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SUTORUMIE'S PROFILE

I like to draw and mess around in rpg maker. I also play video games approximately more often than I breathe

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Sun

author=Frogge
Oh man, this looked so interesting too.

It's a shame it got cancellled so... sundennly.

Okay I'm sunrry that pun was horrible.


(holds up a "you tried" sign)

honestly the game's been completely stationary for awhile now, it had a lot of lore and such but it wasn't really going anywhere and it was very meandering and stopped being fun to work on. I didn't really have any intentions of going back to it so I figured, might as well not get anyone's hopes up or anything. Maybe some day I'll get a good idea on how to translate everything I came up with into an rpg but I don't think it will happen.

Sun

author=CashmereCat
If Sun is cancelled, how does Earth get warmth now? ;(
AHNKSHGLK maybe it will come out again someday ............. just not anytime in the foreeable future

[SCRIPTING] [RMVX ACE] Need help with choice windows

1.) I need this script to function with this script as a replacement for the choicelist cursor, and I'm not really sure where to even begin with that

1a.) This script has a problem with showing up immediately as soon as I open the game, and then vanishing remaining. Is there a fix for this?

2.) I need said replacement cursor to sit below Image 100 but above Image 98 -- I've tried everything I can think of, such as setting the ChoiceList self.z to 99, (in Window_ChoiceList, ATS: Choice Options, AND in the replacement cursor) and I've found that setting it below 50 causes it to vanish. I've also tried setting Image 100 to a different z axis, such as 200, 500, 99999999, etc and nothing changes at all

3.) I need the ChoiceList text to change color when hovered over. I found this, and figured out that removing the "Update Cursor" part prevents it from overwriting anything, but I can't figure out how to change it to work with Victor's SFonts. For reference, the color I need it to change to is the third SFont.

Here's some images:

^Don't worry about the blinking issue, but I do need those other two things

^What I need it to look like

Sun

author=NTC3
I suppose it's good that you are at least honest about the game's shortcomings, but it is really not a right attitude to have as a developer. I've seen it before, where developers consider their gameplay process as something that merely exists alongside story, or even impedes it, and time after time, it has led to games that were either mediocre and/or quickly forgotten after release.


Well the thing is I don't really care that much/take it all that seriously. I'm also not terribly concerned on if people like this game or remember it or not. I'm making it for me and me only. But since it was going along so well, I figured, why not share it? Maybe someone will like it and that'll be cool, but it won't really change whether or not I'll keep messing around on rpg maker or ren'py or what have you.

author=NTC3
To me, the real goal is to achieve a complete integration of storyline and gameplay, where the latter actively complements the former, and the games that achieve it are ones that stand the test of time. (...) It is also why the gameplay needs to engage: if the player is bored when controlling the player character, they simply won't care about their story as much as they would others.
Of course it doesn't mean you ought to add gameplay for its own sake. A good rule of thumb when designing a certain mechanic is "How does it relate to their player character? What facet of their personality does it reflect?" If done right, it'll not only maintain the player interest, but it will also lead to deeper characters overall.


I already have plans/ideas for that whole integration/relating to the protag thing. It makes more sense for there to be more to do because of the way the protag is (hardworking--so I suppose I can add that to his description, at least), but I haven't figured it out. I'm super super picky about everything so while it won't be meaningless, per say, it'll probably still be boring. Non-exciting, that is. Also, a lot of the game doesn't involve actually doing anything. It's more just exploration with nothing to do. At this point, anyway. I don't know what I'll decide to do in the future.

Also, I have at least two people who volunteered to playtest, so maybe they'll help with making it less boring, or maybe they'll be like "This isn't boring at all?? Why did you say it was boring???" idk. Sun is in very early stages so literally everything is subject to change

author=NTC3
The current character descriptions sound like you're keeping a bit too much in the dark, IMHO. As an example, here are the character summaries from A * part * ment, a game that's hoping to get funded on Kickstarter:


I know how to write character descriptions, silly. I just don't want to spoil anything, nor do I want anything at all to be set in stone (as it is, I've already changed things drastically like ~20 times). I admit it doesn't add anything or catch anyone's interest the way it is now, but tbh, even admiting that there's a third character is a spoiler. I also want to go for a show-don't-tell thing in the way of: if you care at all, just play the game to learn what they're like. If you don't care, cool! That's not going to impact my life in any way. Honestly, most of the things I could say are spoilers. Everyone's backstory is a spoiler. Their motivations are spoilers. I wish I could have that make sense. What I've said so far is close to all I could say. I'll attempt to change it but whether or not it will actually get changed is a mystery

(Also I don't want to make a profit, so comparing Sun to any game on Kickstarter is a little weird to me because I just don't care about taking things that seriously. I make games for fun, for me, not for profit or for anyone else.)

tl;dr I don't take this as seriously as you do (game development) nor do I care about Sun being popular all that much to go out of my way to make it appealing, but I'll try to take your advice about certain things

Breathless

There's a lot of grammar/spelling mistakes, judging by the location on your profile I'll guess English isn't your first language so I'll go easy on you there. However, a lot of the dialogue still feels out of place (too comedic) and the character isn't very appealing to me at all.

Also, your lighting effects appear in a very obvious, "immersion-breaking" way. If you set every transition (doors, stairs) so that it fades out before the transfer, then set an auto-run on every map with a fade-in (and erase at the end) your effects should load before anyone can see it happen.

The goal isn't very clear, either. I ran around the house for quite awhile looking for any clue of what I was supposed to be doing, until I got frustrated and just started checking every box, poster, and plant. This doesn't make for interesting gameplay; you have to make it clear to the player that they need to look for a key, then place hints as to where they should expect to find it. You could do a puzzle, or you could make the location slightly different from similar objects; for example, in the room with the phone, the cabinet with the open doors is where I would expect to find something important (like key 3).

The "monster" is very sudden, not in a jumpscare sort of way, but... it was really out of place and not scary at all. I honestly quit as soon as she gave me a game over. There needs to be more lead-up, at the very least tease her appearance a bit in a non-threatening way just to get us aquainted to her. Otherwise it's way out of nowhere, because I don't understand who she is or why she's here or why I should be afraid of her. The atmosphere in general is too relaxed. This could also be why the monster isn't scary, the game has no atmosphere to it. I'm sorry if that sounds harsh.

On a more positive note, I like the visuals. The mix of darkness with the cute, Pokemon-esque (it looks like a Pokemon tileset?) graphics is something I'm way way into. The screenshots were honestly the selling point for me; as I tend to ignore a lot of games I see on here, that's pretty impressive. It gave the impression of a really interesting game, one with more of a psychological feel than a "run from this monster because I told you to" feeling that's way overdone.

If you need some help with the grammar, I can offer my assistance. If you want help, anyway.

Sun

author=Cap_H
All of the above are taken as seriously as possible so please don't worry
I worry (subbed).

I understand if people worry, it's pretty heavy stuff. I'm trying to be as careful as possible though.
Thank you for the sub!
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