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Tarq

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Everything posted by Tarq

  1. Tarq

    How do I remove the party line?

    Have you unchecked the box in the database (under 'system', top right section) about player followers? (I believe there's also an event command to let you change it on the fly?) If that's not the issue then what is the script you are using? There's more than one ABS script out there.
  2. Tarq

    Hello Everybody!! :)

    Hi Vol Well, pretty much what Riki said. We're here when you need us. Looking forward to your games!
  3. Tarq

    Spirailing Staircase And Footsteps

    Hmm, what exactly do you want from that staircase? That video raised more questions Anyways, I'm sure what you're asking for is entirely possible with RM (you know it can render in 3D right?). Even if its not (...which it will be), something to consider would be a transition screen, where you show something akin to that linked video and then the player is at the the other side of the staircase; a little disruptive but it worked for Tomba 2s loading screens Also you can find a footsteps sounds tutorial that's evented here: While looking for that I came across three scripts that do the same but I can't testify to their quality.
  4. Tarq

    Best Tutorials

    Hmm, you're asking for some pretty vague tutorials there. I mean, sure, its possible to talk about the pros and cons of certain quest design but its not really possible to give a tutorial on 'making a quest' because what you'll be doing in the event page depends entirely on the content of the quest. Its the same with your other requests; How to make sprites move: well you can either make them walk about with 'move routes' or directly adjust their co-ordinates by using 'set event location'/'transfer player. But theres no hidden depth there that's tutorial-worthy. Communication between sprites; I just have no idea what that means other than the facevalue of two people talking onscreen. For that you can use text boxes, you can add some sparkles with animations and speech bubbles. But again, there's no mechanical depth to warrant a tutorial; at best, you're looking for some sort of writing tutorial. Judging from your other posts you need to spend more time playing with the engine and just seeing what it can do. Make random content going through ALL the features; every event button, every database tab, even just looking at the script editor will give you some idea of the engine's logic. If you have a project in mind and that's why you're looking up specific things then you should put that project aside because you aren't going to make anything good without a solid understanding and that's going to occupy you for months. And then most people tend to go off onto a specialty that occupies all their time anyways; mapping, scripting, character design, and so on (unless you're @Rikifive and just master everything T_T). So, for now, have fun with it. Play games made with RM and think, in-depth (like, event command to event command deep), how you would remake what you played. Play games that weren't made with RM and think what would work well with RM, what wouldn't, and 'why?' (how's that for homework :3). There's no need to be embarrassed about asking questions, we were all noobs once, but you aren't going to be able to communicate effectively until you learn more about the engine; and that goes both ways, even if we understand what you're asking how do we relay a technical response to you?
  5. Tarq

    Hi ! :D

    So enthusiastic Welcome to the forums Mathador.
  6. Some horror game is free over on humbllebundle for the next couple of days. Also, first person to ask me can have a free Sonic Adventure 2 key.

    1. Nirwanda

      Nirwanda

      Yeah there hasn't been a contest here in ages sadly. Maybe you could host some sort of giveaway or raffle. Or even a contest! Why not? Seriel is not the only one that can organize them. :P

    2. lonequeso

      lonequeso

      I remember playing Sonic Adventure 2 way back when on the Gamecube. Collected every Emblem I did. Took fooorever. Great game overall, but the camera is atrocious. Worst one I've ever dealt with. 

    3. Nirwanda

      Nirwanda

      Try playing it with a keybpard! It doesn'y recopgnize my joystick D:

      Gotta use one of those fancy keyboard emulators like joy to key

    4. Show next comments  15 more
  7. Tarq

    are my parameters wrong?

    Please stop posting everything in the introduction area; its purpose is in its name. You can find all your questions here: http://www.rpgmakercentral.com/forum/58-editor-support-and-discussion/ Any future maker-specific questions also go there.
  8. Somewhat wasting this leave reading The Fountainhead and going through my vinyl collection. I need a new game idea qq

    1. PhoenixSoul

      PhoenixSoul

      Continue your reading, and let the idea come to you.

  9. Tarq

    Iceberg Slime Girl

    ... So many blue pencils o.O
  10. Tarq

    Breaking the Fourth Wall

    The fourth wall is a tired presentation. There's only so many times I want to hear that a chicken crossed a road. Its reached a point where even 'doing it well' wouldn't receive a positive response from me, just a non-negative one; Its a lost cause when the highest possible achievement is 'tolerance'. In stand-up comedy stealing a joke is the cardinal sin. Your set should always be entirely distinct from the person before you and the person after you. Something to consider. Ofc, some people enjoy being ensconced in regurgitated content. Actually, most people, in my experience. So it could just come down to the timeless debate of do you strive for commercial or critical success; do you simply give people what they want, or do you instead tell them what they should want.
  11. Going to take next week off work and make the bulk of a small game.

    1. lonequeso

      lonequeso

      Taking a vacation to do more work?!?! 

       

      *head explodes*

    2. Tarq

      Tarq

      Making games isn't work. When you're doing the fun bits.

      Just need to stumble across a new system I can get enthusiastic about now.

  12. Tarq

    FFIX Analysis

    So, I was playing that re-release of FFIX with one of those conscious adult minds that I didn't have as a youngster and I couldn't help noticing quite a few interesting things about the game's design as it doesn't really play much like the ubiquitous perception of the definitive JRPG series. Dungeons: (Err, where are they exactly?) A common perception of JRPGS is that they strictly follow some flowchart of 'exploration > town > dungeon' with playtime being heavily weighted in the last column. FFIX instead creates distinct, significant and memorable 'areas' that are typically only three to five maps in total and each individual map typicaly takes less than a minute to travel through if you exclude any story-based events or combat . Ofc, there are a handful of areas that are somewhat more dungeon-esque, let's say Ipsen's Castle or Fossil Roo, but these are not considerably larger than other areas however can be longer if the player is determined to acquire all loot/solve optional puzzles. How FFIX is different to its perception: There's no flowchart like the one provided at the beginning of this section because the areas are instead designed around the story and the story is able to be integrated organically instead of being shoehorned into wherever the flowchart allows. Pre-rendered Cutscenes: Half-Life taught us that cutscenes are the devil. That severing the control between the player and player character is an affront if there isn't some narrative/conceptual benefit. Why watch a cutscene if you can play it right? This is a very fair assessment of a first person game with a single protagonist, but FFIX isn't that. How would you display Kuja's private soliloquies without the party being present? How do you effectively show the theatre ship crashing into Evil Forest (lamest name ever ) from inside the ship? The thing I'm going to keep returning to in this post is that everything about FFIX serves the story and sometimes you just don't want your curious player ruining the suspense of a sequence by running the wrong way. How FFIX is different to its perception: There's really not that many pre-rendered cutscenes in FFIX; usuaully they run for thirty seconds to a minute and there's only about thirty five minutes total content. There is quite a lot of dialogue but that falls in some gameplay grey area as the player retains some level of control. Combat: Combat is actually really tedious in this game. It does almost nothing of interest. It does everything adequately, sure. But combat seems to be there because fans of the series seemed to want it and that's all. It was made easy so the player could progress with what mattered, the story. Encounter rates are also surprisingly low for this same purpose; an unlucky player will get two encounters on one of these tiny maps that clearly telegraphs where the player needs to go so there's little wandering around confused. How FFIX is different to its perception: FFIX is not really the grindfest people associate with JRPGS. Even though you will probably press A/X a lot. Sidequests/minigames: There's only really a handful of these in FFIX; The two major ones being Chocobo Hot'nCold and Tetra Master and they're both pretty great in their own ways. I guess the important thing about these is that they aren't really 'minigames', games like the little girls' skiprope and the Nero brother's shell game are 'minigames'. Tetra Master is a fully fledged game in its own right and the Chocobo Hot'n'Cold game, while overly simplistic, has tonnes of additional content related to it. Anyways I'm getting distracted. What I really wanted to talk about in this section are the ATE's and Mognet. Why? Because they serve the story ofc! Both of these features create a strong illusion that there's a real world out there; people are off doing things and communicating with one another and rarely give two figs about Zidane and co. unless they happen to do something relevant to that NPC. How FFIX is different to its perception: The often sizeable playtimes are not comprised of fluff and filler. There's no kill x quests, no escort quests, no fetch quests (Well, the Stellazio coins kind of are I guess.). There's none of what's considered 'typical lazy JRPG quest design' in FFIX. Eh, this post is getting pretty lengthy. Maybe I'll write a second post later.
  13. Tarq

    Dariya

    Purple is best colour.
  14. Briefly opened RM today and did a little tweaking. Hopefully it becomes a habit again.

    1. lonequeso

      lonequeso

      Working on the TCG or something else?

    2. Tarq

      Tarq

      Nah, I made a Fire Emblem clone one weekend a few months back. Just cleaned it up a bit; little more functionality, little less buggy.

      If I touched the TCG now I'd probably just end up breaking it :P

    3. Rikifive

      Rikifive

      I hope so. (▀̿Ĺ̯▀̿ ̿)

    4. Show next comments  15 more
  15. I miss when members were holding dev comps every other week. Would enjoy doing something like that again.

    1. Takeo212

      Takeo212

      I've also been thinking about this, and even considered hosting one, but ideas and prizes, as well as activity seems sparse :(

       

    2. lonequeso

      lonequeso

      How about a completion to develop a game that serves as a promo for the site? Game devving plus propaganda. What could possibly go wrong? :lol:

    3. Takeo212

      Takeo212

      Hmm... I may make a topic within the next few days related to this and see what the general opinion on it is. If we can get atleast 5 definite participates, I think we can make atleast a short fun content. 

       

      Whoever wins gets to pet the Super Saiyan Charizard.

    4. Show next comments  15 more
  16. Made Viennese Swirls. Now, how to not eat them before sharing them tomorrow...

  17. I've been posting a bit about baking recently so here's some pics of the goodies. These are the first attempt.The welshcakes came out a little burned obv T.T but everything tasted pretty good. These are the second batch of shortbread. Had a little dough left over hence the Pacman shaped one. These were the cookes that became brownies. To make them the soft chewy kind I used brown sugar and self-raising flour, but yeah, came out too big. And these are the last things I baked. A second batch of welsh cakes that came out looking a lot better than the first.
  18. Tarq

    Clickbake

    I was thinking about how to run some sort of internet-based bakery before since you'd only have to worry about stock when an order came through. It would be great except, y'know, no-one would be willing to wait a week for a delivery-crumpled muffin.
  19. Tarq

    Chaining States

    Closing as solved. PM me or report the thread if there's a need to reopen it.
  20. =1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1
  21. Tarq

    Clickbake

    They took forever lone D: And then everyone would come over and just break off a quadrant!!! No more Tetris cookies. Sorry world, you had your chance.
  22. Tarq

    Theory on Quest Design

    Sometimes resolutions just can't be reached between two parties. That doesn't mean either is wrong, or even less than, just different. So, let's try to keep it friendly here guys as you're both excellent people with valid arguments On the subject of quests though. I don't think what you're suggesting Kayzee is particularly practical. It would mean putting substantial manpower into creating quests, or just the events of the world as you seem to prefer to view them, only for the player to be unaware of where they should be looking at what time or even what they should be doing possibly. Its a nice idea for some players but not necessarily the majority; Heck, I cant even find the time to complete a game, never mind for the level of immersion you're demanding of players. Primary research will always be the best form of research and making the case that you are too lazy to do some isn't as potent a point as you might think. I'd really recommend you give the first two Souls games a try. Dark Souls executes these 'world events' pretty much exactly how you describe as desirable and is a more commercially polished version of Demon Souls (that I'd think you'd prefer but is harder to obtain) which pretty much threw out the rulebook for much of its design (like progressive punishments for continually poor performance and some bosses so bizarre as to be criticized as gimmicky).
  23. Tarq

    Clickbake

    Yeah, welsh cakes are always popular and their very easy so its good to knock out a batch on a Thursday evening to make the end of the week in the office a little less bleak. The jam versions are a little tougher to get right though since they need to be a bit thicker. I should maybe do a followup to this entry though. Made some pretty interesting stuff after getting a few weeks practice on the above under my belt.
  24. Tarq

    Entry II: FFIX HD Remake

    (Dredges up old review blog to prevent people spending money on junk) Good. An unbiased intro. So, I just want to preface this by saying this is a review of the re-release and not the original game. So the review is going to be pretty short and, hey, I do actually love the original release; To me, FFIX is pretty much the peak of the JRPG genre; it handled equipment/skills with more thought than its predecessors, had excellent side-content, and an iconic villain that, amazingly, is barely cringeworthy considering his near two decades old flamboyance. And since its just a re-release all that great stuff is still there. Its just everything else that's bad. So, to address the elephant in the room, how does the game look? Actually, pretty darn good. Or, the bits they touched at least. Which is just character models, and most of the cutscenes and most of the battlebacks I've encountered have been worked on too. Now, that sentence already provide two issues: Firstly, yes, I omitted the maps from that. Square would have you believe that Zidane and co. have selective cataracts where all sprites and objects of note (ie. chests) are in startling clarity against some blurry wasteland. I considered providing examples of the most offending maps but as this has been a subject of much controversy I'd imagine finding screenies of this shouldn't be too taxing. And secondly. not even the entirety of the cutscenes and battlebacks have been upgraded (a vast majority, but definitely not all) which at first notice provides shock and outrage followed by bitterness as not only did Square only do half a job of updating the graphics but they didn't even fully complete that half. Heck, the game still runs in 4:3 so I'm not sure if it even can be classified truly as 'HD' although in fairness it does not officially market itself as such (just in spirit ) Now, credit where its due, the character animations, in battles specifically, are wonderful. And a lot of on-map animation and design is much easier to notice, although part of that is no doubt in virtue of playing on a screen approximately three times larger than my eleven year old self was privy to. Oh and the Tetra Master cards have been touched up too which is nice. As far as the UI design. Well, they changed the menus. Can't say they're functionally, or even asthetically any better. Square clearly felt obligated to act but I just don't see why, particularly since they don't seem to have been too interested in it themselves. The cynic in me thinks the devs just wanted something you're constantly confronted with, and in confrontation with, to say 'hey, look we did do stuff so that's why you paid money'. There are a few much bigger afronts that overwhelm that inner voice with, err, another louder inner voice. And they're all to do with the on-map exclamation mark alerts. Firstly they are everywhere. Like, for reals. For some reason Square thought it would be a good idea to provide an alert to let you know you can talk to NPCs. It actually provides you with two so that you also know which ones are available to play Tetra Master with. Both are obviously something that sounded good in principle to somebody but should have immediately been noticed in testing as a terrible idea as you wander around Treno in a swarm of irritating bubbles. Oh, and interacting with one of these bubbles now leaves a negative of it for a few frames. Sexy ¬.¬ . The gameplay additions were actually pretty interesting, I thought; The ability to move faster, remove random encounters, and all of that. Square showed an excellent awareness of the fanbase even if they failed to understand them. See, all these features are geared towards the players who go for different kinds of perfect saves and, often, need to reach Memoria within twelve hours for Excalibur II or remain at level1 for the majority of the game. A considerable amount of the appeal of these playthroughs, ofc, being the challenge. Which these features strip away from an otherwise very easy game. In fact, Square seem to have done this compulsively, making the theatre swordfight easier to max for the first Moonstone and...a couple of other things I've forgotten in this thirtyish hour blur. You're not obligated to engage these features so there's no real harm in their addition (except that if you were to accidentally activate one you're unable to turn it back off) but its just disappointing that what is arguably the best addition with excellent intentions is inherently flawed. I'm going to end by disregarding a rule of reviewing for me. Or adding a clause to it perhaps. I hate when people bring the price into a review of a game; its an aspect that is entirely external to the piece. However, since what I've been writing about here is the disparity between two packages of the same game and not really about the game itself I'll come out and say that this is not worth the money. It just isn't. If you don't own an existing copy of FFIX then I'd say its an incredible game and you'll enjoy the heck out of it; if the re-release is the best way of accessing the game for you then so be it. But if you do own an original copy this version brings so little to the table for the price that Square is asking for (it is also rarely on sale and, so far, never generously so) that you might as well continue enjoying Kuja Trance and Steiner x Beatrix, the Lifa Tree and Chocobo's Lagoon, on your original disks because that's what the game is about, not a couple of redone character models.
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