SBESTER'S PROFILE

I've been an active member for quite a few years now. I started my RMN career by releasing the Eden Legacy Trilogy of games (each entry took 4 months of nonstop work) within one year, and I've gradually shifted to creating other games as well. I now have 3 flagship series: Eden Legacy, Fragile Hearts, and Mafiosi (being remade for commercial release as Crime Opera). I'm pretty much solely focused on the Crime Opera series of visual novels right now, as my band and job currently take up most of my free time.

Currently working on
-Crime Opera Trilogy (Mafiosi 1, 2, & 3 edited, with all original resources)
-It's a secret...
Crime Opera II: The Floo...
The kids have grown up, and they're becoming quite dangerous.

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Liberty Edits Stuff

Wow! These look pretty great! I was especially impressed by the facesets!

The Direction of RPG Maker Community

WOO! BLOODROSE IS BACK! Glad to see you're still lurking around, I sometimes wondered whatever happened to LiquidMotion. And I often imagine a full version "In The Name of the Rose" as well, that game really felt like it was going somewhere awesome! It's still talked about fondly in the rare and old games thread, actually.

Anyways, to join in the discussion: I do believe there are some people genuinely pushing the limits of newer maker programs. It's hard to find them because there are so many first timer projects and the like, but spend enough time searching and it becomes easy pretty fast. That being said, I still tend to lean towards 2k3 games, as I feel there are creators who are still doing some pretty innovative things with it (Alter Aila Genesis comes to mind).

I myself haven't done anything to try and push any limits of anything. Nor do I want to. What I do like trying to do is making each of my different series look, feel, and play differently, as i feel that challenges me enough. I think that sorta gets to the root of the problem there, nobody "wants" to break new ground in these engines. They are retro based for a reason, they allow us to revisit the games of yesteryear and create carbon copies with our own little spins on them.

As for the criticism, I feel it's gotten a lot better over the 3 years I've been an active member here. I still occasionally get or see something like "Fuck this, that blah blah looks fucking awful", but after a while it becomes pretty easy to let it roll off your back and ignore those users. There are certain members that you just come to expect negative comments from wherever they go too, so it shouldn't be so difficult to just let things be. If they fail to get a rise out of you then you've probably pissed them off in return anyway, plus they look bad for it in the eyes of the nicer critics.

RMN v4.3 is live!

Sweeeeet! I like the showcase thing a lot!

I don't do introductions!

Woohoo! My cousin is joining in my website addiction!

Hope you like it here!

Project Viral 1.6

Yeah, this shoulda been a blog.

Developer's Spot#1: I'm an NPC, The Role of NPCs in Your Games

I try to approach NPCs from a different perspective with each series of games I make. If they work the same way each time, it can feel like you're making the exact same game over and over again because it really adds to the general atmosphere of gameplay.

For instance, I've used NPCs in a hint-based capacity, as many people have mentioned here already. This usually ends with a bunch of "extras" who really are of no benefit to any player, which I've REALLY grown tired of seeing/doing in RPGs. It fits the bill for retro games (which is pretty much why I did it for the EL games), but it's pretty useless overall because nowadays players would rather skip talking to them after running into a couple "Nice day to you" NPCs.

On the other hand, I've used NPCs purely as comic relief (as LockeZ said he did) as well. In Surreality, virtually every NPC had long, important conversations that help to inform players of their hero's relationships with them, and also as a world-building tool that in the end leads up to a twist ending. And in my newest venture, NPCs have the potential to become playable characters and they gain levels when you complete quests for them or answer them in a favorable way.

It's okay to be generic with NPCs if you think it fits the bill, but if you have multiple projects happening, I would suggest trying to be creative with them.

Averting level grinding

I'm doing something different (at least, for me) in my newest project (Memories Neverlasting, which is 75% visual novel and 25% gameplay). I'm basing battles strictly on item usage. There are a limited amount of items to be found during gameplay, and a limited number of non-respawning enemies to fight.

Also, the main player and the various party members level up normally through battles, but since you take on different party members for each mission, you're also forced to build relationships with them (doing favours, being nice to them, answering favourably) to level them up.

I wanted to constrict level grinding here by forcing players to worry more about conserving their resources than fighting as many battles as possible. On the other hand, completionists will undoubtedly want to fight all the limited enemies available, and if they've found all of the hidden items along the way, they should (even if it's just barely) be able to do so.

How big is too big?

Since Rogers has placed a cap on internet usage per month (I have the largest amounted package and still my family manages to go over our limit most months), I've had to be careful with how much I download per day.

That said, RM games rarely scare me off with file size. If the game is 400mb plus, I might wait til there's a day when I haven't downloaded anything, but I haven't really seen many of those.

Also, fuck you Rogers.

In August and Everything After, you get a little less stats than you expected, somehow...

Almost second most submissions! Woo! Promote my ass, damn you!

The Featured Game Thread

Disagree. Spices it up a bit and gives us a glance at the real screens.