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Reviving an old project is kinda embarrassing. There's so much wrong with it XD

  • unity
  • 10/06/2014 01:09 PM

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Pages: 1
unity
You're magical to me.
11176
Dear unity of the past:

-When the player enters buildings, why did you sometimes set the warp point to put the player a few spaces away from the door instead of right next to it?

-Why did you use the wrong tiles for an entire mountain?

-Why didn't you plan your items correctly? Having to scroll past weapons and armor for the stronger MP restoring items is ridiculous, and it's a pain to fix!

XDDDD I've learned a bit since then
Red_Nova
The all around prick
7488
-Why didn't you plan your items correctly? Having to scroll past weapons and armor for the stronger MP restoring items is ridiculous, and it's a pain to fix!


I still do this...
unity
You're magical to me.
11176
author=Red_Nova
-Why didn't you plan your items correctly? Having to scroll past weapons and armor for the stronger MP restoring items is ridiculous, and it's a pain to fix!
I still do this...

It's not such a big problem in VX Ace, where the engine organizes things by Items, Key Items, Weapons, and Armor. Back in RPG Maker 2000, though, they're all lumped together so in battle (or otherwise) if you want to use an item put at the bottom you have to actually scroll past all your armor and other items :P
Red_Nova
The all around prick
7488
Oooooooh....

... Why do people use 2k again?
unity
You're magical to me.
11176
There are actually a lot of neat little features back in 2k that weren't carried over to the newer makers, and a lot of people just like the feel of 2k and 2003. Also, 2003 is a lot easier to use to make an ATB battle system, apparently, since it's made for it.

Playing with 2k, I was pleasantly surprised that the shift-mapping you can use in later systems also seems to work. I had no idea about that back when I first used 2k! Hehe
Ratty524
The 524 is for 524 Stone Crabs
13387
Dear Ratty of the past,

- Why didn't your maps have even the most basic sense of direction?

- Why do your characters speak in a modern dialect in an old-world fantasy setting?

- What made you think making jokes about retards was tasteful?

- Could you really not do anything interesting with the default battle system?

- Mixing MS Paint-looking artwork with the RTP does not make your game look good.

- Mealanie Buhtsecks... Really!?


I think we've all been there.
We all have to start somewhere, right?
Huh. Looking back, I actually wasn't half that bad. Everything that I did back then flowed gracefully. The main problem lied on the general order of things.
Back then, I didn't use event pages and variables. Shift-mapping was but a feature used by the pros. And the best part: enemies can and will OHKO you randomly, just because.
author=unity
There are actually a lot of neat little features back in 2k that weren't carried over to the newer makers, and a lot of people just like the feel of 2k and 2003. Also, 2003 is a lot easier to use to make an ATB battle system, apparently, since it's made for it.

Playing with 2k, I was pleasantly surprised that the shift-mapping you can use in later systems also seems to work. I had no idea about that back when I first used 2k! Hehe

Yeah, shift mapping has been a staple part of the series (aside from XP but let's ignore that engine). As for items, even now I leave spaces between 'types' so that I don't have to reorder them all. Also, headings~

Dear me of the past:
- Why did you never label your switches with unique names? Chest, Chest, Chest, Treasure, Side Quest, Side Quest... this does not help me figure out which switch goes to which chest!

- Why did you not finish the animations that you had set out to do? Half-complete animations with not sound effects added are the worst.

- Why didn't you write more about the story you were using?! Just knowing the general details isn't enough anymore, especially after such a long time! ;.; You HAD Word, you could have used it! Nooooo, instead you wrote a synopsis inside messages in a spare Common Event. Granted, you still do that in Ace, but at least the script section has unlimited (or near to) word limits so you can write a ton. Message boxes may be good for short 'reminders' of what to do next but they're pants for trying to type out the whole story in.

- Why did you use so many round-about ways of eventing when there were ways within the engine to do what you wanted to do? I know variables scared you back then but they only wanted to help you.
InfectionFiles
the world ends in whatever my makerscore currently is
4353
Whenever I open an old project I either think wtf this isn't going anywhere or I mustve been high
Or, it was way too grand for me to actually finish so I enjoy looking at what I got done, laugh, have second thoughts then close it.
InfectionFiles
the world ends in whatever my makerscore currently is
4353
unity
You're magical to me.
11176
author=Liberty
Dear me of the past:
- Why did you never label your switches with unique names? Chest, Chest, Chest, Treasure, Side Quest, Side Quest... this does not help me figure out which switch goes to which chest!


Haha, I did something similar, but perhaps worse? I'd name switches after inside jokes between me and my friends... which makes trying to find out what they do really difficult XD

The neat thing about the Revive the Dead contest is that if I were to take this game and try to make it the super-polished and perfect ideal that my brain wants it to be, I'd probably never get it done (and would probably attempt something crazy like remaking all the maps).

The month deadline means I have enough time to finish it and fix the most glaring issues. The most important thing is that the game will see life, even with most of its imperfections on display. Given that its a game I started around 2002, I think I can live with that XD
Marrend
Guardian Gorgon of the Description Thread
18308
Dear me of the past:

-Dude, why did you insert enemies that POISON when there were no antidotes in town? I know that enemies dropped them at whatever%, but, seriously. That's dumb.

-The idea of enemies that "look" at an "average character" in regards to stats wasn't a terrible idea. The execution, however, was. Just because an "average character" has 700 HP at level 1 does not mean that you must give "level 1" enemies 700 HP!

-So, I hear you put in built-in cheats that allowed players to basically max out EXP and GOLD for very little risk. I understand that you want to give/share that "Negative spell power does that!?" moment to players, but... yeah, that's not how players would get it.
Red_Nova
The all around prick
7488
Dear Red_Nova of the past:

- Why did you pretend to be some sort of professional on your FIRST game? You're not.

- You will never stop learning. Don't have the first hour of your game done, and tell yourself, "Okay. I know how to use RPG Maker now"

- Why did you use one switch to cover a hours worth of different events? On the same map?

- Why did you have pride? ASK FOR HELP IF YOU NEED IT!!!
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