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MMORPGs

I've been playing MMOs since Ultima Online, and MUDs before that. The idea of a community of players working together for a single goal, or fighting against each other for no reason other than for shits and giggles is what makes any MMO great.

Ultima Online, even today, I feel is the pinnacle of MMO Culture. There is no limit to the amount of work you can put into one, or many characters. From a Mining and Blacksmithing Swordswoman working out of Britannia to a Flax Farming Archer/Magician living in a Castle on the shores near Skara Brae. Because almost the complete scope of interaction in game is player-driven, there is always something new and challenging to accomplish. Pick up a few friends, head out to Despair, and try to tame a Wyvern, or amass an army and wage war on the PK Murderers at Buccaneer's Den.
It wasn't visually captive, and due to the way it was coded, the interface was a big sluggish and hard to manage, but the gameplay itself was worth trudging through the faults. Community interaction through an online medium at it's best.

Netplay Plus

Currently, it's not enough to make a good, playable game. And because they stopped development on it. Good luck finding someone to finish it for you.

Favorite Gameplay Element

First and foremost important thing in Game Design (specifically Gameplay) today is CUSTOMIZATION. Being able to customize the strengths, weaknesses, attitude, and look of your character and the game world around you.

There is a reason why The Sims reached such high popularity.

Lufia 2 XP Engine - Comments and Suggestions?

I don't think the arrows fire too fast. And I was just playing Lufia 2, thinking the same thing about their range, but I was able to shoot arrows off the visible screen (it makes a different sound effect than hitting a wall). Granted this stops the arrow, which mine doesn't. Something I could do with fixing.

The animation when hitting the wall is kind of a luxury, right now.

Newbie here :)

RM2k3 is probably better for a new user. RMXP takes a different approach, putting more focus on coding and customizing than the Ease-of-Use approach that RM95, RM2k, and RM2k3 took.

If you are using RM2k3, www.phylomortis.com is a great place to find Rips from various commercial games.

If you are using RMXP, www.rmxp.org 's Download Manager is a good place to start, but you have to sign up for the forums (LAME++.)

Lufia 2 XP Engine - Comments and Suggestions?

http://rm-dev.org/files/Lufia2.zip

Made this in about 2 days work (total of 7 hours? including compiling and editing graphics.)

I have a few things left to do, but what do you guys think so far?

Nomic: The Webcomic

Great Scott!

I love the new one! :)

We Did It First screenshot thread

IGL is Ika Game Library.

He's making a code package for Ika that mimicks the default code in RPG Maker XP.

@WIP: It's nice, but I hate that the selector is about 1px too tall.

Japan Time

Bowser's Final Smash: Giga Bowser. Invincible, but only for a short time. He's also HUGE.

Non-RM Engines: What's stopping you?

I don't know, really.

I like RMXP because I've invested so much time in learning and mastering RGSS, and to work in another engine makes all that time spent almost a waste.

Although I would really like to try Ika, as you've said, there is no visible starting point. It's pretty difficult to get something going and off the ground, if you've never done it before. Looking at example code (MTR <3) is a nice way to learn some stuff, but it is no where near as easy as RM*.