SLASH'S PROFILE
I make video games that'll make you cry.
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cutscenes
post=207872
RM2k3 does not have this command.
This. This so hard. This is one of those deals that would have sold me on a more advanced maker, had I known.
post=207808
Doesn't everyone?
True, but it kind of sucks having to run it extra times because your guy jukes left when he should juke right :(
cutscenes
I love cutscenes, because I love dialogue and establishing characters, and I also like picking out the ultimately perfect music for every cutscene.
I do have the problems of having no clue how long Waits should be, and also of not mapping out my movements enough beforehand though, so I end up running through the scene about 100 times before I'm done.
I do have the problems of having no clue how long Waits should be, and also of not mapping out my movements enough beforehand though, so I end up running through the scene about 100 times before I'm done.
>New Game
>New Game
post=207435
Fuck you for beating me to it (hoooooow), slashphoenix. EVERYBODY READ EVERYTHING BY BRICKROAD NOW
I only linked it because I looked down and saw my W.W.C.D. bracelet and thought "post an article by Brick Road!"
Oh yea, thanks to this netbook I've read every article on this site at least twice instead of paying attention in class. I don't even need psych 101.
A lesson in life
A lesson in life
post=205081
The problem here is, this person leaves a message like this, then stops posting, and is probably sitting back watching the messages roll across his screen - laughing at them. "Look at the crap I've started! Haha! Take that for not accepting my game!" is what jumps to my mind. Too many grammatical errors, spelling issues, and quotation marks to take this post seriously. I'm LOL'ing at it ATM...
(Just my 2 bits anyways... Still too ridiculous of a post though to really take it seriously.) XD
Agreed. This article could use a big sign that says, "Do Not Feed the Troll"
>New Game
If you're gonna make a long intro, make it playable. Otherwise, you should just give the player the main character and what he's doing at the moment. Although long-winded intros can work, shorter intros are almost universally more successful. It doesn't have to be explosive (Chrono Trigger) but it can be (Final Fantasy VII).
A while back my intro was a minute or two long, had a fade into another BGM, a character that wouldn't be introduced for two to three hours speaking, and only gave vague info on something that would be mentioned later on in its own flashback anyway. Frankly, the monologue wasn't even that good. So I said "fuck it" and threw the main character off a building.
Way more fun, imo.
Quintessential article plug: http://rpgmaker.net/articles/9/
A while back my intro was a minute or two long, had a fade into another BGM, a character that wouldn't be introduced for two to three hours speaking, and only gave vague info on something that would be mentioned later on in its own flashback anyway. Frankly, the monologue wasn't even that good. So I said "fuck it" and threw the main character off a building.
Way more fun, imo.
Quintessential article plug: http://rpgmaker.net/articles/9/
People want what they can't have.
post=203273You could always put that chest with über equipment out of reach for most part of the game and only reachable at the final phase. At least all that eagerly wait is finally over by then. That is if the player still remembers there's a chest to obtain there.Always worked for the Zelda and Metroid games. Having items/abilities that you don't get until later in the game open up new areas of old dungeons is a brilliant way to get the player exploring your game-world properly!
This. You tease them by putting the treasure RIGHT THE HELL THERE but don't let them open it. Chrono Trigger does it too. People play games for satisfaction, and if they work for it, you should reward them. If I wanted to be constantly pining for something I can't have, always being led on and never fully reaching it, I'd go out with my ex-girlfriend.
Mapping Standards and Commercial Games
post=202670
The tube things were the "game boundary, you can't go further" generic objects in Gen I.
Oh, I know. Link's Awakening (and tons of Gameboy or SNES era games use those kind of fences) but its one of those things your brain completely passes over unless something or someone points it out to you, or you're looking for it (like while playing an RM game.)
post=202671
I think people in these communities put too much stock into mapping. and it's easy to see why. There are hundreds of games on these sites and most people need to find someway to stand out. A screenshot of phenomenally pretty mapping will draw more attention than a game made in the RTP. In the end, it is marketing strategy that many people have been forced to adhere to, otherwise their game is likely to be ignored.
It is pretty lame, but it's the nature of the beast when all you can show off is screenshots. Still, I wouldn't care if a game used the RTP if it had a great story, great gameplay, or both. As long as the graphics don't hurt my eyes, I don't care. I appreciate custom graphics, but the production time for them is staggering and often detracts or kills the game itself.
Mapping Standards and Commercial Games
That Pokemon map is pretty much all you need - flawlessly efficient without being boring. It has enough nice little touches (the signs) to make it vaguely interesting. There are also two or three NPCs that you can talk to as well, which are an integral part of the map.
(Side note: What the heck are those little fence/ice-block/cylinder things surrounding the town? I don't think anyone making an RM game would get away with that unharassed.)
As far as Locke was talking about WoW, the Barrens was supposed to feel barren, obviously. It was big, it was sparse, and it was dead (besides a few towns and oasises). As an MMORPG, WoW can impress its players with more realism and atmosphere than other genres. Unfortunately, the problem lies in that deserts are for the most part very boring. They probably should've kept the Barrens until level 40 so you could at least have your mount. Then it could feel big without making the player actually walk through all of it.
(I always thought the Barrens was cool until I played the Alliance or Blood Elf starting areas. Damn, they are so well done.)
(Side note: What the heck are those little fence/ice-block/cylinder things surrounding the town? I don't think anyone making an RM game would get away with that unharassed.)
As far as Locke was talking about WoW, the Barrens was supposed to feel barren, obviously. It was big, it was sparse, and it was dead (besides a few towns and oasises). As an MMORPG, WoW can impress its players with more realism and atmosphere than other genres. Unfortunately, the problem lies in that deserts are for the most part very boring. They probably should've kept the Barrens until level 40 so you could at least have your mount. Then it could feel big without making the player actually walk through all of it.
(I always thought the Barrens was cool until I played the Alliance or Blood Elf starting areas. Damn, they are so well done.)














