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Tharis last won the day on July 15 2013

Tharis had the most liked content!

About Tharis

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    Doorway of Light
  • Birthday 03/28/1984

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    Lake Bonneville
  1. So one of the things I've been thinking of doing for one specific character (who is solo in his whole part of the game) is to give him a group of skills that can only be used when he has a specific buff on him. So essentially, Mist of Clarity Rushing Rapids Deluge Judgement Are all sealed skills until "Pursuit of Justice" is activated. Activating the buff will cause the skill that turns it on to be on cool down for 5 turns. If one of the skills that it is tied to the buff is used it adds 3 more turns to the cool down on the skill to activate the buff. The buff will last for 5 turns, if a sealed skill is used within the duration the buff is removed. There may also be supplement talents that will add the buff after a certain skill is used or a combo is completed or something to that effect. However I'm not sure what the easiest way to handle it would be. I'm using YEP Plugins and have quite a few but is there anyone familiar with any of these Plugins that could tell me of an easy way to handle this skill/buff situation?
  2. Well I think JacobM has a lot of really valid points. It's tough to push past the resistance of ones own negativity, I know this from personal experience. Negative feedback (even constructive) can be a hurdle too but try to see the good in any of the situations. My project didn't get much in the way of feedback early on either Just keep plugging away at the idea and keep updating it. Eventually people will see the name keep popping up and will be intrigued to post. I think the problem is most people don't want to invest the time reading through a project (even if it's not much of a time investment) that will not get updated or finished. Seeing the project get updates can be an easy way to show people that this is moving toward completion. Lastly you might try posting your ideas in the Theory and Development thread and see if people will give you feedback there... I know many people are a lot more likely to look at the smaller slice of a project idea than the whole thing and give feedback there.
  3. There are some interesting ideas here and as we have seen, a lot of people tend to fall on the side of morally ambiguous protagonists and antagonists. This I kind of feel is more of a Zeitgeist than an evolution of how people want to view their antagonists. Whether you write an antagonist to be 100% evil or only 12% but with questionable tactics of achieving his/her goals one thing to remember is how it's framed. I think the problem with the Black / White, Hero / Villain isn't so much they are predictable it's that people don't really understand what makes a megalomaniac tic, and why anyone chooses to follow them. Personally I like to have my antagonists be in stark contrast to my protagonists (for the most part) I think some people fear to reach down into the deepest parts of evil and display that, even in a character they have to write. With good reason, look at what happened to Heath Ledger, no one can say that his Joker wasn't purely evil, and I don't know many who didn't find that utterly appealing in an antagonist. So really the audience is going to be attracted to your antagonist in much the same way as your protagonist. One last thing, as I mentioned above about people who are obsessed with ruling the world (or having all of the power, as it were) and this can be VERY difficult to write is that they are often extremely charismatic. That can be difficult because we often have to frame our characters from ourselves and not everyone is charismatic. Well that's just my two bits.
  4. I've noticed in my test play so far that MV has a curious way of looping tracks. Not sure what causes it and not sure how to over come it but some songs that were compatible with Ace in that they start off subtly and softly and then build to their true melody are not with MV. Ace handled this by looping the melody I'm sure somewhere in the written form of the music it tells the computer where to start again for the purpose of looping, however MV doesn't do this is it because OGG doesn't communicate this to MV in the same way it did to ACE or is there a plug-in that I'm missing?
  5. I just want to say how glad I am that enterbrain finally made an engine that will fit with my development regardless of what plugins will be available later. I should be able to go from start to finish with just what the engine provides and not have to worry about having conversations with scripters and coders about how things need to work to make my game! not that i don't love the scripters and everything they do, I would just rather do everything on my own.
  6. Not exactly an answer to your question but there is a larger sprited character (looks like 3 tiles wide an 3 tiles tall) in the trailer at 0:31 the likes of which are reminiscent of the larger monster sprites in VX and VXAce. Again, this isn't a definitive answer but it certainly lends itself well to the idea that it is possible.
  7. This looks good over all however the one tree that stands over the house near the middle left side of the map as a very odd shadow. The shadow looks like its directly under the tree or where the tree would be as if the ground under it was flat... however there is a house there that's roof actually eclipses the branches this gives it a very 2D feel. What you could do is take the very top of the shadow of that tree and put it over the top of the house at about a 1.25 magnification and stretch the part of the shadow that will connect to the ground to fit with where the ground is flat at no magnification and then cut the rest of the shadow that would appear on the house off this will help to give the correct spacing with the building and the tree.
  8. I'm more inclined to see an implied story at a glance. Think about when you approach a building in Skyrim, even if it's a broken down house in the middle of nowhere you can automatically see that there is some kind of story there. The easiest way when making a house or town, to pull this off is to think of it in terms of "Who lives here? What kind of lives do they lead? What supplies are they going to need? Is it a major city, medium town, small hovel? Will items and goods stored outside become damaged (even if you don't have the resources to show this) or attract rodents? One thing I like to do is add fauna to my maps as well it's a nice way to get some life in the scene without having to add any dialog or work really. I tend to actually like larger single maps for smaller towns with some space between each of the houses (just make sure to fill in the space with some kind of detail like trees or other brush) and many smaller maps for larger cities with houses cramped together more, it helps both create the illusion that their respective sizes imply.
  9. Phil-S This is looking like a good start, you may want to add a few more "clutter" details such as boxes, crates, barrels carts or something that adds a bit of life and implied story to the town. I realize this is a work in progress but then again this thread is for feed back haha. still its a great start. Additionally if you do the 2 tiered buildings Hold the Shift key around the base of the second floor wall to help remove those spacing lines it helps to alleviate the building of feeling flat, or that the second floor is indented into the first.
  10. RTP isn't bad, in the sense that the graphics are ugly or are hard to work with. But remember you are talking to a group of individuals who have been looking at RTP (and even more importantly, beautifully made custom) RPG maker graphics for a lot of years. So the reaction you are going to get from this crowd is "been there seen that". So try branching out and asking people not on the forums or within the RPG maker community what they think. In the end though, you have to make your game's story, gameplay, or characters compelling enough to make people want to play it. I've seen RTP used brilliantly and I've seen it fumbled horribly so it's going to boil down to how confident are you that your game is good enough to play. If it's a great game those people who don't care about RTP will spread the word on how good it is. If it's not anything special no one will take a second look. So gauge where you think you are on that scale and proceed.
  11. All of these are great additions to the conversation though I guess what I mean by scenes of a wholly humorous nature is that they may be out of place in an overall dramatic game. My apologies if I was misinterpreted and that melodrama and melancholy may have gotten mixed up here (no one wants a cast of Eeyores).
  12. So I have been thinking about some of the things I want to do to add a little bit of personality to my characters and give a little bit of a break from the melodrama that will otherwise accompany their conversations. However, most of the ways I've been contemplating doing this require more depth than just a few humorous lines, to lighten the mood, spoken between the protagonists. Like for instance on occasion resting at an inn may cause a quick scene where the characters play a harmless prank on each other or something to this degree. Now most everyone is going to think of this in the way that the witty banter is in movies like the original Star Wars films (IV,V,VI) (< that is not intended to look like a crown). But think about the effect it might have if an entire scene was devoted to just having a little fun even if at the expense of one of the other characters. Does this take away from the drama? So I'm wondering what people's responses will be.
  13. Ok, that makes sense I'll see if that works. Logically it makes sense what you are saying, I just wish the description for how those tags are intended to be used was a bit clearer as to how they actually worked.
  14. Bump: Still have not found a solution to this issue.
  15. The flutes are hardly your fault. I just really love his music if not for those seemingly out of place high pitched flutes.