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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[RMVX ACE] Water's Unnamed Game
I think you've misunderstood something.
We don't allow people's games in the forums unless there are specific design matters concerning it.
Go submit a game page through the Submissions > Submit Game in the top bar.
We don't allow people's games in the forums unless there are specific design matters concerning it.
Go submit a game page through the Submissions > Submit Game in the top bar.
All right, I'm at 3k. Where dem cookies at?
Scientists have the ability to 'replace' memories.
Great idea. Instead of traveling the world seeing things, I can just pay to have those experiences downloaded into my brain.
I'll expect them to be significantly cheaper than the real deal.
I'll expect them to be significantly cheaper than the real deal.
malware
I'm guessing they made this their own thread to show pixel art and practice?
The Creative Corner is pretty full of those topics.
The Creative Corner is pretty full of those topics.
"My key has more character development than your entire main cast."
There there now. Guns don't kill people. People who pull the trigger do.
Unless of course the keys actually do the killing on their own. (Must be some pretty ferocious keys.)
Unless of course the keys actually do the killing on their own. (Must be some pretty ferocious keys.)
What causes us to stop making our projects?
I love programming. I like brainstorming and coming up with worlds, characters, etc.
What I don't like quite as much is creating assets, such as graphics. I am somewhat able to, but it feels more like a choir.
I can get by if it's placeholder-heavy, but it gets harder the further I development and nothing looks real.
The fan games I've worked on so far have been easier to get somewhere with since I mostly use and tweak existing resources. Some of these games I actually finish.
Demakes are fun to start working on, but as time goes you realize you're not building anything new and then the interest plummets.
What I don't like quite as much is creating assets, such as graphics. I am somewhat able to, but it feels more like a choir.
I can get by if it's placeholder-heavy, but it gets harder the further I development and nothing looks real.
The fan games I've worked on so far have been easier to get somewhere with since I mostly use and tweak existing resources. Some of these games I actually finish.
Demakes are fun to start working on, but as time goes you realize you're not building anything new and then the interest plummets.
[Poll] A poll and discussion about random battle encounters: how they may be implemented.
The type of random encounters I've learned to like are when you can predict one coming. Some RPGs I've played use an encounter gauge which shows two things.
- Risk
The more you walk around, the closer the gauge indicates you're about to trip a random encounter. This resets after you exit the area or a battle.
- Battles remaining
Each battle won will partially deplete the gauge, as the area has a set amount of battles.
Once depleted there are no more encounters until you revisit the area.
Most RPGs carry an element of survival as you have to traverse areas and fight your way through with available resources. That part is removed if you can just switch it on/off.
It's still nice though to have the option of getting items or such which temporarily raise/lower or remove encounters.
- Risk
The more you walk around, the closer the gauge indicates you're about to trip a random encounter. This resets after you exit the area or a battle.
- Battles remaining
Each battle won will partially deplete the gauge, as the area has a set amount of battles.
Once depleted there are no more encounters until you revisit the area.
Most RPGs carry an element of survival as you have to traverse areas and fight your way through with available resources. That part is removed if you can just switch it on/off.
It's still nice though to have the option of getting items or such which temporarily raise/lower or remove encounters.
Single Area RPG
The whole of The World Ends with You takes place in Tokyo's Shibuya-district.
I don't think it would be too hard to limit an RPG to a single town, forest, etc, because you can make those as large and varied as you need them to be. It all depends on what the plot demands. The problem depends on variation and how you define sub-areas.
The true challenge is if you'd limit the RPG to a small, clearly defined area that can quickly be explored. That's when you need to make use of other ideas.
I don't think it would be too hard to limit an RPG to a single town, forest, etc, because you can make those as large and varied as you need them to be. It all depends on what the plot demands. The problem depends on variation and how you define sub-areas.
The true challenge is if you'd limit the RPG to a small, clearly defined area that can quickly be explored. That's when you need to make use of other ideas.
Earth Element = Physical Damage
From a reasonable point of view it would make sense.
But let's not forget that it's fantasy magic we're talking about in the first place. It can easily be explained as supernatural forces with affinities that the world adheres to.
Being struck by sharp objects is bad as it is. In this case it would be extra bad if you got struck by sharp objects with affinity to Earth and you are weak specifically to the Earth-element.
But let's not forget that it's fantasy magic we're talking about in the first place. It can easily be explained as supernatural forces with affinities that the world adheres to.
Being struck by sharp objects is bad as it is. In this case it would be extra bad if you got struck by sharp objects with affinity to Earth and you are weak specifically to the Earth-element.













