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SaGa 4: Masters of the D...
A spiritual successor to the Final Fantasy Legend gameboy RPGs

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What are you drinking about right now?

currently contemplating what quirks of the English language led to my naming a variable `verticesIndices` and realizing that if I qualify for this thread I probably should not be writing a terrain mesh editor

to blame: Beefeater + La Croix, sue me

Mafia Guide; Hosting, Suggestions, and Discussion

Aight it's about time for another RMN Mafia Revival.

Anyone have anything they're dying to host? Otherwise I'll probably put together something that's mostly https://wiki.mafiascum.net/index.php?title=2d3 but with a theme designed to get lurkers in or oldbies out of mafia-retirement. (danganronpa? something?)

Misao Re-jiggify

I think I posted the exact same thing last year, but, my thought is: does RMN really produce only 5-6 notable games per year? If so, then why do we have over a dozen categories of awards, when the only "good" games to come out will just take home multiple? If we do have more than a couple good games per year, why do only a few dominate the categories?

(I think either way, the way to tackle this is to get rid of categories like "best characters" or "best xxx design" or w/e because they'll naturally just become the "most voters played this game" award, and replace them with genre-specific categories or categories that wouldn't make sense for one game to work for multiple, such as the new dev or best demo ones, which I think are about the strongest)

Publishing Old Games?

If by "publish" you mean "sell," well, for most of RPG2K/3's lifetime the English version of the engine was an illegal pirated copy. Rips were rampant. So there's a big amount of work involved in converting those old projects to legal-to-sell versions, and while some devs who are still around have tried it (Ara Fell, Hero's Realm is supposedly in progress, etc), the majority of devs who made the old classics just aren't involved in game development much any more.

The other two games you listed are more recent and they're not really in need of rediscovery if they're already "discovered," really. OFF hosted here is an English copy, it has an international following, wikipedia page, fan wiki, etc. Space Funeral also is listed on GameJolt, has a bunch of mainstream gaming media pieces written about it, etc. That their creators didn't monetize them is because they were created by hobbyists -- after a successful free release, it's hard to turn around and put that game on Steam. Which does happen (Soma Spirits, etc) but it involves again putting together bonus content or redoing stuff or whatever to make the new version appealing. Which isn't necessarily the most appealing thing for a hobbyist.


also there's not really much money it, there's tons of shovelware rm games on steam these days

Some new (and old) ideas for future events

I'd like to see the return of an actual judged contest. I don't think we have had anything even judged since 2016, or when was the last time we had these sorts of judge commentary articles? https://rpgmaker.net/articles/551/ Or prizes beyond MS and a badge? Is the trouble finding people to host/judge these?

I kind of think back to events like like the ones nakster hosted years ago on gamingw that attracted new people to the community and encouraged people who hadn't released anything for a long time to come back. There were also some legit good games to come out of those contests, and while there's for sure some quality stuff coming from events in the past 3 years, it doesn't seem like it has an audience outside our community. For future events I think a good acid test for an event would be something like "would any random who posts on rpgmakerweb be motivated to sign up here to enter?", which definitely used to happen for some older contests and some of the collaborative events (people looking to network.) The events we're going through now just sort of feel like the same group of people making games for each other, especially considering that they run continuously and for long chunks of time (1 month+). Back in 2011/2012 that was considered a big commitment to be taking a break from "main" projects and I think discourages participation.

Looking for a game I played once.

It's floating around as part of a bundle. https://mega.nz/#!uZZGUSrb!soU43K_XH4WR5KLwloRK8UkskGQ6N7hupzjy_nrweC8

Not my file so can't speak to its contents etc

THE HAVEN DECAY - RMN HORROR CHAIN GAME - [CLOSED]

signing up for an excuse to post this again

[RM2K3] CMS questions

Order matters -- save your division for the end

[RM2K3] CMS questions

author=psy_wombats

^ that event does do the whole digit isolation thing. Your current mod math is on the right track, just once you're done, you need to subtract the lesser digits (eg for 514 you'd have 14 - 4, then 514 - 10 - 4) and then divide by the place you're going for (/1000, /100, /10, etc, so 500/100, 10/10, 4/1). Subtraction probably not necessary but I don't trust RM to round integer division consistently.


@Large you can sort of fake arguments by setting aside some variables for your "function" common event that you call arguments and outputs and then always read/write from those when calling the event (see other post). If you want to be fancy about this and make your events reentrant, you'll have to do some more work and the bottom of this rabbithole ends with writing malloc in rm2k/3 to simulate a stack frame. It's doable and a fun exercise but at some point you have to wonder if it's really worth it

[RM2K3] CMS questions

Not being able to specify pictures by variable is the #1 annoying thing about custom 2k/3 systems. You can put the modulo math in a subroutine common event to save copy/pasting it over and over at least:







And then calling it:






edit: looking at this like 10 years later, it's missing a /1000 in that event but I never displayed up that far.

I also use PicPointerPatch which I recommend to avoid going insane