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RPGMaker 2003, A Beginner's Guide, Part One: Starting a Project!

You might have to try and reinstall the RTP.

Basic Titlescreen and Font changes in RMVX

Sorry for the necro, just a quick question. I've google searched trying to get a clear answer on this, and have looked through the scripts, but can't seem to find a definitive answer.

Is there a way to change the title screen font in RMVX without affecting the text font in the actual game? So if I want Old English Text MT for the title but still keep the default font for the rest of the game, is there a simple way to do that without a script, or would Old English Text MT become the default here on out?

Thanks!

Game Designer's Manifesto: Part Four (Dialogue and Characters)

When's the rest coming out?

Game Designer's Manifesto: Part Four (Dialogue and Characters)

I think the (...)'s depend on how they are used. For example, if a guard were to ask a prisoner a question, and the prisoner refused to speak, showing "...." would indicate to the player that the prisoner has chosen to remain quiet.

Also, if there is a cutscene where one person is speaking to another (perhaps the immediate character the player has control of) but you don't want to reveal the extent of that conversation having a couple of instances of "...." back and forth between the two would indicate the characters are talking. This is a good example of when you want the player to know a conversation has taken place but don't want the player to know what was discussed, which could be good for a plot twist down the road. However, this could also be easily abused so it should be done only when the situation calls.

As for "..." within dialogue, I find it appropriate only to some degree. For example, let's say the hero is angry at his friend and accusing him of something, only to stop midway and change his tone and attitude upon realizing it's his fault. The hero's dialogue could go something like:

"It's not my fault, you're the one that hit the switch! Why can't you just man up... sorry, you're right, it's my fault."

But I agree with Strangeluv, too many instances of "..." gets old and tedious and should be used sparingly.

RPGMaker 2003, A Beginner's Guide, Part One: Starting a Project!

I find a lacking of tutorials when it comes to RM2k3, but plenty for XP and VX, so great job here for providing material for this.

I will definately look for more. One thing that seems to be lacking in a lot of tutorials are complicated switches, although beginner levels are covered, and tutorials to dig deep into the branching/forking options, as well as using variables. Sure, there are a lot of explanations about variables, but visuals would definately help (perhaps a tutorial where the player can design the rpg/cutscene as he is following along).

And maybe an explanation about importing/exporting since I know 2k(3) uses a different format than .png.

Looking forward to what else you have.

Game Designer's Manifesto: Part Four (Dialogue and Characters)

"Armour shop is good. Good armour."

I think that's become one of my new favorite quotes, right up there with "I'm ready to play, Clown Man!"

Zelda 2: The Perfect RPG Template

Surprisingly, Zelda II was one of my favorite NES titles. In any case, my interpretation of the article is not to take everything litteraly, but view it with an open mind. Yes, RPG's are built around story and should have a complex tale to tell that will wow the player, and it doesn't have to be a simple clear-cut goal; however, I think the point of the article might have been to show that an RPG doesn't have to be terribly complex with a confusing storyline in order to be fun.

A lot (not all) of noobies seem to set out with a goal to make their game as complicated as possible. They design their game to be part of a lengthy series, plan all sorts of twists, and try to add in complicated scripts. Then they are not satisfied with the results and they are always trying to make it better, rather than to try and finish the game first then go back and make tweaks. The end result is usually frustration and incomplete game, if not an incomplete series.

So I look at this article as a direction to have a goal (a clear beginning and end) and a brief outline along the way. That's not to say this goal can't change, and once a rhythm is established and the game begins to come along, feel free to add in some more ideas. But at least this way, by taking smaller, simpler steps rather than trying to create the next American novel, a person can gradually come to appreciate their work a lot more than somebody who gets frustrated and gives up.

Anyway, that's my two cents. I did appreciate the trip down memory lane in reading the article.
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