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Tarq last won the day on March 24

Tarq had the most liked content!


About Tarq

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    Class: Old Man

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  1. 'Well, we had our first child on th NHS, and can you belive we had to wait nine months?!'

  2. Pretty much how I spent the weekend:


    1. Rikifive


      Shopkeeper Carpets? Nice! :D 


      Also there's a typo "pahse" at 0:11. :P 

    2. Tarq


      Oh no. Cannot unsee carpets.

  3. And with the latest build out I think I'm due a couple of days reprieve

    (or at least the pleasant thought of one).

  4. Sovereignty: TCG

    I wanted to make the game a little more UX-friendly this time around so here's a list of some of the changes in that regard: There's new cards ofc. Not just those Battlefield cards above but also Counter cards. Counter cards work like Command cards but can only be played in response to something your opponent plays (dw, the game prompts you when its okay to play them). All the new cards are available for free by going to the card shop (...the, uh, person(?) whose face is a card on the overworld). The really big news though is that the game is now BUG FREE!!! Okay, not quite. But all the problems that caused it to crash or sieze up during skirmishes have been solved thanks to some rejigging of the base systems while I was implementing the Counter cards. There's still some minor stuff with certain cards but I'd be surprised if anyone ran into anything serious this time. What's that? A link, you say? Well. Alright. Just this once: https://www.dropbox.com/s/h7kvn01eui6bcqe/Sovereignty V.5.1.exe?dl=0 Don't tell your mother.
  5. @TheoAllen made a really cool transition tutorial over on the other forums. You can check it out here: https://forums.rpgmakerweb.com/index.php?threads/ace-how-to-make-evented-transition-effect.93025/

    1. Kayzee


      Hmmmm, you know I tend to use transitions a ton for various things (mostly as a replacement for normal fades) but I don't know if I ever had a need to use it during events like this. One trick I did do with it though was use Graphics.freeze in an event before a battle so I could clear pictures without updating the screen. That might be a handy trick for people who want to display pictures momentarily before a battle. I believe Graphics.freeze doesn't update anything if the graphics are already frozen.

    2. TobiObito4ever


      Oooh... Interesting. I'll look into that in the future.

  6. Sovereignty: TCG

    Just dropping by to say Sovereignty now has over 100 cards! (read: 101) I'm not providing a new build today as the new cards need more work done but I will show the new card type I mentioned in the last update. Battlefield cards! ...yes.Trow cards. Can't count to trow yet? GitGud. (I dont have a background for this one yet) Each of these cards make some slight changes how the game is played and can have a significant impact on playstyle/deckbuilding. The change in background image was just for funsies . I also have plans for another new card type that is going to do way more to up the strategy and dynamics but that is going to require some big changes to the base systems which I'm not willing to mess around with for, jeez, at least another week :3 Man, how far this has come since the first prototype.
  7. Started making a trailer for Sovereignty but there's so much I'd like to show that it seems impossible to keep down to just a couple of minutes,

    1. Chaosian


      Nah, that's how you know you have the potential for a good trailer! I have to do a lot of quick cuts to keep the pace high.

  8. Sovereignty: TCG

    Three weeks already huh? No wonder I have so much stuff to show off here. Art: Gameplay: Hmm, I know there's been other stuff but I can't remember it. Well, you'll see if you play I guess. As ever, thoughts, feedback,bug reports all hugely appreciated. Here's the new link: https://www.dropbox.com/s/mzv8r5s6rlyfwfv/Sovereignty V5.exe?dl=0
  9. TarqWorldMap.png

    :/ Its 640 x 480 but the gallery shrinks it for some reason. Will be the correct dimensions if you right click and save though.
  10. TarqStuff

    Words. Good ones. None of those frou-frou ones.
  11. @SaeryenA lot of discussion is aimed (for lack of a better word) at you because you represent the other side. It would be pretty nonsensical, never mind quite difficult, to debate with the people we agree with, no? That being said, again, I've seen absolutely nothing mean-spirited in this discussion. Even @ShinNessTen behaved himself :3 Nothing has been said specifically about your game, only games that show symptoms of being bad games. if you're concerned that you're seeing those symptoms in your game then your choices are: 1) Keep doing what you're doing because its your game. No-one has any business telling you not to because its your time and money. 2) Consider what changes would be necessary to make the game better in the eyes of the majority. Instead, you are attempting to demand a third option where others play what they consider bad games, which is unreasonable because then you're making demands on other's time and money (see option 1). Its comparable to demanding that someone who dislikes pop music must listen to the radio since, eventually, they will find one or two songs tolerable amongst hours of dissatisfaction when they knew, beforehand, that this would be the case. This didn't really start out as a discussion about social ideology but since you are determined to 'view the effects on other people' then lets try approaching that third scenario in the way Shin said earlier: For the purposes of making your game more viable (and therefore make you happy) you want others to lower their standards and spend gruelling hours playing through games they know, from past experiences, that they will not enjoy (which makes them unhappy). It just isn't going to happen. Nor should it. So, again, no-one has said to stop making your game (so far as I can see no-one has even criticised it). Frankly, my own opinion is that you should be making your game because you enjoy the very act of game creation, not for whatever happens afterwards. However, if you get agitated because you merely suspect someone is criticising your game then perhaps it is best to stop because some people think the Venus DeMilo looks like rubble (by the by,you don't get to decide whether someone else's criteria of a good game is 'superficial'; the subjectivity card cuts both ways).
  12. And you have every right to do so; That's why the rtp exists and why people publically release scripts. Just don't be surprised when you struggle to get downloads, even if you release the game for free, because others don't think you're bringing enough to the table; heck, you'll struggle to distinguish yourself within the community never mind outside it where there are even more games to compete with. But no-one here is telling you how to make your game or how to best spend your time; you asked others for their opinions about whether they feel the RM stigma in the marketplace is justified and, so far, the answer is a resounding yes. Maybe you were expecting reassurance and validation from the community about your (lets be objective here) 'basic and standard rpgmaker stuff' game, maybe you'll get more of the kind of responses it turns out you were angling for over the next few days, I can only speculate, but no-one here has said ~'pack it in, son', ~'give up and go home', we've just said that, realistically, such games have little commercial viability and, really, were kind of the cause of the stigma in the first place.
  13. @Saeryen From everyone's responses, nothing leads me to believe they dont understand the OP. And we've wrote what we have because it is possible to form a fairly accurate opinion about things without fully undergoing the experience. And you do it yourself every day. When you go to the shops do you open the cereal box to confirm the correct cereal is inside? Don't get me wrong, I don't think any of us are hating on RM as an engine (we all use this forum after all); We use it because we recognise good quality games are as possible in it as any other engine. However, blindly assuming everything is good and great until proven otherwise through personal experience? You'd poison yourself within hours if you took up foraging with that attitude.
  14. @Saeryen Hey, I'm all for youngsters (and anyone else) improving themselves and I think, with all the skills that can be developed, making games is a great way to do that. But if someones made a bad game its precisely because they haven't developed those skills, or covered for their lack of ability in other ways (by minmaxxing their design, or requesting commissions,for example). And then they've tried to charge everyone twenty bucks so they can pursue a dream which seems to consist of continuing to make bad games. Using age as a reason for a bad product being bad isn't sufficient; Everyone has an excuse. Some just don't let it get in the way. And, honestly, age just isn't particularly relevant to an inability to make games adequately; there's not a lot of transferable 'real world' skills that you wont have already picked up from your schooling. As for malicious remarks... Everyone here has been pretty reasonable, even the quotes used in the OP. They aren't being malicious by valuing their time or by having standards to inform their decisions. Saying something negative and saying something offensive are very different things.
  15. Well, this is far from a new attitude towards the engine; I've been in the scene for six or seven years now and that has always been the case. I do think its somewhat justified. The various iterations of RM are where a lot of people start devving, rather than something people migrate to, so fledgling devs are commonplace. And, y'know, new devs are all big dreams and bad work ethic (sorry!); they buy those crappy dlc packs (which would be better spent on private commissions supporting other devs in the community), they use the same scripts from YF and hime (if any at all), and they validate the generic visuals and mechanics by saying ~'its all about the story'. We've all seen that guy. Heck, most of us have been that guy, myself included. So whoever you're quoting there is far from inaccurate in saying a lot of released content is 'basic and standard rpgmaker stuff'. Some people stay and improve ofc and I know a handful of people who pride themselves on doing things that 'cant be done in RM' so, sure, its a tool like any other, but then weirdly you can get stick within the community for not migrating to another engine :3 So, for a long time, the negativity surrounding the engine hasn't really bothered me; its like playing low-tier :3 My problem has often been seeing mediocre games being praised ~'despite being made in RM', games like Skyborn or Always, Sometimes, Monsters that, when you're familiar with RM, you can see are actually quite poorly made; to me, people thinking this is the best the engine has to offer is way more detrimental. What people do with their finished content is a seperate issue, I think,since its largely irrelevant what engine was used; if its a bad game then its a bad game, and vice versa. Should a bad game be released? Probably. Should it be monetised? Probably not. But no-ones forcing anyone to buy bad games either.