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MasterTaffer

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MasterTaffer last won the day on July 12 2013

MasterTaffer had the most liked content!

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About MasterTaffer

  • Rank
    Advanced Member
  • Birthday 11/12/1993

Profile Information

  • Gender
    Male
  • Location
    United States

RPG Maker Information

  • RM Skill -
    Jack of All Trades

Recent Profile Visitors

6,540 profile views
  1. MasterTaffer

    The depressive illusionist

    I think your drawings for both characters look great. Only thing I can add here is that there should be two S' in depressive, and two L's in illusionist.
  2. MasterTaffer

    Need Help Editing the Equipment Clear Command

    Thanks CookieNinja, that's exactly what I needed!
  3. MasterTaffer

    Music Feedback Thread

    @Linnet5 Very good track, it definitely makes me want to stomp on a boss! The only thing I can suggest is maybe work on the stereo panning a bit, because the first part of the track sounds like it's all coming from the middle...but maybe it's just me. https://soundcloud.com/master-taffer-1/stars-above-title-theme This is an ambient theme I made for a sci-fi game. It's not supposed to have much going on, but I still feel like I could add more. Any ideas?
  4. I find using generators makes for a very disjointed story and can easily obscure your game's focus. Plus, it isn't really "your" game if you aren't the one doing the work. So I don't really bother with any of that, I generally just make up character traits on the fly to fit the situation best. Usually, my characters tend to be dim-witted, self-serving, or suspiciously kind... and it's probably because I'm a massive Thief fanboy.
  5. MasterTaffer

    Start then Stop Syndrom

    A trick you can do is build all buildings individually in a separate empty map, then paste them into your village map until you get a look you like. When it comes to creativity, remember that breaking things up into steps rather than doing everything at once is always a good idea. Also, try building a village using the 3D roof sets on tile Outside_C. I find they are far easier to work with than the basic flat tiles, and I think they look much better.
  6. MasterTaffer

    The Ultima-ite RPG?

    I'm not entirely sure.
  7. MasterTaffer

    The Ultima-ite RPG?

    Your knowledge of the land shall be great.
  8. MasterTaffer

    Akage

    For reference, you can make the Sapphire Action System completely skill-based by reducing the attack cooldown to about 10. This will make it behave more like Zelda combat, wherein you need to carefully time your attacks and be wary of your surroundings.
  9. MasterTaffer

    Sapphire ABS - Mack Sprite Issue

    I'm still looking for a solution to this if anybody knows.
  10. MasterTaffer

    Displaying Location in Game as a Message Box

    You could use Yanfly's Gab Window script, it lets you display text onscreen without interrupting gameplay. You can change the x and y coordinates in the script to make the message window appear anywhere you want on-screen. https://yanflychannel.wordpress.com/rmvxa/field-scripts/gab-window/
  11. It says on the site that it's compatible with Yami's side-view Battlers script, which I believe is an Ace-only script. Didn't you get a demo for the engine? If so, try opening it up with the editor.
  12. Here's my suggestion: focus on the motives of your characters first. Each character needs to have a very clear goal they are trying to achieve, else their presence in your game will be completely pointless. After that, any character traits should come naturally. As for avoiding cringeworthyness; stay away from cliches, pretentiousness, and avoid romance like the plague.
  13. MasterTaffer

    New Project Workflow

    The first thing I always do is plan out and compile all resources I'm going to need to make the game with. I then take about two weeks to meditate on what I want to do, maybe build a small prototype and use it to perfect the gameplay mechanics. After that, I think about the story progression of the game and how levels will be connected to each other to fit that progression. After that, I begin mapping one area at a time and build up the game as I go. Most people will tell you to write the story before hand, but if you're like me and you design your maps in explicit detail and with a clear sense of purpose, the story will generally write itself. Once your game is all built up, that means it's in beta. From here, take as much time as you need to polish up the game and test it to make sure there are no bugs whatsoever. So my workflow would look something like this: 1) Planning 2) Mapping 3) Databasing 4) Eventing 5) Testing
  14. MasterTaffer

    Music Feedback Thread

    @King Madness That track is actually for an underground cemetery, not an outdoor one - sorry if that wasn't clear. I'm actually changing it up a bit because the church organ sounds kind of abrasive in-game, probably going to use a drawbar organ instead. So don't be surprised if it sounds a little different should you check on it again. I actually took the other track down because I was going to upload a revised version, but decided it needed more work at the last minute. I'll try to get it back up soon, sorry about the bad timing. Thanks for the feedback!
  15. MasterTaffer

    Music Feedback Thread

    @Jameslovestf I thought your track could use some volume adjustment on the main instrument, it seems a bit loud. Otherwise I thought it was great, it has plenty of variance and is pretty catchy. It would definately fit a battle, assuming your game is 8-bit. Here are a couple of experimental piano tracks I made for my game in development. I'm considering changing up the main instrument on both tracks because I need them to sound a bit darker than they are, but for now I'm keeping things as they are. Enjoy! https://soundcloud.com/master-taffer-1/kings-field-v-ost-moonlight-temple https://soundcloud.com/master-taffer-1/kings-field-v-ost-royal-cemetery
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