THATBENNYGUY'S PROFILE

I am CashmereCat now.

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Twisted baubles replace my brain and I am toxic yet nice. There's a lot to me, but also not a lot going on up there, they say. PM me because I love attention, I do interviews, I do reviews, I do stuff. Here for the long haul. Gotta hustle.

I'm working on whatever I'm working on, and I love RPG Maker games that aren't traditional RPGs. Puzzlers, interactive stories, but nothing too abstract that'll weird me out. Just give me a polished gem and I'll stare at it for days, marveling at the way the light reflects just right, inner inflections, potato top pie.

I want to make games with you.

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DEViL::ender Review

Yeah the boss was quite lengthy on my playthrough as well. Nothing that a bit of grinding couldn't fix, though. I bet you just had to kill a little more small baddies, TheRealDMac ;)

Prerendered game trailers

The prerendered game trailer to end all prerendered game trailers:

The Screenshot Topic Returns

@Xenomic Wow, your map has improved considerably since the first time you did it. That is actually a fairly beautiful map, and it also actually looks bigger than the first one that you posted, which seemed a little flat. It really has a sense of 3D about it. I don't have any gripes.

The Screenshot Topic Returns

Sorry, Xenomic. Even if it supposed to be large, it doesn't have enough details for me to call it pretty. I would actually call it ugly. Sorry if that offends you, but I would rather you hear it from me, than suffer it from the players. I would recommend making it smaller even if it is supposed to be very large. You can convey largeness of a venue even in small maps. But the main problem with this is that there simply isn't enough detail to justify such a large map. However, you can include it in your game - but I would estimate that at least 50% of people would be unhappy with the mapping style. At least.

[Poll] M.O.G. Multipart Event - pared down?

I actually like Seeric's ideas very much. I am of the view that we should not all be jack-of-all-trades. Not everyone is good at everything, and I don't think it's useful to try to improve ourselves in our weak points because then we'll just be average at everything. I'd rather be extremely skilled in one area and shit in all the rest, instead of just average at everything.

This might be grounds for a different type of event in the future, but that's why I think that a switch of focus on a single person trying to do everything for their project (which, by the way, is how it normally works), but to have a collaborative event, where everyone posts things that cater to their strengths. For example, a person who is great at making puzzles (like myself) can donate a set of 10 puzzles for someone else to use in their project. A graphical artiste who isn't so good at gameplay can donate a tileset for someone else to use. Someone who is good at making combat systems and enemies can put their project file up for a great mapper to beautify. So potentially we can have this repository where a bunch of people can leave their unfinished works for other people to pick up and add their own little twist to.

I don't know, maybe I'm proposing changing the event entirely, but that's just what I believe we should do to foster a greater sense of community like Liberty said. Housekeeping said that too often people work by themselves, they want to actually get involved with others. But the problem is, working with teams is often really hard, since everyone has their own timetables and different levels of commitment. If there's a free space where everyone can contribute their strengths in a freeform manner, maybe something can emerge from that madness.

This event might be for some people and I'll support those people entirely but I don't think I can commit for the months that it says it should. Perhaps I'll donate a little here and there, but if someone else would be able to use it then that would be better imo.

Rogue-likes for the Less Hardcore

You might like Spelunky, or FTL: Faster Than Light.

Just needed to vent...

It is a well known fact that a lot of peoples lives look far more interesting on Facebook than they actually are IRL. This comes from being experienced with people who take a lot of photos of almost everything they do, and their profile looks beautiful because it shows the variety of things they bothered to take a pic of. But remember that everyone still is a sack of meat and we all have hopes, dreams, aspirations. 26 is young. Whole life ahead of you, bud.

Dont ever forget that. I thank God for that everyday.

[Poll] M.O.G. Multipart Event - pared down?

I reckon I might do it *just because*. But it is such a large undertaking for what might turn out to be a poo project (because I made all the little stuff). I reckon, for what it is worth, a much better idea is to just create an event where everyone must create their own stuff and come up with a game within a week or month. Like you said, it dont need to be a contest, but it can just be something random and fun instead of SO MUCH COMMITMENT :I

Anyone need a RPG VX Ace Mapper?

author=ShortStar
Well I still make maps its just doing the whole full map photos is painful now with RPG Maker Ace. Gotta go one by one copy and paste.


Here's a script that will definitely come in handy.

It will generate a mapshot for you at the press of a key. You're welcome.

World map or not?

author=unity
Yet I wouldn't accuse Chrono Trigger of being lazy, instead they're merely making their world map work for them and putting the time and resources in other areas.


Also more importantly, they're putting the time and resources of the player in other areas. The player's POV is essential to consider in every situation here. And in the player's case, if they like world maps, then world maps will be good for them. It allows for an easier case of level selection in RPGs than the blatant set of levels in other genres.

In my opinion trekking across various maps with nothing in them doesn't always have a point to it. If you want the player to feel like they've trekked across a large area without sacrificing pacing (trudging through 50 hand-made forests doesn't always == fun, especially when there's tons of monsters present), then maybe an abstraction will make sense, especially when you need to get to the next point quickly. That's where world maps can be that abstraction.

If you think world maps make bad games, just list the number of games, both modern and recent, that employ overworlds. I think it's bad that people are so used to realism in their games when an abstraction will often do.