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ADDING DEPTH TO YOUR GAMES - PT 2 A TYPICAL TOWN
So I just read this through again and realized that there are a few typos and such. Please don't take my ineptitude in editing the wrong way. I typed this article up in the whole of fifteen minutes. For now I just hope everyone can understand my thought process.
On the Arrogance of Storytellers
Absolutely! RPGs are Role-Playing GAMES--emphasis on the word "games". A great story sets a game apart but no one will want to sit through the story if they're not having fun interacting with it. Well-said, sir. Too many of the amateur game designers all over the web are so infatuated with making us sit through twenty minute opening cut scenes recounting tales of an ancient war or diabolical demon being sealed away that they forget the gamer is just itching to see what it's all about.
"In medias res", fellow gamers, in the midst of the action. That's the best way to get a story across.
"In medias res", fellow gamers, in the midst of the action. That's the best way to get a story across.
ADDING DEPTH TO YOUR GAMES - PT 1 THE NPC
ADDING DEPTH TO YOUR GAMES - PT 1 THE NPC
comment=37366
ADDING DEPTH TO YOUR GAMES:
Begin using the format x,y,z instead of x,y for your coordinates.
Oh I forgot to mention this one. Yes. Absolutely true.
ADDING DEPTH TO YOUR GAMES - PT 1 THE NPC
Sweet, constructive feedback! Anyway you guys have brought up some good points about the article. In my defense I was hoping that this article would be more of a hook to get people interested in the series of articles. I agree that NPCs being all around isn't a good enough reason to focus on them, but because NPCs exist in every single game, there needs to be something more about them to give the game a more engrossing feeling. People tend to lose the illusion if one guy keeps telling you, "Pressing the X button allows you to talk to or interact with people" every time you talk to him.
The reason why I didn't discuss what kind of dialogue to give the NPC is because I wanted to save that kind of stuff for maybe a part 2- The Typical Town/City, or part 3 - World History or something. Talking about town design and layout as well as history and such are topics that need to be developed beyond a simple article about how to make an NPC slightly more interesting. I do agree that it is a specific mechanic that may work only on some games but not all games are going for that classic feeling of talking to two guards standing outside the gate who constantly tell you to have a good day.
Again though, I can't stress enough that dialogue, motivation, history, town layout, monster design, dungeon design, geography, all that stuff needs to developed on its own with individual ideas within those topics that may need to be discussed even further.
I love the feedback, and I agree with you guys so I will add those things to other articles in the series.
The reason why I didn't discuss what kind of dialogue to give the NPC is because I wanted to save that kind of stuff for maybe a part 2- The Typical Town/City, or part 3 - World History or something. Talking about town design and layout as well as history and such are topics that need to be developed beyond a simple article about how to make an NPC slightly more interesting. I do agree that it is a specific mechanic that may work only on some games but not all games are going for that classic feeling of talking to two guards standing outside the gate who constantly tell you to have a good day.
Again though, I can't stress enough that dialogue, motivation, history, town layout, monster design, dungeon design, geography, all that stuff needs to developed on its own with individual ideas within those topics that may need to be discussed even further.
I love the feedback, and I agree with you guys so I will add those things to other articles in the series.
Creating A Sprint/Run Key
comment=20305
One thing I must ask, though pardon me for doing so this late after the article was made, but how would you go about turning off this system for cut-scenes that require the use of the hero moving at a pre-determined speed, as to not cut off another event's walk path?
Whoa I got back to this comment late. I haven't been on as of recent so sorry about that. I don't know how I would do it personally, I'd have to look at the programming again but the logical way to go about it would be to program something to stop the button event from being called on for the duration of the cut-scene, set the pace yourself, then at the end of the of the cut-scene turn the events back on.
Again i would have to look at it to see what the actual programming needed would have to be, but I think it'd be quite easy to work around.
PREPPING AN IMAGE FOR RPG MAKER 2000/2003
Creating A Simple Step Counting System
PREPPING AN IMAGE FOR RPG MAKER 2000/2003
Oh and a step I skipped out on explaining. If you're using photoshop to create a 'Picture' file for RPG Maker, then you have to set the transparent background color. To do this, you have to go to the Image dropbox once more, go to 'Mode' and drop down to the 'Color Table' option. Then use the eye dropper tool in the dialogue box and select the color to be transparent. Then when you import this into RPG Maker, you must make sure to double click on the color in the preview box to set the transparent color again. You know this has worked when the color begins to blink.
PREPPING AN IMAGE FOR RPG MAKER 2000/2003
To Phex:
I think what you're experiencing is information loss. When images are saved as files like bmp or jpeg, the computer compresses it to a useable size. This means that every time you save--no matter what you do, your image will lose resolution and information. MS Paint is a notoriously bad program in that it loses a ton of info. What you want is the most crisp image as possible before you convert the color-palate to 256 colors so try to make it a habit of working in Photoshop or Painter strictly.
But to answer your question more directly, yes, it is possible to create an image in paint and move it to Photoshop. Just save it as a file that Photoshop will recognize before you go through all the steps in the article.
I think what you're experiencing is information loss. When images are saved as files like bmp or jpeg, the computer compresses it to a useable size. This means that every time you save--no matter what you do, your image will lose resolution and information. MS Paint is a notoriously bad program in that it loses a ton of info. What you want is the most crisp image as possible before you convert the color-palate to 256 colors so try to make it a habit of working in Photoshop or Painter strictly.
But to answer your question more directly, yes, it is possible to create an image in paint and move it to Photoshop. Just save it as a file that Photoshop will recognize before you go through all the steps in the article.