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EraYachi last won the day on August 7 2014

EraYachi had the most liked content!

About EraYachi

  • Rank
    Lord of the Dance Cowboy
  • Birthday 05/03/1987

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    Not Telling
  • Location
    Ontario, Canada

RPG Maker Information

  • RM Skill -
    Jack of All Trades

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  1. RPG MV makes point-and click-adventure games easy to make!...with only 14 plugins, nothing but original artwork, parallax maps and furious, non-step testing 12 hours a day to stand in the way!

  2. I thank you for the suggestion. As of now, I've decided to simply change how the mechanics work. I'll have a few item-based puzzles, but they'll be simple ones. The rest will be actual number/visual/math puzzle types, which are easier to event and are probably more interesting anyway. I'll take this as an opportunity to break the stereotypical 'horror adventure game' mould and be more inventive.
  3. Gah, I love its simplicity and how it manages to look so cool! My only nitpick is the spacing between the middle lines (triple lines) and the word "Legends". It's very, very narrow and glaringly thinner than the spacing between the word below the lines, "Adrigal". As for your first attempt...I...I mean, hey, that's uh... *places hand on shoulder* I'm here for you.
  4. EraYachi

    A markiplier fan game idea.

    Alrighty, slick, I'm gonna tell it to you straight. No bars held. I'm a huge fan of Markiplier. By that I mean I watch his videos daily, and have since like...800k subs? Been a while.Needless to say, I've had time to get to know what he's like and I've no doubt he'd appreciate any time of fan game whatsoever. And I think you should go for it! ...the blunt truth about your pitch, however, is that I'd recommend using a different plot. Bare bones truth here..that sounds basically like a self-insert story; creating an OC (original character). The plot centers around this OC. While I know that's a tempting notion, it's not going to swing well with potential customers...and by customers, I mean just about anyone willing to play they game (I'm assuming it'll be a free game). If it's a fan game, it shouldn't be about the fan--it should be a tribute to Mark and and his shenanigans. That's how I see it. Hands down, I wouldn't play a Markiplier fan game that wasn't about him. This sounds like it's about 'Gabby'. And if you truly want to make a story about her and Mark and his buddies going on a camping trip, there's nothing wrong with it. It's just more than likely going to be a game for your own personal enjoyment, and not so much something that other fans will pick up. If you're concerned about making this a game enjoyable to *all* fans of Mark and not a personal pleasure, I'd recommend centering the plot around something all fans relate to already. Like for instance, in a previous fan game, the plot was about Tim turning evil and plotting to kill Mark. It didn't take itself seriously, but it was a blast from beginning to end.
  5. *pokes community* Hi, I'm back.

    1. Show previous comments  6 more
    2. _____


      don't poke me, that's roooood

    3. EraYachi


      Tish tosh, people, I've been coming to this site for many years. Most people who remember me are likely no longer around. But hello again all the same.

    4. Skysagi


      Hey, I am here!

  6. EraYachi

    I'm new and I need HELP.

    1) Don't use the tables on Tab B, C or D. Use the auto-tile tables on tab A when putting them down; they're close to the top of the tileset. Then you can put any object on tab B, C and above on top of it, since those objects don't overwrite stuff on the A layer. 2) I have tons of resources for horror, but I've used Google and the Resource Showcase thread to hunt it all down and make a detailed list and folder of fully credited resources. Google is your friend; it's so, so very useful and it won't take long at all to pick up tilesets and objects for horror. There are also DLC packs you can buy from the main RPG Maker website, or on Steam if that's where you bought RPG Maker. 3) Again, Google is great. There's also a Tutorial forum section in these forums here with an organized sticky that gives you a list of all basic tutorials. What you're requesting is the very, very, very basics--you just need to learn eventing, for which this community provides many guides. An NPC or other character on your screen is typically an event with a character sprite for its graphic. 4) If you're just starting out, brand new, simply use the built-in generator in RPG Maker VX Ace. Once you get the hang of things--well, there's another list of off-site resources stickied in these forums too. Explore a bit; I know you're excited to just hunker down and make a game, but you'll probably have to spend a lot of time outside the program researching and resource gathering on your own, as we all must.
  7. I'm not saying it's that simple. I'm saying that, for a free resource pack with no paid professionals with reason to own good quality mics and equipment, organized by a bunch of regular people on regular-to-low budgets making free video games, it's perfectly fine to have a headset mic and Audacity. Literally, we're going with 'low-to-medium quality is better than nothing at all', seeing how a free voice sample pack like this doesn't exist yet. If people don't mind having lower-quality audio recordings, they're welcome to use these free resources created by volunteer voice actors. If they want crisp, clear-sounding voices that sound amazing, people are going to have to commission them elsewhere to purchase them from resource site A, B, or C, the kind that do this kind of thing for a living. I don't think anyone playing a free indie RPG game with voices are going to discriminate against it if the recording quality sounds like it did in 1997. Thank you for the offer on the editing. When I get the official thread going, we'll probably need people to both edit and provide voice samples. Myself, I'm not a very good voice actor, but I'll try to do a bit of both, personally. On another note (this is to everyone); regrettably, I am incredibly busy in my very last week of a 2 year diploma college program, so I'm delayed on getting this project started. But once I'm home next weekend, I'll have a trillion times more lax hours to pull it together.
  8. So here's what I recorded and edited in a jiffy: For the record, I don't actually sound like this. Trust me. Audacity is great, but it's left the voice slightly electronic in some places. It still sounds good. Recording with a headset mic might not yield professional results, but then...we're looking at generating free resources for free games. I'll be working on a resource thread today; I've already begun to write one up so there's a place to officially contribute. But BigBlueCar's example, and mine are similar to what we'll need for the pack, just in different styles. I'll be trying to emulate other voices in the future; just not today.
  9. Oooh my, this looks positively amazing. Your artwork is superb! I'm going to give this a try once I'm through with tomorrow (today's) hullabaloo. Looking forward to it!
  10. This is amazing! You've inspired me to add my own...shortly. I'll record something tonight or tomorrow after work. These were really well done. In fact, if we get two people with the ball rollin' (you and I), then who knows who'll join? I'll type up some instructions and make an official thread for the collection of voice talents. Two voices aren't much, but there's always the hope more people will come out of the woodworks and give it a shot. Seriously though, well done. =P
  11. Now, I'm putting this in Theory in Development, because I'd like to discuss this, gauge people's interest in it, to see if it would work. I'd like to know how much it would benefit this community. I'm not actively recruiting anyone, just testing the waters and opening a dialogue. I'd like to hear other peoples' thoughts and ideas. Anyway. We share resources every day, and use each other's stuff all the time. But one of those things we can't easily share/distribute are voices. I mean, it is possible to have royalty-free audio clips for voice acting usage. Not easy, but possible. I remember a while back, whilst paraoosing an old website dedicated to game making (non-RPGMaker), that a group of people had put together a voicebox--basically, a package of pre-recorded voice acting snippets for free and general purposes. Now when I say 'voice acting', I don't mean fully versed lines. I'm talking about amateur voice actors recording sounds, like, "Yes." "No way!", "Hmmm." "Oh, no!" Laughing. Growling. Scoffing. Sounds that characters make during conversation. Think Fire Emblem: Awakening. It's not fully voiced, but a package of like 20-30 sounds (or more), or short phrases per character can go a long way to spruce up your dialogue. Pros: It doesn't need professional recording software. It also doesn't take fantastic voice acting skills. All it takes is some average person reading one or two-word phrases and sounds into their mics with Audacity. Then someone can just take the recordings and edit them. Someone. Voice samples can be easily edited in pitch/treble to sound like new voices. Makes games feel more 'modern'. Hearing a voice helps put more character into the words being spoken, especially in long dialogue cutscenes. Cons: This needs multiple volunteers. Having say, 12 people or more. Both male and female. That way, you can have multiple voice options for various characters (old man, old woman, young man/woman, children, etc.). If there are only a few people recording, everyone and their sister will be using the same voices for their project--and that gets old. Obviously, even in ogg format, having audio clips for voices will increase game size. But not as much as a fully voice-acted game. Time. This kind of thing would take time, and patience. I'm chock full of ideas to spearhead a project like this. This might come as a surprise to many, but with the use of Audacity, I make a pretty decent voice actor for a young girl (age 9-12ish). Probably not so much for an older female. I've already recorded some stuff for usage in various games, and I wouldn't care if it were used in other games as well. Here are some things I recorded: Sounds: (grunts, sighs, laughs) Sounds of disgust. Taunting. Angry growling. Whooping (joy), snoring, yelping. Phrases: "Yep!" "Nuh-uh." "Sure." "Nope." "Fine, whatever." "Huh..." "Eww." Believe me, I know what it feels like to sit at your computer, sounding and feeling really weird just making random sounds and saying random things into a headset microphone. Anyway. What are your thoughts on putting together a free resource 'Voicebox', a la Fire Emblem style? Imagine if we could get dozens of people involved over time; having a greater diversity of voices would be fantastic. And it's also incredibly easy compared to other resources--custom art, logos, sprites and scripting--this is something even brand new beginners to RPG Maker can do if they want to contribute.
  12. My dog died. And someone shot my uncle. Also, I've turned into a radioactive mutant sharktopus. Elvis is secretly alive. I just found out that human hair tastes like chocolate cake. Someone forgot the Alamo. I'm pregnant.

    1. Show previous comments  4 more
    2. magic2345


      mutant sharktopus, huh....very...


    3. Necromedes



      ... Well I just (Censored.)

    4. Nestat



  13. EraYachi

    Introducing: This Guy.

    Sounds like you'll fit right in here. Welcome! Ask questions, make jokes, share your ideas. Get coffee. Make sandwiches. Talk to leprechauns. Ponder existence. Listen to voices...yes....
  14. EraYachi

    Too long dialogue?

    Making dialogue is a delectable, delicate process of cramming as much exposition, character development, and relationship building into the fewest message boxes you can manage without leaving your players befuddled. Some people make the mistake of typing out things in long droves, basically repeating points they've already made in conversation and adding in very unnecessary details. Others tend to add way too much 'filler' dialogue, deviating from the purpose of the scene in an attempt to add more humour or force character development into an inappropriate moment. Even still, others have a tendency to explain EVERYTHING, even if the concept is very basic. Others try to explain everything about their characters, kingdom/location, magic powers, abilities, profession, and HISTORY--oh lord, is a character's background ever commonly guilty of causing unwanted, long speels of dialogue. The key is to remember that exposition works best if incorporated slowly. It's easier to go in blind and introduce different concepts/ideas/background information over the course of the entire game. Others write their dialogue as though they're trying to speak directly to the player, forgetting that these characters' knowledge, time and energy is limited, and only certain personality types have a tendency to ramble. So many reasons that dialogue can go on 'too long'. Go into a scene with a handful of objectives. God knows I've rewritten the dialogue in my game 5 times to reduce its wordiness and stick to the point.
  15. EraYachi

    Multiple Endings

    So, let's put a fresh idea on the table. Or at least, an old idea, but fresh for those who are new/just wanna discuss stuff. I've got a game with multiple endings. Best/Good/Normal/Bad/Worst. It might happen I knock out the 'Worst' one, but really, it's just a variation of the Bad ending but has a slightly different outcome. What I wanna discuss is the lengths we can, and will go, to integrate 'player choice' into our games. How many of the player's choices actually affect the ending? And not just choices, but actions and decisions play a part in altering the final outcome. A system like this doesn't even need a script, though there are ones that exist. All you need are a few variables and the willingness to create extra content that covers the different possibilities that occur after each decision. Use my game for example (without direct story spoilers, and changing some facts/details of the ending, of course): Best - Three main characters all survive, in one form or another. Protagonist escapes. Character C, D, and E, who were involved in subplots, all live and the 'great evil' is defeated. Good - Protagonist survives, but one main character perishes forever. Protagonist escapes. One or more of Characters C, D, and E die/turn traitor, and the 'great evil' lives to plague others. Bad - Protagonist is trapped forever. One main character dies. C, D, and E are all trapped forever (were never helped, aren't there to help in the end), and the 'great evil' lives on. Worst - Literally everything dies, protagonist goes insane. Trapped forever. Everyone is forgotten. Misery everywhere. This is actually a pretty basic form of the multiple ending scenario. You have 1 or 2 variables that increase or decrease whenever an event occurs, and you have a conditional branch deciding on the outcome of future events based on how high/low those variable are. But it can get so very complicated. Some games have up to 12 or more endings, and then there are separate 'endings' for different subquests and plots that aren't related to the main storyline. We're talking Mass Effect level decision-making and story impact (but don't get me started on the ending of ME3...). This could be the very backbone of games that are basically visual novels, and despite it being story-driven, it is in fact a form of gameplay. It's a mechanic. Also, whether you have one or multiple endings depends on your type of game. Is it important to have choices that affect the game's outcome? It adds an element of replayability, that's absolute. Or is it important to have just one ending, like in the Uncharted series? Both examples are great forms of storytelling.
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