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Found 56 results

  1. You could be new here, or an old-timer, but wouldn't it be nice to elaborate on that little "RM Skill" section under your avatar? Let people to get to know you a little better as a game designer. You could have skills that no one knows about, but everyone has at least one area 'under construction'. In the theory side of things, I was thinking of throwing an idea out there--what about a topic where people (who volunteer their info) list their strength and weak spots, like a Granny's List for skills? Then people can reference the list to see who needs help in their 'weak' areas, and those who are exceptionally skilled. That 'RM Skill' tag is incredibly vague, after all. It can also help slingshot newcomers to a place where they get to know other members, at least on a skill-by-skill basis. Anyway, that's food for thought. I'll start with myself, though I'm about as mysterious as a hungry seagull. StrengthI want to say art direction. I do; I'm good at developing my own artistic style and I'm a decent artist. That includes parallax mapping. In fact, it's almost even with my top strength. But realistically, my greatest strength is creative writing. Narrative, to be exact, and directing the flow of a fictional environment from its 'hard-to-not-love-them' characters to its unique placement in a fantastical setting. Story pacing, plot twists--let's not list it all; suffice to say I can make a scene. And that covers just about any genre, except romance. I'm the George Lucas of romance. It goes right over my head. I break peoples' hearts when I try. Weakness-sigh- Mechanics. Specifically, battle mechanics and stats. The dry work, with formulas and numbers, and all that jazz. This actually includes scripting. I'm good at eventing, but I'm of the one-touch-type breed when it comes to scripting. It is, and forever will be, my ultimate weakness. I'm capable of incorporating other users' scripts into my game and executing the instructions, but that's as far as I get. If you want brilliant boss battles and nitpicked combat systems, you shouldn't ask me. I break peoples' hearts when I try. So, got anything to share? It's all right to admit you're good, and all right to admit you suck at something. If you think you're not good at anything, re-evaluate. There are TONS of skills you might not think apply. Even if you can tell a crappy episode of Bones apart from a good one, then you possess knowledge of story direction you may not be aware of.
  2. What if RPG Maker Series never had a Scripting feature? This means that the script was totally locked via the tool, thus there's no such thing as RGSS Scripts. There are, but mainly to build the default rpg maker. My topic question is: How could you have made your game? Would you customize the battle system in all ways possible? What game would you possibly create? For #1, I think I'll do it the artsy-toning way. I would pour everything in the graphics and evented mechanics. Possibly event all the stuff that is happening on my game. Since there's no script to supply my needs, I will trust the power of eventing to make my unique mechanics. For #2, I possibly won't be able to make a new battle system, so I'll just make the battle system a bit different by using pictures, dialogues in battle, some events and common events...conditions on the condition box...as long as it would make it pretty unique. For #3, probably mini games and one rpg game with all event systems I could think of. How about you?
  3. Topic says my main concern, and an interesting thing to note. Sometimes, i come across games where both battles and puzzle will be obstacles for the player. I played through many puzzles to know they can be fun additions to the game, or downright unnecessay. When i meet a puzzle, I get two reactions of it based on situation. "YAY! A PUZZLE! Alright, brain, do your stuff." (if puzzles are enjoyable) "Oh no...Not another puzzle..." (Opposite effect) Many games have done puzzles right. Some others just make you want to get the puzzle done as quickly as possible. I plan to add puzzles as a way to give players a rest from all the battles against monsters and such (as in, the room where the puzzle is has no enemy encounters), but as a test for the mind. And so, comes my questions. What makes puzzles enjoyable, or annoying? Is it their complexity, or their simpleness? What puzzles fustrate you the most, and which ones make you enjoy the game more? I personally find riddle-like puzzles to be the thorn of my life, but be free to mention your favorite or not-so-favorite puzzles. I want to know!
  4. My topic relates to something I've been thinking about for the past week. The most common way to get money from ANY RPG was to kill enemies. Spiders, demons, zombies, bats, fishs, lions, thieves, <insert enemy>. Each and every enemy in anywhere had at least some currency on them when they breathe their last breath. I find this to be an easy way to import money gain in a game. However, I seen literally countless of Rpgs use this system. Some enemies do fit with gaining money from defeating them thieves, knights, zombies, anything human, basically). Some, however, not so much. (I killed a Wild Cactus Monster Thing that had as much money as my yearly salary) I don't hate this way of gaining money, on contraire. I like getting money this way. But i want a different way to incoporate money gain into Rpgs. I want to try something new, something unique... Here are some alternate ways of getting money I thought up. From remains of battlers (wolf fur, lion fang, knight's armor, etc), you can sell them off to gain money. By working on side missions, you gain money, and maybe even treasures to sell off for more money! By searching the land and dungeons, you sell rare items/minerals/etc and gain money. I guess my main question of this topic is: Will you be comfortable with a new way of getting money, or will you miss the old, hack and slash for cash way? Sorry I typed so much, but go on ahead and express your opinions on this. I want to know!
  5. Hello Everyone. And welcome to the Four Stones Update Blog. I plan to update here and on my home blog http://omegadsx.com. In the hopes of spreading the word of my project, if I can find but one person whose excited for it I will be one happy bunny, so here goes. The Four stones: Synopsis Terrae worked for its reign of peace, being a pure land torn asunder by a rift through whens, its ancestors were forced to act. They created the four stones. Powerful orbs filled with all the wonders and power of the world and housed each of them within 4 towers, these strengthened and projected the orbs power creating a meta-sphere which would restrict the visitors power and influence, confining them to the laws of Terrae. Visitors still happened through the rift, their abilities damped by the Meta-sphere, they were treated to a slow death, Trapped in what the ancestors called the 5th tower. It was considered in escapable whilst the world was protected by the Four Stones and so peace reigned over Terrae. But it wasn’t to last. For the greed of man is poison to the soil, and once spoilt the land is lost. What is “The Four stonesâ€? I consider it a back to basic RPG game; I hope to bring an innovative story to an old (but developed & reworked) system of play. The game is based loosely upon the crystal story of Final fantasy, and works upon the idea to bring something new. Terra is a fantasy world, home to a natural occurring rift through time and space. Once plagued by “Visitorsâ€, they developed a means to deal with these visitors, to protect themselves not only from the power these “visitors†brought with them, but also their influence on the inhabitants of the world. The Four stones and housing towers were meant to protect the world for generations to come. The main protagonist awakens with in the 5th tower with no recollection of how he got there; he is led through the story by a strange woman who calls herself The Watcher. Through lack of options he follows her direction, and he finds himself facing a battle like no other. There are reoccurring themes in the game, one’s which the whole game includes, and those themes are Chance & choice. This game has a lot going on, many of the things you will witness and come across purely by “happen chanceâ€. But your choices will have consequences. Features: Currently the game has a few active features, the following features are live and working in the game as it stands now. Housing system: Players are able to eventually gain a house, this frees up party member control along with providing a place to visit and store items and gold. The housing system also opens up the Next system I will talk about. Trade system: (incomplete) – Players are able to sell trade to specific traders around the world of Terrae, eventually opening up the ability to invest in shops for a profitable return. From selling crops out of your bag: to purchasing your own Farms and setting up exporting agreements. This system is a diverse way for the player to make money as they play. Party Life System: Who you find to have in your party is all a game of chance, to make those you do find more precious, the Party life system will make sure your caring for your team mates. Every party member has a default number of KO wavers. Once this is maxed out the party member dies, and is removed from the game. There are many ways to care for your party, from using items to buffs. There is also a revive feature so you can “buy back†and have a second chance at care. We hope this feature will really add some dynamic to a player’s strategy. Player boost: Simply put this is a randomized system put in place to help players who may have trouble getting along in the game. Activating at random intervals this feature occasionally records player’s death, resulting in a “level†boost once criteria are met. Concepts: The whole game revolves around a dynamic Real time clock, this results in Day and night cycles along with increased control over in game events, (being able to make certain people appear only on a Wednesday for example). A lot of the systems are working perfectly together, and so we are putting it together step by step , feature by feature. Thank you for reading and I hope some of you like the concept and features. -OmegaDSX
  6. Before, Sorry for my verry Bad English... Hi, i'm S4suk3/Michaël Spawn, I'm 16 years old. I'm fan of Functionnal programming and Type system. I study Programming in Belgium. I'm come frome French Communities, I've 2 teams (Biloucorp http://www.biloucorp.com Coming Soon) and FunkyWork (http://funkywork.blogspot.com). I'm using RPG Maker VX and i've make some scripts aivable here http://funkywork.blo...p/ressources.html I've made some video of my work: NPC Groupeur: https://vimeo.com/29343996 Submarine FX : https://vimeo.com/29345490 Water Reflects : https://vimeo.com/30005243 War fog : https://vimeo.com/30338670 Dynamic Shadow : https://vimeo.com/30099180 Other Groupeur with comportement : https://vimeo.com/34566167 Other teleportation system : https://vimeo.com/36317914 See you soon !
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