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author=Lucidstillness
Frankly, I'm not sure where whoever was writing this got their facts; assuming that he is talking about the appeal of the original JRPG from the 80s, the modern sales figures for JRPGs far exceed the sales of their progenitors....
It might not be that JRPGs have fallen but that WRPGs have risen. Yeah, "fall" is a strong word for games that are still selling millions!
But these kind of responses make me sad:
author=calunio
Story branching, multiple endings: Don't care.
For thousands of years we've had linear story-telling in its many established forms. Now, in the digital age, we can finally tell stories with complex and interesting branching, and I think we're just beginning to discover the possibilities of this new artform.
But consumers are saying "don't care" and publishers are giving them exactly what they want in that regard. It makes me sad. Thank goodness for WRPGs like Dragon Age which are trying to explore this potential.
Seven Day Roguelike 2012
Poor 2k3 users. That sounds like a royal pain.
If you guys are serious about this, I'd take full advantage of the clause which permits the use of existing code, existing art, etc. If you look at past entries, most games were done with ascii graphics and equally primitive interfaces, so RPG Maker users have that much more work ahead of them.
Hell, I'd prob'ly be willing to share my dungeon generation code with those of you using RMXP to help get you started, although it is still a little rough around the edges.
For fog on RMXP, I've been using Wachunga's Fog of War script. It doesn't work quite the way roguelike fogs usually works, tho, since it doesn't take into account walls and things that can block sight (it was designed for RTS games), but I dunno how much that should matter.
If you guys are serious about this, I'd take full advantage of the clause which permits the use of existing code, existing art, etc. If you look at past entries, most games were done with ascii graphics and equally primitive interfaces, so RPG Maker users have that much more work ahead of them.
Hell, I'd prob'ly be willing to share my dungeon generation code with those of you using RMXP to help get you started, although it is still a little rough around the edges.
For fog on RMXP, I've been using Wachunga's Fog of War script. It doesn't work quite the way roguelike fogs usually works, tho, since it doesn't take into account walls and things that can block sight (it was designed for RTS games), but I dunno how much that should matter.
Alternatives to typical RPG Battles
A friend of mine once made an RPG with rhythm combat. It was hilarious.
If you've got a creative idea for a battle system and think you can pull it off, please do so. Boring battles is the number one reason I quit playing an RPG.
If you've got a creative idea for a battle system and think you can pull it off, please do so. Boring battles is the number one reason I quit playing an RPG.
Custom content (archived discussion)
Removing the quotes is easy. You can do a find & replace, which takes 5 seconds. But I'd recommend going through and capitalizing all the sentences. Let me know when your edits are done and I'll add it to the top of the page.
Seven Day Roguelike 2012
Hmm, I've got a roguelike brewing, but ain't no way it'll be done in 7 days, or even 7 weeks. (or maybe even 7 months)
I'll have to check out your roguelikes. I didn't know anyone else around here was making them.
I'll have to check out your roguelikes. I didn't know anyone else around here was making them.
Custom content (archived discussion)
Nice to see another character! I got in the habit of expecting new characters to be released only after seeing many posts here about technical issues and such. Maybe the game really is more stable now :P
Coming up with a story as you go
I'm not gonna knock making up a story as you go. I've done it, we've all done it. But if you want your game to have a killer story, you've gotta know you're not gonna get one that way. You know 999: 9 Hours, 9 Persons, 9 Doors wasn't written that way.
I'm just gonna leave this here without much further comment.
^ Well, this being an RPG Maker community, largely comprised of people coming from a J-RPG gaming tradition, it's not surprising we don't like what we're hearing. The J-RPG genre is like the worst offender of the kind of stuff the author of these articles is against. So posting those articles here might be like posting Marxist literature in a Libertarian community. (or vice versa)
As for me, I thought the articles were great food for thought, but I actually am an "adventure" kind of guy who does from time to time enjoy getting lost in a game.
As for me, I thought the articles were great food for thought, but I actually am an "adventure" kind of guy who does from time to time enjoy getting lost in a game.
Dumbest Video Game Twists?{Spoilers}
Valkyrie Profile 2: Silmeria had very poorly executed plot twists.
Resonance of Fate layered plot twists onto what was a confusing/underdeveloped plot to begin with.
Heavy Rain had what would have been a good plot twist had the rest of the plot not been ridden with holes.
MGS.... Kojima bit off more than he could chew in MGS2, then had to somehow get it to all make sense in MGS4 while bringing the series to an epic close. The result was forced plot twists and off-the-charts levels of melodrama. MGS3 is the only one that fully worked for me.
I did enjoy all of the above as games.
Resonance of Fate layered plot twists onto what was a confusing/underdeveloped plot to begin with.
Heavy Rain had what would have been a good plot twist had the rest of the plot not been ridden with holes.
MGS.... Kojima bit off more than he could chew in MGS2, then had to somehow get it to all make sense in MGS4 while bringing the series to an epic close. The result was forced plot twists and off-the-charts levels of melodrama. MGS3 is the only one that fully worked for me.
I did enjoy all of the above as games.













