New account registration is temporarily disabled.

DETHMETAL'S PROFILE

Exile's Journey
A disgraced knight must face his internal conflicts when the world is in danger.

Search

Filter

Beloved Rapture - Archive

I'd just like to second the idea of some sort of late backing option, even if it's just the ability to pre-order.

I agree that 9.99 is just about perfect, and I like your reasoning. If Nintendo decided that most gamers are willing to pay $9.99 to play classic SNES RPGs, you may as well use that as a guideline for your own game.

battlescene.png

I was able to configure the plug-in to move the gauges closer together and it looked great, but for some reason, this produced some weird bugs. When I have the gauges any closer together, the color of their graphics sometimes distorts. In addition, the game produces an error message whenever you quit out of it, which forces you to close it in Task Manager. There seems to be an issue with the plug-in I'm using. Unless I can figure something out, I may have to leave the gauges as they are.

What are you thinking about? (game development edition)

author=Marrend
Maybe a day or so ago, I was working on something as an alternative to the encyclopedia script that's in this game. However, I stopped working on it, and summarily scrapped it, since the only reason I can think of where I would want have universal rights to a script like that is if I was going commercial with that game, or a future game that might use that kind of script.

To be fair, I've had a non-zero number of thoughts about going commercial with Baclyae Revolution. However, I just don't know what all it would cost to allow it to go commercial in the first place, and maybe even make me some money on the side. I certainly don't feel comfortable going with it as-is. Like, my first thought is concerning graphics. I rely pretty heavily on the RTP, which might be a thing against the game. At least with the facesets, I might be able to get a deal for 109 faces that are 96x96 pixels each?

I dunno. The whole "unknown cost" is always the thing that shoots down the idea, and I'm... pretty sure this isn't the first time I've talked about this?


It wouldn't hurt to get price quotes from artists that accept commissions, just to give you an idea of how much overhauling the graphics would cost.

Exile's Journey

Update not worthy of a blog post: I recently became very interested in synthesizers, which is great news for this game, because I've begun making custom sound effects to help give my game an even more unique feel. The game's menu sound effects are now all custom, and I have plans to create more ("getting hit" sound effects and such).

What do you think was the best year/era for RPG Maker?

author=Darken
more nerd graphs regarding rpgmakeralso when compared to other engines for context

It's crazy how popular RPG Maker 2000 was back in the early 2000s. It was definitely a golden age. It was far more searched-for than Unity is now.

Cave3.gif

This is amazing and very well done. Being able to peak outside adds a very nice atmosphere to the cave. I can almost feel a breeze coming in through the windows outside. The very subdued sun rays are a nice touch, as well.

There's some corner pieces missing on the bottom right, where the walls meeting the ceiling.

GeaSaga

This looks insanely charming. I someday plan to make a game in RPG Maker 95 just for the hell of it. The jump from 95 to 2000 was insanely huge. I don't think we've seen that big of a jump in engine capabilities since.

[RM2K3] Modern Tools for RPG Maker 2003 Modifying

battlescene.png

author=Kaempfer
I don't know, I kind of like that the bars are in the same colour/border style as the rest of the menu. It really helps keep things consistent, and the bolder colour makes it immediately apparent that it's not part of the monster but part of the menu, instead.

It also looks like maybe the battle has a tint screen applied, which wouldn't apply to the pictures that (I'm guessing) are used to show the gauges, so it might not be a problem in a lot of instances (battles without the tint) anyway.

This is true - I actually used to have the borders a darker grey, but I really wanted everything to match. I'm obsessed with all of the menus in the game being consistent. I think I'm going to leave the colors as they are - most of the game isn't quite this dark; this screenshot is actually from one of the final areas of the game, so it's a bit darker and more foreboding.

I do like the idea of removing one of the bars. They do take up a lot of space. However, I'm not sure about it. The enemy's ATB bar is much more useful than you might realize at first. Most games don't have it, but when playing this, I think you'll notice that you'll tend to have your eye on it constantly, and you will strategize your moves according to when the enemy will attack next. I've also intentionally designed some enemies around the fact that waiting for them to run low on MP is the best tactic, so I like being able to see that as well.

Maybe I'll see if it's possible to condense them together a bit more. I think I can make them partially transparent, as well.

Thank you for the suggestions, everyone.

Tutorials

Include a tutorial for systems unique to your game. I believe tutorials should be as brief as possible and skipable (which helps with replayability). If you find that you're using a ton of words when explaining something, it can most likely be condensed.

I like to assume that anybody who plays my game is familiar with RPGs already, and are of reasonable intelligence, so that I don't have to explain how to use the party change menu, for example.