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Improvements across the board on that one. :0

My last chance, it would seem (reinstatement attempt)...

post=114389
Yeah...don't be a major pain in the ass ever again...

I won't start putting up my avatar, or anything else, until the next day when somebody like WIP confirms it (don't wanna get my hopes up)...


Making WIP confirm stuff is being a pain in the ass. Don't make WIP need to babysit you, and I doubt he'd have any issue with you being here - regardless of his personal opinion of you. Far as I've seen the only time he bans anyone is when he has to follow them around with a mop because they have a habit of shitting on his website. His role is keeping a website running like a well oiled machine for his users - those attention whoring stunts you pull get so out of hand they become like rocks caught in the gears of his machine. Does it make more sense to go pull the rocks out every day and get it going again, or boot the guy who keeps putting the rocks in there? You know what I mean?

Anyway, I hope you can keep your nose clean. You're a talented game developer and overall I think others could benefit having you around; you just have an insatiable thirst for attention that frequently gets the better of you I think.

[Script Help]

Try this. Insert it above main like any other custom script. Increasing game variables 1 with an event should increase it. Probably is easy enough for you to tinker with and format it how you like.

Your code is close - instead of putting it on initialize it needs to go in the refresh block after the self.contents.clear (that way it updates). Also I assumed Game_Variables started with an index of 0 (been javascripting lately) - it actually correlates directly with the number in the editor so starts at 1. It'd need a tad more formatting too though, as the gold window is rather small.

What are you working on now?

I'm doing a few faceset drawings for someone's RM game I thought looked interesting. Imagine that, me being productive.

My Girlfriend is Having an Emotional Affair

post=114447
What makes me worry about this so much is that I am boring. I am pretty attractive; I stay in shape, I dress well enough, am well-groomed, etc. I am somewhat charming.

I think your girlfriend prefers you being boring. If you are playing video games, or making music on your computer that's the guy she is used to. The guy who isn't playing games but goes out and gets a big ass sandwich and washes it down with gin is the one that makes her flip her damn mind. All the other insecurity things up there are shallow nonsense that doesn't matter in a relationship that has gone beyond 3 days.

Not every girl out there prefers some non-stop thrill ride - those people are a lot of work. Nobody ever knows what they want, but they're never confused about what they don't want. I don't think she'd be freaking out about you slamming another girl if she was seriously thinking of running away with a category 5 douchebag that resorts to picking up girls at massage parlors.

You two need to sit down and talk to each other though - your house sounds like that Mr. and Mrs. Smith movie.

[Script Help]

If I understand correctly you just need to display the variable? If you have a window you want to add it to already you can just do something like this:

@sp = $game_variables(0)
@msg = "Total SP : " + @sp.to_s
self.contents.draw_text(0, 0, 150, 32, @msg, 1)

My Ruby is so rusty so that might not work as is, and that may not be what you're asking in the first place. Anyway what it does is creates a variable @sp and pulls the data out of the first game variable. Then it creates a second variable with some text and takes that SP variable and converts it to text and tacks it on the end. Then the very last part it's simply drawing that text into the window.

Ccoa had some excellent tutorials on RRR about creating windows that were really easy to follow. Making a whole Window_SP class you could basically just call it with one line of code whenever you wanted - end of battle, in the menu, on the map, through an event, etc.

New game in the works, need some advice about the software.

post=114339
Ideally it is more:
Gameplay = (Story + Setting + Characters) = (Graphics + Music)

Though it looks terrible mathwise, it essentially means no aspect should be completely neglected. People should not look at what's important, but what's actually considered and what fits.

Yours is closer to how I think of it. I break it down by senses:
Game = Graphics (sight) + Gameplay/Interactivity (touch) + Audio (sound)

Story I just toss under the mighty Gameplay tent. I figure it's value is akin to something like the action of jumping. Neither is required for gameplay in a general sense, but a story is to RPGs like jumping is to platformer's. Plus a story seems to be capable of carrying the entire Gameplay section by itself. A Blurred Line, and The Way series the stories totally compensate for some other dubious mechanics that would drag the games down several pegs otherwise. Historically it's usually the story that takes a backseat to mechanics, so it might just be a indie game phenomenon that it can go the other way.

New game in the works, need some advice about the software.

Graphics, Gameplay, and Music are all equally important, one shouldn't carry more weight than the others on purpose. They each perform a specific role the other doesn't - if you neglect any of them it does hurt you based on the role that it fills. Graphics in the context of free indie games directly correlates to downloads. Attraction is based on appearance (graphics), not content (gameplay). Ask a girl about it sometime, they know. If a random person visits this site looking at games, Grave Spirit has a much higher chance of them downloading it than Kinetic Cipher does. The only reason is because Grave Spirit looks better than it actually is, while Kinetic Cipher looks worse than it actually is. Reviews can bypass that, but at the same time, if Kinetic Cipher is a 5 star game, it still looks worse than all the other 5 star games and again gets less downloads. You can pretend you're above this but if you actually sit and think about it at least 9 times out of 10 every single product you pick up is based on a single qualification - "it looked good." Now after getting it, the actual quality of the content (gameplay) plays its role, it's then that you determine if that shiny thing you picked up is actually golden, or a polished turd. The Music for the sake of completion controls mood. If you hear whatever the track is that plays when Aeris dies it'll make you repeat how you felt when you first saw that scene. If you hop over to YouTube and actually watch the clip without sound, you'll most likely just be amazed by how you remembered it looking better. I'm honestly surprised by how little the RM Community uses music to it's full potential.

The actual problem with that article is that it's biased from the author being a talented scripter and he allows it to skew what he's talking about. It's more an article about benchmarking where the limits of the two makers are than actually helping Little Timmy figure out which one is better suited for his RPG game. If you have to add a feature through scripting because it isn't there - you cannot count it as being equal to something that does include it. For example RMVX has dashing. RMXP does not. Can you add it with scripts? Yes. Can you add it with events? Yes. The fact that you have to add it means RMXP does not include the ability to dash. The article does not seem to grasp that. It even goes so far as to claim RMXP isn't sluggish because one time he took the scripts from RMVX in RMXP and it ran just as good. No! You have to do extra work in one in order to get it to do the same thing the other one does! That means they are not equal. To go the other way RMVX runs at a retarded resolution for really no good reason - it's something you need to take into account when deciding on using that engine that you do not when dealing with RMXP.

Deus Ex

I liked it a lot - a lot of it's design is still pretty unique and I think a lot of other games would be improved by following some of them. Legitimate multiple ways to complete a single objective in particular was awesome. It really gave the feeling that you had some control over how events played out, rather than just following some predefined script. I always felt the Splinter Cell games should have borrowed that. One thing it did really poorly was art design. If I remember right the characters didn't have ears (or appeared not to do to the low poly modeling). Every person in the game looked unintentionally creepy.

It really was a shame about the sequel. The original even at release you could feel that the technology limits held it back in a lot of ways. Second one really should have been a big leap forward and instead they dropped everything that made the first one good.

My Band - The Sweatervescence

Singer sounds fitting to me. I have like below zero knowledge when it comes to music though, so I probably just can't detect what he's doing wrong. Either way sounds really good, few more tracks and I'd loop it while I paint.