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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You Are Not The Hero Kickstarter Campaign

C'mon guys Nightowl is obviously trolling.

author=ShortStar
I remember someone quoting the official website saying you can't use RTP for paid releases. They've licensed the art, but that doesn't mean they were licensed to you.


I just had to confirm this. Shaz, who is the sole moderator of the commercial games forum on the official RPG Maker Web site, which I'm going to link here:

"Any resource from any maker you own can be used in a commercial game, if that game is made with Enterbrain's products (so if you own XP and Ace, you can use XP resources in your Ace commercial game, as well as the Ace resources)."

So you pretty much can use the RTP in your game if you own the engine that the RTP belongs to.

Which message system do you guys think I should use?

The first one is traditional message system, and works reliably, as people know where to look on-screen, but it can seem a bit boring and default-ish.

The second screen is non-traditional, requires some scripting, and has people kind of looking everywhere on the screen for bubbles. But done right, it can create immersion, and give a really custom experience.

Both ways can work, it's just how you implement them. Just a few notes.


  • For the second one, try including the player picture and name. It helps you visualise the person's face when they're speaking as well.

Release Date Info ~ Almost there!

Hey hkoz! I'd love to test Vagabond :)

So excited for release! woohoo :)

Beta testers wanted!

Sure, I'd like to test it out :)

Persistence

I can help, but you probably don't want me to xD

Persistence

Stuff from Derek Yu's article "Finishing a Game" (http://makegames.tumblr.com/post/1136623767/finishing-a-game):

"A lot of game-making is tedious and downright unfun. It’s not play, it’s work (and this is why you should choke out ANYONE when they joke about you “playing games all day”)."

"You’ll also realize that a lot of this boring stuff is what makes the game feel complete! A nice title screen, for example, does wonders to make a game feel legitimate."

"Feeling stuck? Push forward. Start working on the next level, the next enemy, the next whatever. Not only is it helpful for motivational purposes, but you want to get a sense for how your whole game will play out"

"now you’re forced to decide what is really important to your game, and what you could cut. The fact is, if we all had unlimited resources and unlimited time, we’d all make the same crappy, meandering everything game and there’d be no reason to play at all."

"IF YOU DO QUIT, SCALE DOWN, NOT UP"