AREKPOWALAN'S PROFILE

arekpowalan is a university student of English Language and Communication. He is interested in studying how language and communication can be linked to literary works, with a special focuses on rhetoric of mass media, video games, comic books that express heroism, morality, and ethic.

In term of RPG Maker, he wishes to apply knowledge he learns from university and personal researches to create a heroic tale and promote morality and hope.

Search

Filter

Is a quest system a good idea for an RPG Maker game?

It also depends on the plot. If you do a plot-driven plot with high stakes, e.g. you are a high ranked general leading an army in a war, random fetch quests aren't going to fit the narrative. However, if your party is a group of adventurers, side quests make sense. On the other hand, you can spin the concept around to fit your storyline; for example, you are playing as a police officer who deals with complaints and requests on a regular basis.

Some of the rather outdated types of quests these days are pure 'fetch then get rewards' types that don't do anything to the plot. Having them isn't bad, but it helps if you can write beyond pure fetch quests. If sidequests are incorporated well enough into the story, they'll give you opportunities to do the world-building and give the main characters interactions or even minor character development outside the main story.

[RMVX ACE] How to make full screen on start up?

Select "Game" from the menu bar, there's the "Launch in Full Screen" option there. Tick it and you're set. You can also press F1 during testplay to do the same.

The "black borders" are a problem of the game's default 640x480 resolution not able to adjust itself for an individual PC's full screen resolution. You can use Fullscreen++ v2.0 to stretch game window's ratio to fullscreen. You can also use Yanfly Engine Ace, which adjusts the default window size of the game to make it resize better and smoother to fullscreen.

Since black borders are an inherent problem of your graphic hardware and setting. You may also try to check the video ratio of your graphic card (check https://www.youtube.com/watch?v=1LM40tTpgH4) and see if there's anything you need to change to fix the problem.

Need help with a story about knight and heroism

@Crystalgate Thank you very much for this. I think I have more idea on how I should do things. Let me try again.

"Why is Arthur a farmboy if his father is not just a knight"

Maybe my wording was wrong. Arthur and his dad just have a farmer's background. Arty and his brother are pages. They are top candidates for academy (which happens in locate in a countryside, since Vinland is a small country) and are presented to the future king of Vinland. Arthur later serves this king royally and pridefully.

"The only suggestion I have here without access to more information is for you to dial back on his pacifism. "

Here is a fixed version:
- Arthur isn't actually a pacifist. He just doesn't like fighting other people to the death. He never has a problem fighting the Empire before because the villain only use monsters and golems to fight. Once Arthur has to fight living targets, he only stuns and take those soldiers into custody. He also uses wits and tactics to try to minimize casualties on both sides (he knows how since he reads a lot of books). He also has zero problem taking down evil people.

- Instead of focusing on the war and battlefield, Arthur is sorted into a special unit where the primary role is to scout ahead and do odd jobs for the army. This way, the focus is more on Arthur and friends gaining new comrades, facing adversaries and helping out people. The player will also get more freedom to move around this way.

- Since the focus of the story is Arthur and Co. overcoming challenges, I supposed having the heroes deal with overpowered villains should be a better highlight than the army stuff.

"Sorry, I read the first sentence and got bored. Why writing a story so many did before?
It just sounds like a mix of Norse and Saxon myths with a pinch of final fantasy.

Your writing is good, so you should aim higher."

My goal is not to create an original story. I want to expand upon preexisted concepts and character archetypes, paying homages to them while adding my own.

Thank you again for the critiques. Please let know what you think.

Need help with a story about knight and heroism

I want to make a classical coming-of-age hero's journey, but I have problem with setting the tone and story progression. Let me elaborate.

Story:
----
"Arthur Smith is a 8 years old farm boy in the Kingdom of Vinland. His father is a famous knight, and he dreams to follow his footstep. He and his younger brother Lance trains himself in a local academy to become a squire. One day on a field trip, a massive earthquake hits and sends Arthur down a large hole. There, he meets a young girl named Nadia. Arthur and Lance rescues Nadia and bring her home. They find out that the girl has an amnesia, and doesn't remember where she came from. The three quickly become friends.

Meanwhile, there's an Empire that is invading and trying to conquer Vinland. Vinland itself suffers conflicts that happen within the country. Nadia's appearance causes paranoia among adults whereas the royal families start arguing with one another for petty reasons. Ultimately, Vinland's chancellor betrays the royalties and lets the Empire attack and burn down the kingdom. Lance Smith gets kidnapped by the Empire and Arthur himself watches his father bravely fights the enemy's general to his death.

Arthur himself gets rescued by his father's best friend. He and Nadia migrate to Eagleburg, where they train to become freedom fighters. 7 years later, Arthur becomes a squire. He and his comrades embark on a journey to defeat the empire to rescue Lance and defeat the Empire. But as they progress, they slowly uncover something else more terrifying than the Empire that is directly connected to Nadia."
---


As you may have guessed, I have gotten this idea from "Dragon Quest 5", where you play as a kid who grows up despite tragedies to become a hero. I also want the story to be like "Lunar/Lufia", where the story focuses on childhood friend romance and down-to-earth comradeship. Overall, I want the story to be as lighthearted and inspiring as possible. But there's an issue with the story easily becoming too complicated, preachy, and most worryingly, too dark for "EVERYONE 10+" rating.

Problems
1.
The setting is based on a Medieval Europe, potentially Tolkien-esque fantasy with anime art style. It also deals with knighthood and typical good-evil fight, although the Empire won't be completely evil. The setting is perhaps the most worrying for me, because too many war stories today won't allow for much traditional heroic adventures.

Perhaps it has to do with overall perception about military-based stories. War has been something associated with darker themes, such as deaths, rapes, losses of innocence, questionable authority, and most importantly convoluted politics that pulls the story away from the main characters. Anti-war stories are very common nowadays as they keep hammering in horrible images and moral messages about pacifism which can be very preachy and annoying.

While I won't glorify war in any way, I want the story to be more about people who overcome tragedies than about reasons/consequences of war. As such, I want to make sure the story doesn't come off too angsty, paranoid, or depressing. However, I don't know how to approach this kind of theme in this particular setting.

2.
The main characterization of Arthur is based around "chivalry", which has become a dying art in the middle of the war. The kid is supposed to be a slight-book worm and dorky person anybody should be able to relate. A passionate person who likes his job and strives to become the best at what he does as he continues to grow more mature and stronger.

However, since the character is extremely idealistic - almost Superman level of heroic - I find it difficult to balance out between his optimism and his angst. The main problem about his arcs is that he grows to refuse to hurt or kill enemy's soldiers and his constant doubts to the power hungry leaders. Antagonists will constantly look down on him and he won't be able to keep being happy all the time. Most importantly, he wants to end the war in peace, but it's too easy to write Arthur's character to be angsty or to be pacifist nutcases. Any tip to help building his character and character development is welcomed.

Any help will be highly appreciated. Any question can be asked. Thank you in advance.

Stealing in a game where enemies cannot be refought

The easiest way to go about it to make a Locke or a Zidane. If the main protagonist is a thief who is not too shabby in a fight, there's little reason for the player to not use him/her ability. The player will figure out themselves whether the "steal" command worth their time or not.

And that's the gist of it. The player needs to realize that the steal command is useful for this idea to be pulled off to begin with. From the look of things, you game is going to be all about stealing. Therefore, you may need to get this point across very quickly.

You can start by establishing the different items you can get from looting different enemies. For example, typical monsters will drop their body parts that can be sold for extra money to cover up the finance (FFXII), while the player can steal gears only from human or elemental enemies in order to make your character stronger without spending loads of money on the armory (FF Tactics). Since the player can't the same fight enemy group twice, things like monster roots will become very important because the player will have very tight pocket money without stealing.

Bosses are also a great way to hint the player the importance of steal. In FFIX, the player can get a weapon 1-2 stages ahead of the plot, which is not really a cheap tactic given that bosses are special one-time battle enemy that should give away special rewards to begin with. Bosses will also give away multiple items to steal if the player is willing to grind the command, since the only thing stopping the player to do so is the very low success rates. On a side note, FFVIII's "Draw" ability is technically a steal. You steal abilities you need from an enemy, which include rare magics and summon monsters from one-time battle bosses. These magics are not overpowered and the player doesn't need them to survive the game, but getting exclusive spells or ability batches are pretty great rewards for the player to power up the characters.

Basically, show and give the player a reason they want to use a steal, then it should be easier for you to set up your stealing paradigm.

[Poll] Important Character Data - Need Your Help!

Oslow is my favorite. He looks really cute. The butler looks great as well. Aside from that, Bomb Boy and Lucky Tree.

RPG Maker MV Plus (Please No!)

As long as MV projects and resource can be converted into MV Plus easily, like VX -> VX Ace (even if there has to be copy-and-paste at works), I'm happy.
Pages: 1