burge
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9About burge

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Man I'm dealing with the exact same situation. Except in mine, the player is put in a prison, and upon fighting his way out he eventually faces three foes at once as a boss fight. Really similar to yours, actually - which is funny. I had the same issue: 1.)let the player save before the fight - but if they do they're committed to that fight since they came from a dead end (prison) they can't go back and further prepare if they didn't bring potions. 2.)Let the player save right before the prison sequence, but then they'd have to redo a bunch of dialog and cutscenes before the fight each time they failed. I was going to go with the "It is suggested that you save to a new file" on the save point before the fight. But man, that 4th wall...
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The question I guess was: Does accepting donations make a game "commercial" ? I could have worded it better.
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Yes, definitely not looking to make profit off of this game in its current state. It started as a project to test some development theories, turned into something good, and in my opinion, now it's turning into something that's pretty high quality. I was never going to release it outside of my immediate friends, but now I want to share it. I could just buy licenses from the developers of the resources I used, but I'm not looking to invest money in a game that - let's face it - is made by an unknown author (me) on a toolkit that had its credibility all but destroyed outside of our own community by people making games in 3 hours and trying to charge for them. So, that being said - I want to make sure I'm clear in that I'm not trying to make profit while cutting out the resource artists, I just want to be able to invest some money into my next project, and hopefully I'll gain a small following willing to pitch in.
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Whyyyyy are the default characters still one tile tall and not two like RM XP or even 3 like Chrono Trigger featured? The default RTP tilesets needed a way bigger overhaul in my opinion. Sure, the higher resolution is nice along with the other features, but the art is so disappointing.
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"Layers of Fear" takes this concept and does wonders with it. It's on steam in early-access. I got it for $8.00 and that gets you a very polished first half or so of the game which equates to 3ish hours of gameplay. If you like the concept, please do yourself a favor and check out this game. I don't usually buy early access, but this one was worth every penny.
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Bad idea or acceptable? A boss has an ability that he projects one turn before he does it. He then insta-kills a random party member. The party should have life potions at this point, so it's not a deal breaker ever, just a battle inconvenience. Would this mechanic be acceptable to you dudes in a game?
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So, my question is actually pretty basic. I've been working on an RPG maker game for the past two years now. It's a small RPG, but pretty detailed, spanning 5-7 hours of gameplay with multiple endings. That game is going to be released for free, as it contains items and music that is not allowed for commercial use. My plan is to host a website, host the game, and potentially have a donation button for anyone who has enjoyed it enough to contribute money toward my next project. Maybe I'll get $0, maybe I'll get $500. I don't really care, but the option sounds nice. All in all, the best thing for me would be to have 10,000 people download and enjoy my game and just to let me know they enjoyed it would be more payment than I could ever hope for. Is asking for donations for a non-commercial project a no-no? That's what I'm asking, I guess.
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Hey, I'm back. I deleted the other events on the map, and that fixed the problem. I have no idea what was causing the game to stop but I'm going to try and make the events again and if something goes wrong I'll come back to this topic. Pretty sure I nailed it in the first reply to this topic =)
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Autorun events stop all gameplay until they finish. Could your moving event perhaps be an autorun event that's running before your BGM change? If it initiates itself first, it'll continue to repeat, stopping everything else. Sounds like your potential culprit to me.
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I like your idea, but I would evolve it and take it slightly further. Make the player himself feel responsible and really shatter that 4th wall. Have the PC and NPC turn and address the player when the initial "break" happens. Have them tell the player its his fault and now its his job to guide them back to a normal world. This opens the whole future of the game up for NPCs and PCs berating the actual player and I can see some comical outcomes coming from it. I'd be really really careful making maps look glitchy and bad unless its something comical like a tree growing on the roof of a house or fish flying around or something. Intentionally making maps unplayable and bad will be a fine line to walk indeed and i'd avoid it all together.
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You could always break the tower up into its own tileset when you're done (more work, I know) and implement it into your game that way via the B C D or E tileset page. That would leave room for you to put in a parallax sky behind it. I'm not sure if you could put it in as a "show picture" and have it be underneith the player so the player doesn't disapear behind it... I don't have rpg maker open to look at the moment.
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You're getting there - it's a big improvement over the first one. A few things: A couple more windows toward the very top might look good and break things up a bit as long as the storyline in your mind doesn't prevent the top having windows for some reason. The space above the lower balcony - the roof looks "cut off". If we can see the very top of the top tower roof, then we should be able to see the whole top part of the lower roof above the lower balcony. The roof at the lower part is drawn to look like it's at eye-level perspective when we know it isn't due to being able to see the top of the tower. The wood floor extending out from under the fence at the second highest balcony needs to go too in my opinion. Other than that it's looking pretty polished and it's close to fitting into a game world nicely. Good work.
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If you'e using a pixel movement script it can cause issues activating tile-based events as well. I haven't found a work-around yet but it may be your culprit.
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Use "Recover All" instead of using separate heals. Recover All should revive and fully heal + restore MP to your party. Edit: if you're looking to *just* heal them, use "Change State" and pick "Death", "Remove" and "Entire Party" and on the next line use your heal function.




