UBON'S PROFILE

sleep don't pacify us until
daybreak sky lights up the grid we live in
dizzy when we talk so fast
fields of numbers streamin' past

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Release Something Weekend

Ahaha, I had missed the part about the podcast. Who all is going to be involved?

Release Something Weekend

Discussing things like mature individuals, sometimes, means not flying off the handle at very minor things. Maturity is understanding what the other person is saying and engaging with it on that level -- not deciding that they're being a dissident and talking down to them for the rest of the conversation regardless of what they actually say.

I understand if you've heard this sort of thing enough times that it's become irritating to you, but I still think your reaction to Sai's post was unwarranted (and your responses to me after mentioning it are, frankly, a little ridiculous themselves). There will be times when people aren't going to agree. It falls on these "mature individuals" to take that in stride. I've done that. Can you?

Release Something Weekend

Oh, lame, you caught that before I edited it out. I figured it was a little too self-centered and would throw off the "calm down" message of the rest of the post.

I'm mainly treating RS as a carrot on a stick to keep working on this Stencyl project. I've messed around a little in the engine so far, but given my history a little kick like this event might be necessary to actually make anything of it.

I don't think I'm going to have anything particularly playable by the end of the month, since I'm still learning the ins and outs of the engine (and I've honestly spent the last little while just so damn pleased at my incredibly basic platformer physics that I'd boot up the demo and make a little dude jump around the screen for ten minutes without getting any real work done), but at the very least I'll have some screenshots and a bunch of character art. This week has been enormous in terms of character design and once I have them rendered in a way I'm satisfied with you bet I'm going to plaster them all over the place.

I will say, though, that Stencyl is the most fun I've had since I worked in Game Maker, so it shouldn't be as much of a slog as trying to get RPG Maker working the way I want it to.

Release Something Weekend

Aren't jokes usually, I dunno, humorous? Maybe I just don't get jokes. (That's because I'm a bear.)

I don't see any whining, anyway. Just a little confusion about something that does in fact look kind of weird at a first glance, believe it or not and would have come up at some point no matter what. I think you're kind of blowing it out of proportion by calling it a hoo hah. Or is this a hilarious joke too?

Point to the part in the thread where someone makes a federal issue out of the team size instead of asking a neutral question or saying "it looks weird" and then we got a hoo hah. Otherwise, relax and enjoy the competition. People aren't being nearly as extreme about this as you're pretending, and there's no need to get your back up.

Super RMN World

Oh, I don't think I was ever an admin. I don't think anyone in their right mind would let me near the controls.

(It was really tough not to add "That's because I'm a bear." to the end there. This avatar is messin' with my head.)

Super RMN World

I think we've registered your complaint about this guy's tone by now. If that's all, you can stop worrying about it.

Some people take game design as a very serious art. This leads some people to react to what they find in the field with all their heart. While giving criticism is a delicate art, and one that I've been trying to refine for years now, so is receiving it -- and you do any kind of candid criticism a disfavour by ignoring it completely just because you don't like the way it's phrased.

Criticism is a two-way communication between the creator and the critic. Proper understanding is the responsibility of both parties.

Super RMN World

Heaven forbid that someone vocally dislike something.

So I just noticed something interesting about encounter rate in VX Ace.

Determining the number of steps until the next encounter immediately after the last one is the way it's been done since small times. It's a shame that a lot of the other little time-saving things old games did to make "randomness" easy didn't also carry over -- I'd love to see someone break an RM game over their knee with RNG manipulation and those sorts of tricks. The way old games seeded their random values was pretty predictable, so you could do some interesting stuff if you were an insane TAS lunatic.

Release Something Weekend

If I "win", can I decline the usual prizes to have this site's name changed to rpgmawker.net instead?

The Longing Ribbon

Hahaha, glad this is still around! This was the first RPG Maker game I ever played, before I even knew it was a thing. It's a rough product, yeah, but there are still some interesting details to it gameplay-wise that haven't really been expanded on in other works and I think that's a damn shame.

This does mean that I'm holding you accountable for over five years of hellacious nonsense, though, Gib.