TRANCE2'S PROFILE

I pop in from time-to-time.

Unabashed Trails and Tales fan.
Sagawind
Join Vera and Hermann on their quest to explore the vast world of Estryia and learn its origins.

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The Great Console Count

Game Boy
Game Boy Color
Game Boy Advance (SP)
Nintendo
Super Nintendo
Nintendo 64
Gamecube
Nintendo DS Lite
Virtual Boy (lol)
Playstation 2

Onehours

I'm in. Just as long as I don't get yelled at for whatever reason staying up till 1-2 in the morning. It'll be the last day of school, so I don't really see why not. Then again, my parental units are pretty crazy when it comes to "sleeping."

Game Titles

Well, the thing about titles is that, though they can be an indicator of the overall "goodness" of the game, sometimes it can surprise you. There can be something that has the most cliche title ever, yet be a very fun game, though it is (sadly) highly unlikely.

For my own titles, most of the time they just come to me (before that, they're "untitled"), or else I try to think of something "cool." Sad, but true. Sagawind came from the fact that it started out as a game that had something to do with the wind plus the fact that I had a itch to make a game like Xenosaga (just not XenoCutscene). As for Elemental Legend... I don't remember the inspiration for that, other than the fact that it's simple and it leaves me to focus on the main thing: the story and the gameplay.

Which brings up a good point: though a title may be majorly cliche or "red flag," it's possible that there was more focus given to the gameplay or the story due to the fact of not slaving over the title itself. Then again, you could also give a case that the creator was too lazy to change the title to something else more relevant to the story after all the work that they did. *shrug*

Two Hundred Members

Good to see that RMN's getting off the ground mighty quickly. 100 members is certainly a landmark that needs to be passed to show that we aren't just some small "rival" to LamerWorld.

We Did It First screenshot thread

harmonic: Flippin' A. Very nice indeed. Though, I would say it might be a good idea to lighten up the bchara's hair to match the face (or vice versa).

Lusty: It's good to see that the game's progressing. I remember how it looked almost a year ago: the battle system looked so disconnected and the menus... Heh, as said, it's good to see it looking a lot better. Though, the sword that Mid-boss is holding looks kinda weird.

Raen: I swear I've seen that set-up of the battle system before... Maybe when you showed it earlier in the year (or last year, don't remember). Though, with the video, way too much "crawly" text. I know you're trying to take time to get across the village, but I've had a lot of experience with the bane of crawly text, and it's not something you really want to subject the player to. Otherwise... The only other errors I saw was the little blank squares were some of the fire was and that was about it. The music (though I have it in my soundtrack; small world) added very well to the scene itself.

Indie games that have impacted you

Cave Story - It's just win.
Tyrant God Saga: Altered Perception - One of the very first RM games I ever played.
Crossed Realmz 4 - Showed me that there are some pretty crazy things that can be done with RPG Maker.
That ninja game that JKB made - Same as above.
Dragon Heart - Again, same as above above.

Hmm... Oh yeah, of course!

Romancing Walker - Win win, and yes, win. Too bad I don't have any games close, and if I did, I'd just be stealing from RW's awesome glory, and that's no fun.

Nooo

What engine and how did it corrupt (like, what error message is it giving you)?

Your Priorities

I think the one thing that I focus on most when I'm making a game is the consistency of the game, whether it be for presentation or for gameplay. Consistency is something that not a lot of RM games nowadays seem to have; complete consistency is something that I strive for. If it fits in, it's good. If it's glaring different, I'm not using it. Same goes with musical consistency, gameplay consistency (making sure everything does the same thing every time), and character/story consistency.

Story is what I usually work to make "perfect" after overall consistency. It actually kind of ties into the whole consistency thing, since if a character does one thing, then does something completely inconsistent with their characterization, then that character becomes unbelievable, something you do not want to deal with when you're playing.

My major pet peeve when I'm playing a game is consistency, though you can't blame too much of the community for being inconsistent in areas such as graphics and sound. I still get a tick whenever I see clashing graphics, though. After that, if the gameplay is fun, then I'll keep going. If it's boring and pedantic, then I'll move on. Because no matter how good the story is, if the major meat of the game isn't fun (the gameplay), then there's no reason to get through the rest of it, unless the story is THAT good (and it's pretty rare in this community that it is; I'm still waiting to be proven wrong).

We Did It First screenshot thread

My only thing is that it seems kinda flat. I'm sure adding shadows underneath it and such will help it pop out a little bit, but for now, it looks pretty... interesting. I'm hoping the "groin cannon" has nothing to do with that one conversation in the channel where you described a work of art involving a pipe.

I'd show something, but I really don't have anything that interesting to show. Plus, the anti-hype machine tells me, and I quote: "*bzzt* does not compute." So, you heard it from the A-HM. Though, I might pop up some screens if I enjoy some of the stuff I do for the Harvest Festival. I still have to do more research (mainly on the Millennial Fair from CT and the Ruin Festival from WA).

The story planning process

Most of the time, I make a rough outline before doing much, but when I'm unsure of something, or when I need a little side thing (not exactly a side-quest, but something to put a break in the action), I'll write as I go or wing it, depending on how important or how close it is to the beaten path.

For instance, I'll usually plan out whole sections, but I'll fill it with more description when I get to making the game itself. Sometimes, I'll even get a brainwave when I'm working, and thus I'll do something that I didn't originally plan, but it either makes sense or I can make sense of it within the game itself.

I actually have a whole composition book with a simple "plot curve," which has the locations, the general idea of what will happen there, and if there are any bosses (and what they are). I actually have to extend my current plot curve to include the fact that there's so much more material to cover. .____.;;