBickNo, I get the same impression here.
The pose is nice, but the animation is awkward. It looks like the same legs are in the front and back, but if I concentrate I can see that the left and right legs are switching from front to back(I may be wording this wrong.). Could just be my eyes.
It doesn't really look like the legs are switching back and forth.
It's like she would be taking mini-steps... in running?
But the animation might just not be finished yet.
The Screenshot Topic Returns
author=Jonnie91Is the ledge getting taller without a noticeable difference?
Here is a map from the first scene in my VX game: Elemental, using tilesets from Hanzo Kimura:
*image*
Otherwise I think the ledge at the lowest part of the screen should be 1 tile tall as the rest or vice versa and it will all look okay.
The RPG Checklist
- All stores must carry a variation of every party member's obscure and implausible weapon of choice.
- All towns must have fewer actual residential houses than shops, inns and what more that is actually useful for the hero party. If there's a normal house that stands out, except it to carry a plot purpose.
- All towns must have fewer actual residential houses than shops, inns and what more that is actually useful for the hero party. If there's a normal house that stands out, except it to carry a plot purpose.
4 hour game
I first thought this was about making a game that would take approx 4 hours to play.
But since the pace of which players take with some games can heavily vary, maybe this seems more reasonable.
But still, you can't make much in 4 hours. I could just sit a long while on a game and not actually get anything done sometimes.
But since the pace of which players take with some games can heavily vary, maybe this seems more reasonable.
But still, you can't make much in 4 hours. I could just sit a long while on a game and not actually get anything done sometimes.
imprisoned.PNG
Working around cliche? Writing discussion..
author=VersaliaMaybe it was a bit pointless now when you mention it.
If you factor in inflation, Gone With The Wind is still the highest-grossing movie ever. Also, just because a movie makes a ton of money does not make it a good movie and visa-versa. Some of the most beloved films and those considered classics BOMBED when they were first released, because the success of a movie is determined hugely by factors outside the film's quality itself - marketing being one of them. Lots of terrible games sell well and fly under the radar; people can be very easily blinded by hype and presentation and then make a major backlash when they get halfway through the game and realize "wait a minute, this is crap."
I don't know what the point of this post is except that Zephyr is over-simplifying. So there's that.
I don't like Avatar. It just somehow became popular.
I've also heard that a concept might work if you go the reverse way around. You try to fill it with as many cliches as possible.
Not everything is cliche yet, since I'd say it wouldn't turn cliche after appearing just once. It's just that not many bigger titles seem to aim in new directions. They take a winning concept and reuse it.













