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[Offer][Artist] Face sets, cgs, etc.! Will work for trade too
LockeZ designs boss battles for you
Will Write or Voice act for free
Pokémon RMN Version
author=Ratty524author=seiromemSorry seiromem. I've been working on this at a very inconsistent pace thanks to the work I'm doing daily. I will have a small update that I'll put up in the near future, though, particularly in the graphics/new feature department.
Yikes, almost 2 months without an update! I'm hurt.
Take your time Ratty, there is no rush.
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Unite
author=Liberty
I think it's quite rude of you to say that people working solo waste their talents. They are creating the games they want to see created. The way you word that makes it seem as though others' work has no worth and that they should instead be doing what you want them to do. That's more than a little arrogant.
There's nothing stopping you from asking to team up with others. We have community games that are being and have been created. Perhaps join one of them - Wyrm Warriors is still looking for mappers.
Secondly, Marrend wasn't criticising you. He was telling you the truth - people aren't likely to take you seriously if you've never completed a project, no matter the reason why.
RMN is not a company. We are all independent members with our own ideas, thoughts and dreams about the games we create. That's great, because it means the content of our games are different, unique to ourselves, and quite frankly I doubt any of us would be here if the place were a fucking conglomerate that forced people to work when the main reason for being here is FUN.
Now, I'm just going to quote something I wrote ages ago because it's semi-relevant.
If you want to take the short-cut route of raising your own team - and let me tell you, it's not much of a shortcut, but hey! it's freer than paying someone to work for you - try making smaller games, helping others out with their projects, doing some of the small community contests and learning what you can. You'll get your name out there and if people know you they'll feel better about helping you.
Of course this can backfire quite a bit if you don't have the better connection that getting to know others over a longer period will give you. Of course, just because you are close friends with others doesn't mean that you'll get a finished product out of all of your work. Some people don't like taking orders and like to be in charge, some may disappear for a time and others may just not care as much as you do about the project you're creating or create problems among the team. Sometime things just go wrong and you're left with a project that you can't finish because you don't know how to do whatever the other person was doing.
This is why it's important to cultivate your own skills.
Your skills are your selling point when it comes to creating a team, and the more skills you have (or more skilled you are in one area), the more likely it is that others will take you seriously enough to consider aiding you.
It's not just mapping, spriting or scripting, either. There's music and sound, the other graphical areas (like battlers, faces, resource management and menu design), story/plot/character development/script-writing and gameplay.
Of these the written areas are the least wanted, whilst the graphical and (in the case of XP and VX) script side of things are the most valued. Mapping and sound tend to fall between, depending on the game, though music can sometimes be just as sought after as graphics. This means that you'll find a lot of people who are willing to write the story for you, but not as many that will do the full soundtrack or create original graphics - especially when they have no reason to believe that you will actually release the game, as they don't know you or your track record.
The graphics and scripting/systems are the tangible things that people can see and are usually the first thing a person looks for when they check out a project. It's what gets people excited for a project and actually look at the story. Sometimes people will overlook this if they know the person who is making the game (for example, I would play anything made by Lysander, Kentona, Strangeluv, Legion, etc... because I know that I've enjoyed their previous games before and don't need to look at the graphics to know I'd probably find any others of theirs enjoyable.) Most of the time, though, if someone wants help they will show them something that will draw that person to the project.
It's not enough to say that the story is wild and the character designs are amazing. You have to show them that they want to be a part of the project. Usually this is done with a well-presented topic, filled with pictures of characters and areas, some sprite work and maps, a concise but well worded explanation of the story and characters, perhaps a few tunes or a small trailer so that people can get a taste of the game and decide whether or not they want to be a part of it. Of course, being know helps, but a lot of people will respond well to someone who seems to know what they are doing and what they need.
You need to sell your idea to the public, make connections, prove that you're dedicated to game making in general and your own game in particular and learn how to do things so that if something does fall through with one of your team, you can pick up the pieces so that the rest of the team doesn't just leave.
And I'm all over the place with this but hopefully you've learned a few things. :P
Lastly, as to your old projects - we are currently running a 'Raise the Dead' event where the idea is to bring life back to an old game. Whether that be using the ideas to create a new game or reviving old demos is up to the creator but if you're serious about making something of worth, perhaps you could look into proving your dedication and actually finishing something that you've started in the past.
Liberty I am not reading that quote you have there.... It's way to long and I didn't mean wasting talent by working solo, I meant when people cancel a game its disappointing and a waste cause it can discourage people (I'm speaking from experience). I wrote it wrong, sorry. You guys are taking this to the heart, it was just a fun suggestion.
Also I don't think it matters if people take you seriously or not. If you believe in yourself that's all that matters. Finish project or not doesn't make you believable. An uncompleted promising project is better than a completed project that sucks and was rushed.
Anyways... You have no idea the hours I spent on spriting all my sprites, battle animations, monsters, composing music, tiles, etc! So I don't know about that "Raise the Dead" event, even thought it sounds cool. I saw it today, but I ignored it. Although I will remake them eventually..
With that being said! Close this topic.
Unite
author=Marrendauthor=jin69Exemplify. In other words, don't tell us that you can do so-and-so. Show us that you can do so-and-so!
My sprite work of course, I have other talents as well.
Anyway, I was looking at the games you, personally, have made. They have all gone into cancellation? I'm not sure how long they've been that way, but, this is not a particularly good sign of ability to see a project through to the end. Which would, naturally, give some people 'round here a bit of pause.
What I recommend for you at this moment is to take one of those old projects to work on, and finish it. There's even an event that centers around this very purpose! Even if you can't finish something within the context of the event, that's okay. You'll still be building skills, and maybe even getting your name out there in the process.
Hey man don't judge me and criticize me! My computer crashed and I lost all my work, what else am I suppose to do but cancel? And I was working solo which is very hard to do! That's why this whole site should turn into a gaming company that focuses on making RPG games. It was just an idea.
author=Avee
Yeah...
The tough part of such a project is to find people who:
1. Share the ambition
2. Are willing to put their own projects on hold
3. Value every other teammate enough to want to be part of the group
4. Can commit and contribute relatively quickly
5. Don't mind working for free
6. "Insert 10+ other conditions here"
It's already hard enough for a single designer to commit and be motivated with their own projects. Even you have 4 cancelled games out of 5.
Unless you do this with close friends or have tons of money to throw at competent and serious people, such a project is far from likely to happen.
Yes Avee, you bring up some good points. People on here go solo and most of them have amazing talents which go to waste. We could be making games after games if we had everyone together, but its just an idea.
Unite
author=Marrend
I thought this was going to be a discussion based on the Suikoden series, and how it handles multiple-character techniques. Maybe some discussion about making skills that take multiple characters to execute in respect to RPG Maker. That would probably be filed under a Game Design & Theory, thread, though.
Anyway, more direct to the topic at hand. What are you contributing towards this effort that you speak of?
*Edit: Everything you need to know about Xand (that Link is probably referring to) can be found here.
My sprite work of course, I have other talents as well. I LOVE SUIKODEN!!!!













