BICFARMER'S PROFILE

Veteran student who has the knowl that is needed to answer questions and stuff like that.

I'm making a game too, but since I am not an artist, musician, programmer, or writer, it's going extremely slowly. You can find it over there->

I also joined in a handful of RMN's events, here's some of the games I got:








Click here for crappy rpgmaker horror memes that i made during rmn events that were too short to make anything for


RPGMAKER GAMES PLAYED
See my playlist. AFTER CLICKING, SCROLL DOWN

RPGMAKER GAMES WATCHED
See my other playlist. AFTER CLICKING, SCROLL DOWN


RPGMAKER GAMES UNFINISHED
See my third playlist. AFTER CLICKING, SCROLL DOWN

Personal notes:
- DO NOT use nested loops in RPGMaker
- DO NOT use centered origin show picture, it cannot be removed unless it goes back to topleft corner origin
- F9 for debug menu
- My biggest trip up is mapping. I really have no idea whatsoever when it comes to making maps. Which means I need to get a good map idea before I can make something even remotely playable.
Zack's Ultimate RPG Lite
This is my ultimate first game. It looks just like any noob's first RTP game. No RTP needed. About 1-2 hrs..

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Making Random Encounters More Bearable

i found a lot of games on this site like making extremely tough regular battles for the sake of challenge, but if each 5 step random encounter requires that much effort it gets annoying fast. Dont even get me started on the regular enemies that have potential to randomly 2 shot your party

Joyfully Rewarding Players' Guts: complete pleasure (or pleasuring completionists)

This is basically why I hoard stuff in most rpg games. It creates a buffer against unpredictable stuff like limited crafting ingredients or insufficient funds for supershops. Of course I also dont like stuff that are permanently missable, but its a well known trope and I feel that developers should be free to do whatever they want, which in some cases are annoying game mechanics that would make players (especially completionists) get dunked on. The question here to ask is, why did the developer think it was a good idea? Sometimes its a programming or temporal constraint, which is understandable, other times its a intentional design decision. They are free to uphold a design philosophy like that and players are also free to not play the game or quit due to failing to get 100% completion (which itself is a subjective term). I wouldnt want all games to be designed only a certain way to cater to a specific type of player.

Your playstyle appears to be above average hardcore secret hunter. This means that some games will satisfy you more than others. Nothing wrong with that. There are all sorts of games backed by all sorts of design philosophies. Like for example i am massively annoyed by games filled with crashes and glitches (like fallout ) but many, many people enjoy them. Its all personal preference really.

Have you considered being more interesting?

the top hits (like the ones above mentioned) arent even rpg's, there usually vn's or horror adventure types. Really I think what propelled RPGmaker are those vgperson horror games and the big youtubers that played them

Using Enemy Attack Patterns

I was raised on snes rpg's and basically strats are usually centered around have a character who has an effective group heal skill. It's a boring strat sure but its obviously the most effective. Though having played some games on RMN here, you dont always get a good group healer so you have to come up with different strats.

5 Steps to Write Better Female Characters

hard to find good anime these days when they are sunk so deep in these tropes, its pretty sad.

The Misaos Article

ya that game, though it came out way before that steam release

Five points of designing a boss

Dont you love it when begginer RPGMaker games throw enemies who cast paralysis on you? You sit there as they wail on you for 4+ turns lol

The Misaos Article

i always thought it was named after that horror game

Too much exploration makes you a sloppy fighter

I find that most people are in fact not at all interested in challenging gameplay. They want the tourist difficulty... just blast through while being overpowered, thats 'fun' to them.

Magical Crystals - Clichés To Hate

just look at the logo for final fantasy 9.

Then when you play the actual game, oh man.

5/5 crystals
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