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The next RPG Maker

Tileset support could use work... parallax mappers, who always have to do extra work just to get simple things done, should get more tools to help them and not be punished with the silly engine limiting their efforts. And how in general the parallel process eventing is... just crap and so 1990's in how much lag just a few non-complex events can cause. Like its the same poor engine code reused from 2000 until Ace!

But... "RPG Maker 2015" will probably just be something designed solely for smartphones in mind and be limited in scope and ambition. There has to be a year for the company to goof around, when most of the staff can now finally take good long holidays and temp interns code something just as proof for showing up for work in the meantime.

Palette Swaps: A discussion.

Palette swaps work better if the "re-appearing" mobs are spaced well apart. There was a section in Rudra where I recall seeing 3x of a same palette-swapped monster within about 20 minutes of playtime. That's just lazy.

Otherwise, it felt neat that if you visited old dungeons later in the game, monsters inside would often be changed to palette swapped stronger variants of its old inhabitants. It saves some time designing entirely new mobs for those areas that the player isn't really required to revisit, but those that do will be treated with what can be a refreshing re-run of an interesting dungeon. The player would already have a sense of what to expect in terms of battle mechanics, and will be well adjusted to adapt to any new monster abilities that build upon what they had seen before in that dungeon.

Is using the default resources in a Maker taboo?

author=shogungari
Looking at most games on this site it seems people don't use the default resources at all


Most games use some form of default resources in fact. Sound effects, default UI layouts, message box styles, font etc. RM scene is very forgiving and generally supportive of the RTP.

One problem is that some of the default resources don't always seem to be in agreement with each other, basically. Some RTP graphics clash horribly with each other and seeing them used together just feels to me the game maker is putting less effort into his game than they should, and in return I'll be a little less willing to try out the game with those impressions in mind. In the best case it doesn't do the game any harm, but poor or devil-may-care attitude to mixing RTP resources never adds to its credit.

Ace's faceset generator is a prime offender, those portraits just never seem to work well with anything, they don't mix with RTP tilesets/charsets at all and are an eyesore almost universally. Another is Verdana... the horrible default font that thankfully any beginner can change easily with a few lines of code.

Worry less about using default resources, pay some more thought to the hard stuff like balancing and how not to get overwhelmed with eventing and engine limitations at first.

author=shogungari
Edit: And I actually like the music. :( There's some really awesome themes included.


Sure, only it doesn't tend to mix well with much anything else than other RTP music though, so you don't have that much to work with.

Let's work on your game descriptions!

A short and simple summary, but a few sentences could be better joined together and some unnecessary punctuation culled etc. How does this look?

A simple, short platform game about a worm called Fishbate, who comes home one day to find his girl(worm)friend kidnapped, with only a note left in her place. He must now venture across the land to save her!

This game was created with the RPG-Toolkit. It is not a side-scrolling game due to the engine's limitations. Instead, as Fishbate approaches the end of an area and touches the screen's edge, the following area is loaded, and Fishbate's grand adventure continues!

Programming by Grindalf
Graphics and Music by Lotus

Whatchu Workin' On? Tell us!

I'm working on a simulation/trade/diplomacy/politics-RPG that for once in the longest time I can actually say with confidence will see some sort of a release in the horizon! Mostly thinking of backstories and ideas for its characters at the moment. No random battles here, all enemies you encounter are unique guys and gals with different strengths and weaknesses, and your goal isn't necessarily to beat em all up, but maybe to get as many of them on your side as you can: and it might be necessary, because they might also team up and hunt you down together if you piss them off too much. I settled to have about 35% of the rivals you meet to be assigned random factions/strengths/weaknesses to make things more interesting.

Having a blast with simply eventing and writing dialogue, perhaps just for the fact that this time I decided not to map any towns, which I always hate making, and forcing myself to endure them just grinds my projects to full stop. Here cities are represented simply by "here's a list of locations, where'd you like to go?".

The Screenshot Topic Returns



From a horror-ish game I was making.



For this short-lived project I made a town with open interiors like seen here. The problem? Try making a decent-sized town run without lag...



Here's the throne room intro for funzies (all that exists of this project), but while making this scene I realized how well 7th Saga's mechanics actually translate to Rpg Maker, and how long overdue this game is for a proper remake... one that would make more use of its interesting mechanics than the original game did... and being 178% less grindy in the process as well.

"This above all; to thine own game be true." ~William Shakespeare

"As a game developer, you don't rake in millions of Makerscore without performing some sacrifice on the altar of Gaming." -Franz Liszt

Old Scary Movies

Night of the Hunter (1955) has a great atmosphere, such an intense movie, even if you could say it's less straight-up horror than most of the movies mentioned in this thread. And for an old black/white movie it was exquisitely beautifully filmed as well, one of those movies that sticks in your head long after you see it.

Large Numbers!!!!

author=LockeZ
WildStar Online suffers badly from high number syndrome. You can do upwards of 1000 damage per swing before you hit level 5.


They've scaled the numbers so high because higher numbers are easier to tweak for balance. Reportedly they're going to scale the numbers down for launch. Not a bad approach, honestly.

Original Paper Mario is one example where extreme small numbers end up as a detriment: I felt its battles often ended up repeating their motions, as there wasn't any variation in damage and everything became predictable once you had fought a certain group of enemies the first time.

Are Core Scripts getting out of control?

I don't mind the purpose of core scripts, if the people who write all these great scripts feel the need to better organize their scripts in this manner who'd I be saying no to that?

That in mind, I hate it when core scripts also interact and change the game in subtle ways that I wasn't asking for when I'm using this other script -- like changing font colors, gauge types and colors and the like. Easy to correct, often, sure. But it makes me feel like I'm helplessly walking in circles when using a new script requires me to know how to tweak the core script in a way it doesn't break the new script, just to keep the core script from changing other features of my game that I don't want...
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