OROCHII'S PROFILE

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Drekirökr - Dusk of the ...
Sci-fi fantasy post-apocaliptic somewhat-adventure!

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Envenomed, paralyzed, purged, stunned, asleep, stoned, frozen, zombie, confused, berserkr'ed, wounded, cursed.

author=Clareain_Christopher
Casts CURARAGOGOGOGOGXXIXIXINOWIBNOWVBWEBVRARWRAGORAWGO1111111111111111111
Not effective ;.;
NOOOO!!! *dead* (zombie).

Speaking of making a demo

author=Killer Wolf
(...)
give the player access to a number of spells and summons that don't even occur until several hours into the game.
(...)
It may be a dumb trick, but having scenes from areas and situations beyond the demo play at the end, possibly with some stirring music, can go a long way to keeping people interested in seeing what the game will do next.
I think I'll be trying some of these.
cut together differently. It is paced much more quickly than the actual level.
And maybe that one. The part I'm planning to release for the demo is supposed to be "fast". It's some kind of infiltration.

I know the term demo is used differently "here" (RM related stuff). Almost all RM games I've played (from any "language") have always that thing. Releasing content as development progresses. As I don't want to make 100 demos (ever again, cough cough), this will be the only one. Just as InfectionFiles said, something the people can "test", mostly for them (I don't get angry if someone gives me feedback or makes a review though <3).

Motivation sapping dungeons/maps... how do you deal with them?

Some time before, I hated mapping. I just threw some tiles and made some basic forms. But after starting to do "sketches" for every map, I think I enjoy it way more. Not only for thinking what elements am I going to incorporate (tiles I need to do and stuff), but also because it gives me direction.

Is the same as when playing. I hate getting lost.

I don't really care much about the "kind of area/map". Although I do like making dungeons and puzzles C:! I'm still doing towns though...

Compression Techniques in Rpg Maker games.

I said it on some other topic I think, but I'll say it again... use indexed colors for PNGs when possible. And this is unuseful (no one would care THAT much about it when pixelling), but PNGs compresses all same-coloured pixels that are close one to another.
rrrrrrrrrggggggggggbgggg
ggggggggrrrrrrrrrbbbrrrr

That thing will be saved into something like this:
9r10gb12g9r3b4r

Not exactly like that, but similar... Same-colour pixels get "grouped" when they're next one to another, even when there's a "line break".

As for music, you can use 192, 128, even 96kbps! Sometimes even 64kbps works well, so mess a little with your music. It depends from a song to another, the amount of instruments, the volume of each instrument... the contrasts.

The_Mystery_of_the_Big_HOLE.PNG

xD, sorry, all I can think when I see a hole, and someone near the edge... is... push!

Set a gamedev goal for today.

author=orochii
(blablabla) the main part of the ruins. Most of the tiles for that one are already done, so it has to be easy and done!!

By the way, done! (little late but done). At least the basic stuff is there. I'll leave details and NPCs for later, when all areas are properly mapped.

squats.png

I don't do it IRL, so doing it inside a game rlz!

jasmine.png

My Detecting Tools threw "new content"... are they correct? Or have I to update them?

The_Mystery_of_the_Big_HOLE.PNG

Oh, sorry, didn't meant to push you inside...
Nice forest!

What do you like about RPG Maker?

What do you like about RPG Maker? Maybe the way things are done. The RPG Maker has a nice concept. It is divided into two main parts: database and scenario creation. Aside from the scripting part, which was also incorporated pretty nicely.
I have toyed around with some other RPG creation editors/engines, and even if they sometimes have some very powerful features (001 Engine, Sphere), they lack intuitiveness. RPG Maker is an editor where you really do get "WYSIWYG", and so it's kind of easy to get, and pleasant to master (heck, I'm talking as a shop clerk!).

Do you prefer games with turn-based combat or zelda like combat? Don't really care! Both styles are two kinds of gameplay inside RPGs. Both are combats. The thing is that sometimes one works better for a concept, and some others, it's best the "other one". If made correctly, both can be as tactical and "active" as the other.

Do you think browser quest is fun? (browserquest.mozilla.org) I just played it, and it was a VERY well designed game. Also read a little review from someone, and totally agreed that it's simple and easy to get. Easy to master. And I could kill things like those trolls with some effort (taking them until getting health low, then running searching some bats to kill and get potions, and get back to work!).
I mean, it leaves me some "cowardly" options without punishing me, just says "do it if you can ;D".

What do you wish RPG Maker had? Dunno, maybe some way of "editor extensions". Still, it's not necessary, since you can make your own custom data editor with ruby (or a programming language) or don't bother and just make use of the notes.
Almost anything can be done...
Edit: Oh by the way, just remembering things like Adventure Game Studio. The ability to create "custom project templates". That's a really good feature IMHO. Or making "custom content packages".

What features in RPG Maker do you like most? Dunno really. I mostly use what comes to my mind as the thing I need, so I would just throw you things like "text boxes and showing images" DUH! But maybe... the way events work =D.
Anyway, I just like how RPG Maker works ahahahaahah!

That's it then.