ARIEDONUS'S PROFILE
ariedonus
41
I have been fiddling with RPG Maker on and off for six or so years, and in becoming so accustomed to it, have been reluctant to learn to hard code anything. Despite that, I plan on going to school for Game Design, because I -love- making games (although I have yet to finish one, haha). I'm also pretty terrible at coming up with an interesting block of text about myself, so I am going to end this here! :D
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WARNING: This book contains copious amounts of murder, heartache, love, orgasm, plot twists and Puff, the Magic Dragon.
post=150740
Hey, first of all, it means a lot to me that you decided to read the whole thing! I'm glad you really enjoyed it and the town/characters I crafted.
I enjoyed every minute of reading it, so I should be thanking you, haha. As much as I love reading, I am rarely willing to give up my time to read, making the fact that I read your novella a good indication that I loved it.
post=150740
I don't know if it's noticeable but my intention was that the chapters would start off fairly cheery, humorous and whimsical (Sabrina's mask; Rupert and the tree) and they would get much darker and more serious coming to the end (the lonely lantern; the cheating parents), despite the format of each being the same. I guess I was going for a kind of "fairytale" kind of vibe for each story, with the aforementioned format. And I guess I can see how that would disrupt reading in heavy sittings. I guess I never really meant it to be read as a whole, but more like in those Enid Blyton books? But if it's a big problem, I'll look into it. Once again, I appreciate the criticisms!
Looking back, I can definitely see the transition of moods that you wanted to set. I likely didn't consciously notice this, because (as I mentioned) I read it in rather segmented portions. The format, although I did say that it might get tiresome for heavy reading, was still very fitting, especially for the vibe you wanted to achieve. I did feel like each chapter was a fairytale of sorts, and I don't think this is a problem worth looking into (it isn't much of a problem at all).
post=150740
Yeah, this was a stylistic choice. The children, though young, are mostly supposed to be portrayed as well-spoken and intelligent but each having a severe flaw (or a "sin") and still retaining their naivety. Would you mind pointing out any parts where you believe it pushed the boundaries, though?
Honestly, I might have been typing just for the sake of typing there. I just glanced over the novella again and nothing really stood out as pushing the boundaries, especially considering that it was an apparent stylistic choice. The parts where the narrator talks about the differences and similarities between children helped establish this, but I could see where more of these tidbits would help make that clearer.
post=150740
I understand what you mean but this is a flaw I recognize in some of my writing, in which I constantly switch from basic prose to very detailed "emotional" prose from time to time. Maybe it's because I haven't completely found my 'voice' yet but I'm working hard to get there.
Well, you are certainly a lot better off than most writers. You definitely know how to craft a story, and learning how to write in a more consistent style is always a blast, haha. I have faith that you'll figure it out. ;]
post=150740
Once again, I am glad you enjoyed it and thank you for all the comments and criticisms. One question, though: which was your favourite part and which was your least favourite?
My favorite part of the novella was probably "The Secret of the Rose in the Living Room." Just the conditions surrounding it and how the flaw was not in the person telling the secret set it apart from the others.
As far as a least favorite...it's hard for me to pick. If I HAD to pick, it was probably the "The Secret of the Starving Oak." I wasn't a huge fan of the character's flaw, but that's because I would hate to end up like that more than the other flaws, not because it wasn't interesting.
Oh, and I forgot to mention earlier that the last line of the novella is perfect. Perfect.
Fame, Fortune, True Love
post=150709
Who needs love, when you gotinternet porngames.
Who needs love, when you got AABattery. <3
WARNING: This book contains copious amounts of murder, heartache, love, orgasm, plot twists and Puff, the Magic Dragon.
I just finished Littletown Secrets. Very good work, my friend.
Overall, I really enjoyed the story. Each secret had a bit of mystery to it (as one might assume, I suppose), even when they all had a very similar format in the way they were told (introduction, problem, overcoming the problem). Littletown itself was nearly a character of its own and I loved how certain areas of the town felt bright and cheery, while others had a gloomy, dark, and ominous feel to them. The variation really spiced things up.
One aspect that was pretty awesome was that, despite that every story is independent of the others, there was a feeling of unity between them. This was likely due to your excellent crafting of Littletown, but the tidbits and comments from the narrator definitely helped too.
Now for some of the more negative points. To me, these are somewhat nitpicky things, but with a pretty polished work like this, that's kind of all you can say sometimes. ;D
I mentioned the format that you use for each chapter earlier, and that was kind of a downer sometimes. While it works very well if you are reading the novella in pieces, it made it hard for me to read it continuously. I ended up reading a chapter every now and again when I have some time to kill, but for those that wanted to read it in heavy sittings, the format used might kill the momentum.
Moving on, I also found some of the dialogue of the children to sometimes be a little unbelievable. This is primarily due to word choice in particular situations, and also due to how well-spoken they are at times. To provide an example from April's dialogue "Things like that you cannot plan." does not quite sound like something you would expect a kid to say. If this is intentional for stylistic or characterization reasons, I get it, although in some cases it seemed to push the boundaries.
Finally, the narration. While I loved it, it was somewhat wordy at points and the style did not always seem consistent. I can't honestly gather a bunch of specifics for this, because I wasn't taking diligent notes as I read this (I wish I did so this could be more constructive). Really, just take this comment with a grain of salt (or whatever the phrase is), as this is mainly based on my feelings overall, without some examples to kind of point it out.
Ultimately, I really liked it. You are a very talented author, and if I get the chance to read some of your other works, I bet I will enjoy them just as much, if not more. I hope my comments were helpful; I would be glad to elaborate wherever necessary, if you want.
Overall, I really enjoyed the story. Each secret had a bit of mystery to it (as one might assume, I suppose), even when they all had a very similar format in the way they were told (introduction, problem, overcoming the problem). Littletown itself was nearly a character of its own and I loved how certain areas of the town felt bright and cheery, while others had a gloomy, dark, and ominous feel to them. The variation really spiced things up.
One aspect that was pretty awesome was that, despite that every story is independent of the others, there was a feeling of unity between them. This was likely due to your excellent crafting of Littletown, but the tidbits and comments from the narrator definitely helped too.
Now for some of the more negative points. To me, these are somewhat nitpicky things, but with a pretty polished work like this, that's kind of all you can say sometimes. ;D
I mentioned the format that you use for each chapter earlier, and that was kind of a downer sometimes. While it works very well if you are reading the novella in pieces, it made it hard for me to read it continuously. I ended up reading a chapter every now and again when I have some time to kill, but for those that wanted to read it in heavy sittings, the format used might kill the momentum.
Moving on, I also found some of the dialogue of the children to sometimes be a little unbelievable. This is primarily due to word choice in particular situations, and also due to how well-spoken they are at times. To provide an example from April's dialogue "Things like that you cannot plan." does not quite sound like something you would expect a kid to say. If this is intentional for stylistic or characterization reasons, I get it, although in some cases it seemed to push the boundaries.
Finally, the narration. While I loved it, it was somewhat wordy at points and the style did not always seem consistent. I can't honestly gather a bunch of specifics for this, because I wasn't taking diligent notes as I read this (I wish I did so this could be more constructive). Really, just take this comment with a grain of salt (or whatever the phrase is), as this is mainly based on my feelings overall, without some examples to kind of point it out.
Ultimately, I really liked it. You are a very talented author, and if I get the chance to read some of your other works, I bet I will enjoy them just as much, if not more. I hope my comments were helpful; I would be glad to elaborate wherever necessary, if you want.
Fame, Fortune, True Love
I would like to moderately famous. Not like, celebrity famous, but like, famous to the people in the videogame world (I plan to become a videogame designer/project leader sort of guy. I have yet to actually look up the proper title for such a person).
Rich? I don't particularly care, but I would like to be fairly well off. Enough to live comfortably in an above-average home and not have to worry about bills and shit. I haven't actually researched how much the position I plan on being in makes, I'm just hoping that it will all pay off (after establishing my name in the industry, climbing the ladder, etc. haha)
I believe I have already found true love with my girlfriend of two years. We're young, but we're hoping for the best and things seem to be going down their proper course. Just a matter of time.
Rich? I don't particularly care, but I would like to be fairly well off. Enough to live comfortably in an above-average home and not have to worry about bills and shit. I haven't actually researched how much the position I plan on being in makes, I'm just hoping that it will all pay off (after establishing my name in the industry, climbing the ladder, etc. haha)
I believe I have already found true love with my girlfriend of two years. We're young, but we're hoping for the best and things seem to be going down their proper course. Just a matter of time.
Summoning System
post=150355
Which maker? If it's 2k/2k3 then you'd probably need a custom battle system to deal with it, if it's XP/VX it's probably perfectly doable with some scripts (not my area though).
No, it's possible to do in 2k3 without the use of a custom battle system. It requires a bit of coding for it to happen, but it is certainly doable.
One of the first things you need to do is keep track of who is in your party at all times, using a common event. This is so you know which party members the game needs to bring back once the summoning is complete. Then, you need to create the skill that activates a switch, along with a battle event page that is activated by the switch. In that battle event page, you will remove all the party members and replace it with the summon character.
This is where things get a smidge tricky. Exactly how long you want the summon to last will affect how you need to code it, but regardless of that, you need to have an event that replaces all the party members. This should probably be a common event for easy access, as you will also have to run it after every encounter, in case the summon was active when the battle ended.
One very important aspect of this system you need to work out is experience. If the summon is active when the fight ends, the party members won't get experience. While I can't come up with the solution to this off the top of my head (I know it exists), you need to devise one.
If you are using random encounters, I have a feeling that it will make things a little more complicated to code. Additionally, I typed this up pretty quickly, so I hope it is all coherent. It's all theory, mostly. I haven't created a system exactly like this before. Ultimately, though, the system is very possible. It'll require a smidge of work, but it's nothing extremely fancy.
EDIT: Dead posted while I was typing up mine it seems, haha.
Reducing Clutter in Help & Requests
I feel that the amount of stickies in the Help & Requests forum is a little excessive and could be consolidated. Out of the twenty topics that are displayed on a single forum page, nine are stickies (nearly half). While the amount of traffic that this forum receives does not make this a monumental issue, it's still one worth looking at. Reducing the sticky clutter in this forum would greatly improve the experience of newer users, who need this information the most. Also, it could potentially lessen the amount of topics posted that violate the forum guidelines, due to the fact that this information has been streamlined and compacted into fewer topics.
Although I haven't looked at every sticky completely in detail to determine which would be able to mesh the best, just glancing over the titles of the stickies, I see four that look like they belong together: "How to make a help topic," "Executive Decision 55.1.6 (d) - The Google Rule," "RMN Resource Section Details/Help/Request FAQ - If you don't read this, you'll probably be banned," and "What to do if your Game Submission is denied." Additionally, it looks like "How to make RM2K3 games playable without the RTP?," "RPG Maker XP/VX FAQ," and "The Master RPG Maker Helpful Things Topic" could be combined to form a master RPG Maker topic of sorts.
Ultimately, I realize that this is not a huge issue, but I feel that the benefits from consolidating this information can only benefit the forum as a whole. The information would be more streamlined; there would be more actual topics being displayed on the front page; and newer users won't have to scramble to get all the information they need to post, which they could be turned off by and either a) ignore the rules and post whatever or b) go to a different website for help.
Although I haven't looked at every sticky completely in detail to determine which would be able to mesh the best, just glancing over the titles of the stickies, I see four that look like they belong together: "How to make a help topic," "Executive Decision 55.1.6 (d) - The Google Rule," "RMN Resource Section Details/Help/Request FAQ - If you don't read this, you'll probably be banned," and "What to do if your Game Submission is denied." Additionally, it looks like "How to make RM2K3 games playable without the RTP?," "RPG Maker XP/VX FAQ," and "The Master RPG Maker Helpful Things Topic" could be combined to form a master RPG Maker topic of sorts.
Ultimately, I realize that this is not a huge issue, but I feel that the benefits from consolidating this information can only benefit the forum as a whole. The information would be more streamlined; there would be more actual topics being displayed on the front page; and newer users won't have to scramble to get all the information they need to post, which they could be turned off by and either a) ignore the rules and post whatever or b) go to a different website for help.
Differences between RM2k and RM2k3?
Yeah, I agree. I love RM2k3 and I haven't switched from it, except to VX for certain projects, due to that fact. Part of that is largely due to the wider amount of resources available for the 2k3, opposed to the more limited resources for XP. Also, I didn't want to learn Ruby when it came out, haha.
Phoenix Dream game development team seeks new members
You should have a lot more information posted, like what code or engine this is being created with, what positions need to be filled, some of your goals for the team, etc. because it is hard for someone to commit to something without knowing this basic information.













