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Menu Savepoint or Fixed Savepoints?
I generally prefer menu saving, however, I've played some good games with save points conveniently located throughout the entire dungeon, and that's okay to.
And then I played one where a dungeon did not have a save point, was super long with puzzles and random encounters, and 45 minutes into the dungeon realized I was only about 1/2 way through and had to leave. Needless to say, I deleted that game and didn't look back.
And then I played one where a dungeon did not have a save point, was super long with puzzles and random encounters, and 45 minutes into the dungeon realized I was only about 1/2 way through and had to leave. Needless to say, I deleted that game and didn't look back.
How do you hand-hold the player?
For me, it's preferable to give the player an option.
If you're trying to hand-hold a typical RM game that utilizes the default mechanics and keyboard options, and the player has no way of skipping this, it just becomes tedious and boring to put up with a tutorial that I already know inside and out, and makes me frustrated early on. If veteran players are likely to get frustrated and bored at the beginning, they are more likely to ditch the game and go look at something else.
If you're trying to hand-hold a typical RM game that utilizes the default mechanics and keyboard options, and the player has no way of skipping this, it just becomes tedious and boring to put up with a tutorial that I already know inside and out, and makes me frustrated early on. If veteran players are likely to get frustrated and bored at the beginning, they are more likely to ditch the game and go look at something else.
Would U play an FFX 2D made with RM2K3? (first screenshot)
author=Arandomgamemaker
Heck, make a Sweeney Todd game. Nobody has done that yet!
The more people you kill, the more efficient in killing you become, the more strength you'll have to upgrade to better weapons used solely for killing more people.
As a bonus, you could also masterfully shave a person's beard or cut their hair first before knifing them to death, and if you can do it before the victim suspects anything, you'll gain a higher rank.
Add on a mini game of cooking your victims for the use of meat pies, and there's your recipe for an epic new game. Wait, did I seriously make a pun without meaning to?
Calunio should jump at this idea.
Art and You
Most aren't smart enough to use a different ip address, though.
Liberty - fair point. I didn't think about people who add things after the fact.
Liberty - fair point. I didn't think about people who add things after the fact.
Favorite NES Games
Yeah, I haven't played it in forever, so it may not be as grindy as I remember.
@ Housekeeping - I still love me my grilled cheese sandwhiches! May not be gourmet, but with some homemade fries, and an ice cold beer, it's as good as going out to a pub.
@ Housekeeping - I still love me my grilled cheese sandwhiches! May not be gourmet, but with some homemade fries, and an ice cold beer, it's as good as going out to a pub.
Art and You
On the VXAN site, we have this simple rule:
Whatever you reveal in your game topic (through the post, listed features, screenshots, acknowledgment, videos, etc), those should be credited. Failure to provide the necessary requirements (including credits) means the game doesn't get approved.
We realize that some games will have 100+ people to credit, and we can't expect that every single credit will be in the game topic, so we only require the credits of what is actually presented in the game page (be it art, project developers, audio, scripts, or other resources).
While I cannot agree with LockeZ initial post (and how it was worded), his most recent post clarifies a bit of what he was saying. Why ban the person when you can just choose not to approve the project? Eventually they'll figure it out, especially if they really want to get their games posted on this site?
Edit: I re-read the OP and understand they'll be given time to fix it. I suppose that's okay. Still, just not approving their game seems like it would work better than banning them; and once they do figure it out (if they figure it out), they may become a decent game designer.
Unless they take claim to a resource not theirs - that should be an immediate ban.
Whatever you reveal in your game topic (through the post, listed features, screenshots, acknowledgment, videos, etc), those should be credited. Failure to provide the necessary requirements (including credits) means the game doesn't get approved.
We realize that some games will have 100+ people to credit, and we can't expect that every single credit will be in the game topic, so we only require the credits of what is actually presented in the game page (be it art, project developers, audio, scripts, or other resources).
While I cannot agree with LockeZ initial post (and how it was worded), his most recent post clarifies a bit of what he was saying. Why ban the person when you can just choose not to approve the project? Eventually they'll figure it out, especially if they really want to get their games posted on this site?
Edit: I re-read the OP and understand they'll be given time to fix it. I suppose that's okay. Still, just not approving their game seems like it would work better than banning them; and once they do figure it out (if they figure it out), they may become a decent game designer.
Unless they take claim to a resource not theirs - that should be an immediate ban.
Favorite NES Games
That was indeed the big issue I had with Battle of Olympus. If they had consistency in grinding, or removed grind altogether, it would have been a far better game.
Still, snake grinding aside, I enjoyed the game when it first came out.
Still, snake grinding aside, I enjoyed the game when it first came out.
Concept: Advanced RPG Maker - an eZine
I read through the article and really didn't see anything too negative. Maybe people are a bit more sensitive with all things RM?
I mean, I understood the author's complaint about RM95, because they couldn't get it to work. Naturally, they incorrectly assumed this was completely dead and didn't do all the research it warranted, but it was based on an assumption it doesn't work for newere computers rather than an attempt to bash the product. It does emphasize the need for getting opinions from multiple people over multiple communities, of course, and any of them could have tried to help with getting 95 to work, but I don't believe it was a biased attempt to criticize the product.
While VX is severely limited, it could have left without the comment that nobody uses it. Like Archeia, I got my start with VX. I can pretty much use any maker I want to now, but it was thanks to the simplicity of VX that got me going and helped me to understand the core mechanics, not to mention the Benko/Kelsper guide. Once I learned VX, I could apply that knowledge everywhere.
However, there have been really good games that came out of VX, and I find I enjoy more games from VX than I do XP. Not because VX is more powerful. It may be, but it's limitations cripple the program. It really boils down to the fact that these programs cater to two different types of users and gamers: VX caters more to an old school 2D look, whereas XP caters more to a newer gen 2D look. Both programs have their uses, and must be used correctly. The problem, however, is that prior to Ace you got a lot of newer people who would pick up XP without learning how to properly map and use the layers, creating very bland games that somehow look uglier than some of the amateur games I've seen in VX.
Still, I don't think I've seen very many RM games that could hold a candle to the classic RM2K and 2K3 games. It really goes to show what can be accomplished when limits are set (no scripting, for example).
I mean, I understood the author's complaint about RM95, because they couldn't get it to work. Naturally, they incorrectly assumed this was completely dead and didn't do all the research it warranted, but it was based on an assumption it doesn't work for newere computers rather than an attempt to bash the product. It does emphasize the need for getting opinions from multiple people over multiple communities, of course, and any of them could have tried to help with getting 95 to work, but I don't believe it was a biased attempt to criticize the product.
While VX is severely limited, it could have left without the comment that nobody uses it. Like Archeia, I got my start with VX. I can pretty much use any maker I want to now, but it was thanks to the simplicity of VX that got me going and helped me to understand the core mechanics, not to mention the Benko/Kelsper guide. Once I learned VX, I could apply that knowledge everywhere.
However, there have been really good games that came out of VX, and I find I enjoy more games from VX than I do XP. Not because VX is more powerful. It may be, but it's limitations cripple the program. It really boils down to the fact that these programs cater to two different types of users and gamers: VX caters more to an old school 2D look, whereas XP caters more to a newer gen 2D look. Both programs have their uses, and must be used correctly. The problem, however, is that prior to Ace you got a lot of newer people who would pick up XP without learning how to properly map and use the layers, creating very bland games that somehow look uglier than some of the amateur games I've seen in VX.
Still, I don't think I've seen very many RM games that could hold a candle to the classic RM2K and 2K3 games. It really goes to show what can be accomplished when limits are set (no scripting, for example).
Concept: Advanced RPG Maker - an eZine
This deserves a poll, but yes, I'd definitely dl something like this. Not sure if people are thinking of what to add for each issue, but I like the tutorial thing.
If they are looking for suggestions, I'd encourage more event-related (non script) tutorials to show that you don't always need fancy scripts to make great game mechanics.
If they are looking for suggestions, I'd encourage more event-related (non script) tutorials to show that you don't always need fancy scripts to make great game mechanics.
[Poll] Is Piracy Ethical?
author=ricifidi
Is ethical to pay full price for a incomplete piece of trash like aliens colonial marines?
That's another good point. I knew for a fact that when I invested in a game on the old (pre PS3 consoles) I was getting a complete game that was, more or less, fully tested enough to be playable prior to release. These days, it's hard to tell.













