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Status Replies posted by That One NPC
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bruh idk what to do for a game plot but here i am wanting to throw together a roguelike
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Evil-5 is one of my favorite characters from the standard Ace pack. I just did a remaster LL version of him.
I love it.

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Evil-5 is one of my favorite characters from the standard Ace pack. I just did a remaster LL version of him.
I love it.

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Evil-5 is one of my favorite characters from the standard Ace pack. I just did a remaster LL version of him.
I love it.

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Evil-5 is one of my favorite characters from the standard Ace pack. I just did a remaster LL version of him.
I love it.

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More custom backgrounds for pond locations across your game world are being edited and tested.
I also edited a new flow overlay or open water locations that is much more wavy and visual.
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I chummed ze waters and bagged a 13-footer! ^.^

Credit: Avery for Icons, PandaMaru for boat and mermaid, WhtDragon and Avy for other spites, Galv for script.Yes, my torrid love affair with RM is not likely to end soon. Been playing around with superb mini-game, editing a new pack of resources for it.
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Other examples from my tinkered system are chests and relics (mainly for games with appraisal/identifying systems that can later turn a generic "relic" item into a random item, so as to avoid disrupting the fishing session via common event processing) only react to the "Salvage Hook" bait type. This bait has 50 weight so it plummets to the bottom quickly. But it's not just there to nab chests and relics, it can also accidentally pull up clams and lobsters.
Chum is used to attract sharks mainly, but other predatorial, meat eating fish like the bloodtail and razorfin, or even eels will consume chum bait.
Each bait type has a number of fish of varying values and sizes that will take it, meaning you have to prioritize bait types with desired targets and strategize around your tackle box and the playing field.
There are 16 catchable species, and 12 bait types, 4 rock types including a mermaid one for mermaid ponds, and 3 chest types. So a lot can be done to flesh out this fantastic minigame that also doubles as a potential utility distraction.
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I chummed ze waters and bagged a 13-footer! ^.^

Credit: Avery for Icons, PandaMaru for boat and mermaid, WhtDragon and Avy for other spites, Galv for script.Yes, my torrid love affair with RM is not likely to end soon. Been playing around with superb mini-game, editing a new pack of resources for it.
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Yeah that was a mass sprite test more than anything. Not even all the fish are present here.
All fish types using the default, coastal background.
With his fishing game, the idea is definitely to have a higher degree of clutter so that you can't just grab the fish you want with the bait that works, every time, only worrying about line breaks. Instead you want to balance bait diets so that in order to catch a mermaid, you need an Elder Leaf, or Jelly Belly treat. However, lingering too low will cause lobsters and crab to consume the bait, just as other fish will eat it during the pursuit of the mermaid.
This creates a dynamic of patients in waiting out fish positions, as well as mastering the power meter, and control over your active bait line.
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I chummed ze waters and bagged a 13-footer! ^.^

Credit: Avery for Icons, PandaMaru for boat and mermaid, WhtDragon and Avy for other spites, Galv for script.Yes, my torrid love affair with RM is not likely to end soon. Been playing around with superb mini-game, editing a new pack of resources for it.
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Is anyone else having issues with the forum? Google is telling me that it "can't prove it's www.rpgmakercentral.com.
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So, yeah, my interests are obviously, very diversified.
Heh, but even dearest love @Kayzee would give me nerd cred for this... -
Finally have a wired internet connection again. Is it worth the extra cost? We'll see, Cox.
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Every time a monster has killed one of your characters in a vintage JRPG, it was reborn in an alternate dimension as a recurring, less funny Ultros-type mini-boss.
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Ummm. Yes?
This actually came from a game world idea I shared over the weekend. A world based on the premise of a JRPG (heavily leaning into it), classifying beings by role with Heroes at one end, Bosses at the other, and monsters & NPCs everywhere in between.
But I had the idea that if something happens to fatally wound a hero, it ascends on antagonist side. So an NPC would become a monster, a monster a boss. a Boss. . .A Final Boss. O.O
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I'm wondering today, where does everyone find these adult sprites for RPG Maker? I'm pretty sure they're not all custom built, especially since I see a lot of them that are identical in several games. Even when they're custom, they're usually only slightly different than others: The main character involved in the fun, for instance. Any information about this would be really cool.
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Loose Leafs are the ones I'm working on for you, and that I showed you. They are all more or less custom made dating back to their origin as a modular (compiled part by part) sprite building website. I make my own using the library file someone ripped before the site died. Sheets of generic Loose Leaf builds may exist, and many devs did deploy them because of modern scaling logic, general modern gamer appeal, a character aesthetic that departs from the RTP, as well as, well, modular design, lol.
I can no longer locate the source where I got my LL asset folder.
But the other tall sprite style that's out there isn't modular, but has many sheets in circulation are also by Mack, and are known as Mack style sprites.
The sprites I make for you are also Mack's work, just modified a lil by me. You can research Mack sprites easily and should find results. The main difference with Macks is the slight rotation of their side-to-side frames. They angle a bit toward the camera, where-as chibis and LLs face true east or west. This makes Mack sprites a bit less appealing for games with 8-way movement because when walking north west or north east, they will still face a bit to the south west or south east.
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I'm feeling mentally exhausted and it's really keeping me from really working on the game. There's still so much to do, but every time I look at it I don't really know where to start. Hopefully I can get past this and get back to work soon. It shouldn't be taking me this long with nothing to show for it!
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This is the most difficult part of making a game as an indie RM dev.
WHAT DO I DO? I know what I want to do, need to do, but I don't know what order to begin in. The story is in my head, I kinda know what the setting is like, and a few characters are designed in concept. But what do you actually do first? And why?
Most of us pick away at stuff, setting up placeholders for characters with the graphics we want for them. Placeholders for weapons and armor for them. Some of us might even set up PHs for the style of support items we want. RM has this innate ability to woo us with the assignment of graphical assets. There's a comfort in knowing you got the graphics you wanted, and they are in place. But it's so hard to solidify a game when you can't wait to tackle each and every aspect of it's design, because you're going to do it all yourself.
- Story - Figure out the framework of your plot and story, and along with that, a bit about the style of the game.
- Setting - You should have some of what you need to design a world setting now, hashing out more of the game mechanics and style as you work on this. Head to Inkarnate before the beta access expires and use one of the map styles to draft a concept. Cannot stress enough how this isn't your game map, it's an editable concept sketch of the world to help you along this agonizing process. You will use this to inform you in-game world, which will need some shaping around your plots and their paths.
- Characters - Through coming up with a plot and setting, you should have a good idea who your characters are. The pot should inform your lead(s), and the world inspire some of your supporting followers (should they even exist, you know?).
- Scripts - Once you have your concept and playable characters, you should know what you need in terms of scripts. Gather your essentials and prep the settings on those which you can with what you have.
- Graphic Assets - Now gather the essential graphics you'll need for all of this.
- Draft Skills On Paper - by on paper, anything but the editor. Don't make100-200 placeholder skills or items, then kill yourself filling them in later (THIS IS HOW MISTAKES HAPPEN).
- Animations -
- Skills -
- Weapons -
- Armor -
- Items -
- Classes -
- Complete Actors -
- Re-Prep scripts -
I'm tired now. By this stage we should all have it together and be ready to go.
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Working title, "Jack's Revenge" is slowly starting to come together. I've still got a ton of work to do, but I'm slowly starting to flesh out what I want from the story besides "bad guy kidnaps family, good guy chases them." It's really important to me that the game feel a bit like a spaghetti western. I've got some nice ideas for how to do that through combat as much as through aesthetics!
It's not quite complete enough for me to feel comfortable enough to put it up on the "games in progress" forum, but it'll probably be that far along by the end of this week. I foresee the project taking me 3-6 months.
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@Rikifive What you've described is what using RM is for 90% of people. Were it not for the task of making a good, modern game solo being essentially a herculean task fit for Toby Fox alone (who STILL had his share of help despite the legend), most people who use RM would have a catalog of games in their portfolio by now. From golden era games with simple mechanics to a robust RPG or two.
It's just not that simple. You have to be possessed with an other-worldly willpower and have the conviction to back it up every single day. Few can do that without at least one other human being to assist in some capacity.
I'm done with RM more or less because the culture is wall to wall aspiring solo artist, or wanting a to be paid to do a small body of work as 3rd party, simply jocking for another credit in a game that may or may not ever be released.
I have no choice but to look to things like Unity to make a profitable game that isn't defined by the limitations of its design engine.
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I'm glad that I know of the resource blacklist. I wish I would of known about it long ago.
Even still, there's one problem; where can I find substitutions for the icons? I looked and found squat.
But yeah...just me prattling on... -
Problems with time travel in story telling? It never holds up to even elementary questioning, because it's physically impossible. Time doesn't actually exist. The observable phenomenon we have dubbed time is a side effect of the degree with which space has been curved by the mass of an object suspended in it, or gravity. Nothing more. That's what relativity really is, not how gravity modifies the setting of how time passes by each celestial object. Not some time-space fabric or energy storing the memory of the past and computing the possibilities of the future. The only thing that has ever, or will ever exist, anywhere in the universe, is the present.
Problems with these problems? I simply
LOVE
time travel in story telling. I mean it is so romantic, so adventurous, wonderous, mysterious. I can't leave it alone. I can't stop trying to make it work.
Most recently it's forced me to take a long hard look at the nature of the Time Stream in my FF tribute lore, as well as the involvement of time travel and temporal mechanics within that canon.
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There's something about it we all like. My poison isn't so much the person from a boring, mundane present returns to a beloved historic era to mingle among the subjects of their scholastic obsession, but more the mysterious figure returns to present from future. I love a good bootstrap paradox. Ugh. I just peed a lil typing it out.
And in terms of multiple timelines, I admit that when it comes the nature of our "universe" we know virtually nothing. Negative nothing. Most likely never will. We know nothing about what our universe is. Where it exists, how it exists, etc. So in that regard, there may be some sort of multiple timeline thing going on in multiple universes. However. to suggest that our universe is capable of producing multiple timelines depending on variations in occurrences and major catalyst events, suggests that time is more than a side effect of the relationship between mass and space, or what we know as gravity. Being in a stronger curvature makes time appear to move slower. Key word appear. It's all relative to the observer. A planet with 10X gravity with the exact same axis and orbit as Earth, would experience a calendar year at the exact same pace. Theoretically it wouldn't "feel" or "seem" any longer.
Time was a way for humans to measure increments of motion around the sun. There is no force to create timelines, because there really is no timeline at all. There's just the universe, the energy and mass within. Energy, matter, motion.
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Problems with time travel in story telling? It never holds up to even elementary questioning, because it's physically impossible. Time doesn't actually exist. The observable phenomenon we have dubbed time is a side effect of the degree with which space has been curved by the mass of an object suspended in it, or gravity. Nothing more. That's what relativity really is, not how gravity modifies the setting of how time passes by each celestial object. Not some time-space fabric or energy storing the memory of the past and computing the possibilities of the future. The only thing that has ever, or will ever exist, anywhere in the universe, is the present.
Problems with these problems? I simply
LOVE
time travel in story telling. I mean it is so romantic, so adventurous, wonderous, mysterious. I can't leave it alone. I can't stop trying to make it work.
Most recently it's forced me to take a long hard look at the nature of the Time Stream in my FF tribute lore, as well as the involvement of time travel and temporal mechanics within that canon.
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But in story telling, bad troupes and gimmicks definitely do exist. IN good writing you definitely want to avoid these whenever possible.
Think of the classic time travel troupe. Man (or woman) comes back from ruined, apocalyptic future with charred remains of child's toy. He (or she) helps members of the yet to be ruined present, prepare for and stop the impending apocalypse. Now as proof that the scary-bad future he (or she) came back from was actually changed, the charred teddy bear either becomes undamaged again, or disappears from his (or her) hands before he (or she) uses their time tech to return home after thanking our present day heroes.
You're probably thinking most time travel plots aren't so dumb, but that was literally Cable's arc in Deadpool II.
Problems with this nonsense?
- It's nonsense.
- If the future in question was changed, he or she) would never have come back at all.
- more realistic and accepted temporal mechanics in fiction tells us a new timeline would have been created when the catalyst event was prevented, creating a new and decidedly un-apocalyptic future.
No matter how you tackle time travel, it never holds up to questioning. You couldn't even go back without theoretically making a new timeline the second you arrive in the past or future. (Problem being there is only 1 timeline because, again, "time" doesn't exist)
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Angry Choco's lesson of the day?
Never mess with a Dragoon Princess!
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I had an idea for a quest like that before, a comical twist on the timeless classic.
It began with the heroes entering a town, and hearing rumors of the young princess having gone missing. When they speak to the King they find that a cryptic letter arrived begging for help, explaining that they are in the cave. Everyone assumes the dragon must have the princess captive, but when the heroes arrive, they find that the dragon actually wrote the letter, begging the King to take his daughter back. The entire time she has been redecorating his cave, playing dress up and having tea parties, ruling the roost, as it were. She's a very, very powerful magic user due to her mother's blood, and therefor maintains the upper hand. The heroes would have to somehow help her understand that her new "friend" is suffering because of her bossy, authoritarian ways and extended stay.
I really, really liked that quest idea, and thought about ways of doing a boss battle with her where the player has to get more creative and come up with a work-around for actually hurting her. I also thought about maybe in the end her somehow getting a dragon egg she brings home.
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Trying to balance out damage formulas is really tough work...
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Trying to balance out damage formulas is really tough work...
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I know I jump and leap around a lot in terms of project interest, but I mainly get an idea, and foster it a bit before it dissipates into the brain fog. Lightly investigate how viable it is with Ace, then shelf it.Last year I toyed with the concept of doing an E-Sport prototype (Non-MMO, hopefully 2P at best, somehow, someway) with Ace. The last few days I made some breakthroughs and want to forge ahead more.I'm still floating multiple concepts for a system, but I'm starting with inspiration from FFX's Blitz Ball. Turn based system whereby players can move within stat-defined limitations and preform actions. I'm using inspiration from the FF Tactics-style script to theory craft the actual engine. It may seem slow and dry for an actual E-Sport game in your mind's eye, and I agree, but I'm still theory crafting and floating multiple ideas.I also thought about about somehow jerry rigging one of the MMO engines to make the E-SPort game have more depth than windows and game fields/arenas. But mainly to create a live action E-sport where players have skills and stats to build up like strife jukes, dodge spins, stiff arms, tackles, passes, shot, steals, etc. That's more mainstreamy, but high end as well.
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I know I jump and leap around a lot in terms of project interest, but I mainly get an idea, and foster it a bit before it dissipates into the brain fog. Lightly investigate how viable it is with Ace, then shelf it.Last year I toyed with the concept of doing an E-Sport prototype (Non-MMO, hopefully 2P at best, somehow, someway) with Ace. The last few days I made some breakthroughs and want to forge ahead more.I'm still floating multiple concepts for a system, but I'm starting with inspiration from FFX's Blitz Ball. Turn based system whereby players can move within stat-defined limitations and preform actions. I'm using inspiration from the FF Tactics-style script to theory craft the actual engine. It may seem slow and dry for an actual E-Sport game in your mind's eye, and I agree, but I'm still theory crafting and floating multiple ideas.I also thought about about somehow jerry rigging one of the MMO engines to make the E-SPort game have more depth than windows and game fields/arenas. But mainly to create a live action E-sport where players have skills and stats to build up like strife jukes, dodge spins, stiff arms, tackles, passes, shot, steals, etc. That's more mainstreamy, but high end as well.
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Inspired by the bit of work I had been doing on those racing sprites, I began working on player models.
the visor and mic was for captains and alternates. Was thinking about putting a visor on all helmets. I was going to add a C & A patch for Captains and alts, as well as jersey number paper doll layers.
I want to flesh out a league of teams, and develop a league system that generates random players for pick-up, development and drafting.
I am also thinking about player created teams.
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Is it appropriate for me to post my game purely made in Ruby in the game section of the forums? I ask because its not made with rpg maker.


