PREXUS'S PROFILE

Search

Filter

Umm....what?

Read the final post by Robert Holbert.

Something along the lines of "RMN will not be shutting down. That is all."

It was sent to the City Dump to lock the topic.

RMN Closing Down April 2nd

I have noticed a lot of people are more concerned with how, when, and where to jump ship; than on seeking ideas to help stop the sinking.

While I realize your wish is for RMN to die gracefully, WIP. I know it is your true desire to see RMN be a (nah, the) prominent amateur game development site.

Have you sat down and considered what needs to be done, at this stage, to make that the case? I have read no thread regarding what steps would need to be taken towards that goal. Perhaps we need to set some minor goals, and work towards them. The primary goal as stated above would need to come over time. While I realize the last three years have been a sort of roller coaster and that goal has been lost in the ups and downs; I don't think it is unattainable.

Some of the major issues I have noticed do stand behind moderatorship. Not that the ability of the current moderators should be in question, but that there seems to be something mechanical about it that is not working. Most likely something to do with the quality control of what makes it to the site; but also in that the members of this website should be respecting RMN, and it's moderators.

If a game makes it to the site, under ideal circumstances, it has some level of merit. We should be embracing the game, and it's developer. Pushing them to release a great final product, or in the case of an already 'final' product that needs work, using tact and compassion to constructively criticize the work and encourage the developer to better their game. At the very least, if they don't feel the need to push their product to a higher quality level, give them the tools to produce an even higher quality next project or sequel.

Obviously this is an ideal situation and not all people are so accepting of criticism and critique. Us as members need to do our best in this situation, but if they are not willing to accept help it is obviously best to drop the situation and let it dissolve into the background. Instead of parading their poor quality work around, comparing our work to it in triumph, and keeping it on the forefront of everyone's mind.

That is all opinion, of course; and may be subject to recent situations and not apply all the time (although I would like to think that, if this recent situation were a catalyst towards this course of action, that WIP has the wisdom to evaluate all of RMN over the past three years, not what has happened over the past three days.)

As far as the direction of the website is concerned. I love the layout and design of the website, nobody can argue that it is of high professional quality and a large part of what defines us and our community. Unfortunately with difference comes indifference. Since the website is more streamlined and offers something that other communities don't (a proper Project management system.) It can be difficult to... get in to.

First, I'm sure you realize that anyone coming here from hbGames or RRR, for example, is going to click right away and, seeing a small forum with relatively few posts, assume there is not much here for them. When they do get into it, they may find a few hidden gems in amongst the most recent posts. Yet that isn't where our meat and juices are. That's just bones and skin. The good stuff is in the Tutorials, Articles, and Game Projects. Unless you are looking for it, there isn't much drawing you there. The main page is great, and showcases some of the most active work. However, I think that comparatively to the depth of our pool, it is very shallow. Six screenshots (sometimes all from the same project), Latest Posts often all being from the same thread, and most often from the General Discussion and Off-Topic forum, and a few offerings from the rest of our sections.
I know that we don't get much in the way of Articles and Tutorials these days. I had already been sitting on a few ideas that I needed to write up because I had noticed there hadn't been much activity in that realm.
I am no expert in the realm of website design, be something could be done towards bringing this all more to the members attentions. Possibly some sort of Forum integration, with a marquee of random screenshots over the top of the forum page, and a few random Article/Tutorial links at the bottom. This could help dig up some old stuff that casual browsers of the website might appreciate.

As far as attracting members... Quality over quantity has always been the motto around here, I think. I don't think this should change. I have no idea how we could advertise our presence but there has to be something we can do to draw activity other than the Misaos.

I've lost my train of thought. I'll have to come back to this if I think of more to add.

Has anyone here played "Catherine", yet? *spoilers*

As of today, yes it has an american release. Yesterday, and for about a week prior, Atlus had given a definite "No." to an American release. Apparently it was just a ruse.

Skyrim looks awesome.

I've had it freeze on the PS3 version. But I only played that when I didn't have my PC set up after moving.

Zelda/Lufia2/Wild ARMs style tools - RMXP

http://www.box.net/shared/i36eurgpng

Apparently I also had handling for a Hammer but never implemented it. Most of the work exists in the Game_Player Appends script (which is just one that adds more stuff to Game_Player) and the Game_Tool class is used to represent the bombs/arrows and if you are planning to add a Hookshot or something would be probably done here.

There are settings in the Lufia II script, such as what switch activates the abilities (currently Switch 3 turns them all on, but if you want them to be progressively added you would make them different)

Zelda/Lufia2/Wild ARMs style tools - RMXP

I'll upload and send you the demo of the Lufia 2 engine with the Sword, Bomb, and Arrow. Handling the Arrow was easy, and adding additional ones should be easy as well. But I have not and will not be adding any sort of Hookshot :<

Has anyone here played "Catherine", yet? *spoilers*

Since it is only out in Japan and has yet to have an American release date (with Atlus saying it won't ever come to western shores {yet then teasing us that it will,
}) I doubt you will have much discussion here.

Zelda/Lufia2/Wild ARMs style tools - RMXP

What do you mean tools?
A description of the system would be nice.

I had a Lufia 2 engine on this website but it was taken down during one of the website changes. It allowed you to swipe a sword, plant a bomb, and fire an arrow.

Need Mapping and Tilesets Help

Outdoor Map InGame


Breakdown

Layer 1

Use Layer 1 to put as much stuff that doesn't require transparencies down as possible. Think 'Natural' when designing outdoor areas: jagged uneven cliffs, flowing water, non-maintained landscapes. The path here is sparse but defined, clearly this is a path that is used but not often enough to be paved or heavily tread.

Layer 2

Start placing transparency items. When placing, place the stuff that is closest to the ground first. Cliff edges, bridges, grass trim. It makes it easier to decide where to place tall and high up stuff on the third layer. Put as much on this layer as possible, and then work your way up.

Layer 3

Fill out anything you weren't able to complete on the second layer, and then start overlapping things that you expect to overlap like trees, logs, etc.

Event Layer

Use of the event layer in creative ways (such as low opacity rocks to appear under water) is a great way of adding a unique touch to the RTP tiles without editing the tilesets.

The only edit I used here was I replaced the third auto-tile with another default RTP autotile, and that was simply to avoid using the second layer for a path.

Need Mapping and Tilesets Help

I no longer have my RMXP RTP Mapping Tutorials, but I will make a few quick demonstration maps for you. I will do an Outdoor, Cave, and Indoor.