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MasterTaffer last won the day on July 12 2013
MasterTaffer had the most liked content!
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23 ⋆About MasterTaffer

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Rank
Advanced Member
- Birthday 11/12/1993
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Gender
Male
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Location
United States
RPG Maker Information
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RM Skill -
Jack of All Trades
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The depressive illusionist
MasterTaffer commented on Thaletos's blog entry in 9 Circles Casino & Hotel
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. -
Need Help Editing the Equipment Clear Command
MasterTaffer replied to MasterTaffer's topic in Programming
Thanks CookieNinja, that's exactly what I needed! -
@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?
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What do you think about using personality typing systems to help making characters?
MasterTaffer replied to DoubleX's topic in Theory and Development
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. -
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.
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I'm not entirely sure.
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Your knowledge of the land shall be great.
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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.
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- masterpiece theater
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I'm still looking for a solution to this if anybody knows.
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Displaying Location in Game as a Message Box
MasterTaffer replied to Valkyrie's topic in Programming
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/ -
It's a dumb question, but I really need an answer please.
MasterTaffer replied to Zen Blood's topic in Editor Support and Discussion
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. -
How would i make characters that are not cringeworthy?
MasterTaffer replied to Fendisteel's topic in Theory and Development
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. -
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
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@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!
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@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


