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Found 13 results

  1. Heyo. I've been working on a game in RPG Maker 2003 for a few months now, and I find that the overworld is fairly drab, thanks to not having many sound effects. I want to solve this by adding some blip sounds that play while dialogue shows up, like how it happens in Earthbound. You know what I mean. Since RPG Maker 2003 isn't really compatible with scripts, I'm trying to find a solution in the event editor. I made a long looping sequence of the blip sound and made into a sound effect. My idea was to add the sound effect right before the first block of text showing up, and then have the sound effect stop right after it. But because the trigger is set to action button, this doesn't work. Does anybody have any solutions or other ways I can achieve what I'm going for? Any help is appreciated.
  2. hey all. There is a cutscene I have during the beginning of my game that is timed out. If the player skips dialog, it throws it way out of whack. This is the only part of the game where I want to prevent this happening. Any help would be greatly appreciated.
  3. Hello ! I am using RPG Maker VX Ace and there is what I want to do : I would like to make an event, where the sprite, assigned to this event, has a "talking animation" which is playing until the text of a message has finished to appear. I did two versions of my sprite : one normal and one which talks. How can I proceed ? Thanks in advance.
  4. Hello! For the past week or so I have been hard at work...not really but it sounds like something good to say. From what started as an idea of a character has evolved into a single Act, like a play. I present, Act I: Curiosity Killed the Cats...or Gave Them Superpowers. When I began writing this, I didn't think it would be something I would want to convert into a game. I initially wrote it as a TV Show/Movie script. A little backstory about myself, I'm a writer. Not professionally or anything like that, just a hobbyist writer. I like writing fictional stories about various topics/ideas...from the supernatural to the mundane and everything in between. I enjoy this as it gives life to the many characters I create while I'm at work, lawn care is boring lol. This is also why what I am presenting to all of you now exists. I know it isn't perfect, it may not even be good to some, but I thought it was a decent start. Which is why I'm sharing it now...well, that, and so I can possibly get some feedback from the members of this community. Whether it be positive, constructive, or straight up negative...I want to hear it. Thank you in advance, ToxSic23 The Game - Act I.txt
  5. Seriel

    A Temporal Journey

    Credit to Eien Nanashi for this awesome logo. Story/Setting: Characters: (Minor gameplay spoilers!) Progress: Screenshots: Download/Play: Credits: I accept and encourage any form of comments, criticism, complaints or bug reports. Put those down there in a reply ↓ ~Seriel (Jackus)
  6. malonkey1

    Picture Choices

    I've been trying to find an plugin that lets me use images to represent choices in a dialog, without much luck. The idea was to make something like Mass Effect's Interrupts ( ), using Tsukihime's Timed Choice Selection and having the choice be represented by an image. The issue is, even though I can use icons with the \i escape code for this, that's not ideal because that restricts me to icon-sized images, and I don't want to give players eye strain every time they have to decide whether or not to trigger the interrupt. Is there a plugin like this out there already that I just haven't been able to find?
  7. I made a couple of faceset's, I noticed afterwards They're looking to the left, THEN i noticed every single other faceset everywhere has them looking to the right. Should I flip the images to look to the right too? Is that just a personal preference, or does it just make it look a bit better? Heres one of them
  8. So, Fallout 4 has been out for, what, a week now? Something like that. And, unsurprisingly to people who people who know me fairly well, I have some gripes with the game from what I've seen and been able to play at a friend's. The opening feels rushed as possible, the settlement building is somewhat poorly implemented and clunky, the writing ranges from good to terrible and the dialogue system is really stupid. I really don't have a problem with the voice protagonist... Did you hear that? That was the Fallout hardcore audience collectively gasping and screaming death threats. But, yeah. I honestly don't have a problem with it, I've always kinda found blank slate characters to be boring, and I find adding a voice and slight bits of backstory like F4 does always helps your character to feel more like a character. No. The thing I hate is the dialogue system, but not for the reasons you might think. The above image shows the F4 dialogue system, which I found on a sub-reddit for the game. We all have at least some idea of how this works and where it came from, right? If you don't, then allow me to spend a few seconds to explain. This dialogue system is a sort of modified version of the wheel dialogue system which was made popular by the Mass Effect series. The wheel system has a wheel with six options, top right, middle right, bottom right, top left, middle left, bottom left. The system you see up above doesn't really have a designated name, as far as I know, but I know a few people who refer to it as a "Press Action Dialogue System." While that does sound slightly over long, when you could just called it a Press Speech System, I'll be using this for the rest of the post. The above picture shows the ME dialogue system better then I can explain it. As you can see, there are a few things of note. The top and bottom left are greyed out while the rest are a light blue. This is because those two that are greyed out are questions that are there for some additional information and they have already been asked. Normally, these kind of questions would be in the investigate option, which would open up a secondary version of the wheel with only questions and a "Cancel" or "Back" option that will take you back to the main wheel. The right side of the wheel is only for dialogue options that will progress the conversation onto the next dialogue branch(top right, good, middle right, neutral, bottom right, bad), usually with another investigate option and another three options that will progress the dialogue again. See how it works? Good. Now. How does the Press Action Dialogue System work? Well, it works on similar principles, but almost always screws it up. The way the system works is that you have up, down, left, or right to choose your dialogue choice. Up being a question, down being bad, left being sarcastic and right being good. This sounds perfectly good, right? Well, it would be. But only if the game could actually stick to the logic of up being a question, down bad, left sarcasm, right good, but it doesn't. Mass Effect ALWAYS maintains this internal continuity about how the options work. The right side of the wheel always has options that advance the dialogue, left always has questions (technically it will have a dialogue progressing option on rare occasions, but those are always colored differently to let you know that they progress and don't just question.). Fallout 4, on the other hand, is all over the place on what the four options do. In the beginning of the game, it sets it up like the ME dialogue systems, but then it will just randomly decide that up is now a progression choice and not a question one, right will suddenly be a jerk response for no real reason, left will be serious and lacking humor, and down will suddenly be sweet. I know that some of you are wondering, "So what? This doesn't really matter, does it?" This matters very much, especially from a player stand point. You see, the beauty of the ME system is that it is almost subtle in how your decision making becomes second nature. Because of the way everything is layed out, you know exactly what you want to do in a dialogue, and the descriptions are usually descriptive enough that you will be able to discern what your character will say. F4 seems to lack this understanding. Constantly changing what options do what is annoying to many people are causes them to have to break their concentration on the game itself and carefully read through every option to make sure that they don't choose an option that don't want. And even that fails sometimes because the descriptions are completely useless a majority of the time. The most you'll get is a brief piece of text from the sentence that goes with the options, which tends to tell you jack about what you will actually say, or it will just give a vague description that still leaves you in the dark. This is an important thing to remember for those of us who think about implementing such systems in our own games; if you have a system that operates like either of these, having a ridged way of how the options work so that your players are never left wondering, "Okay. What in the flying (insert profanity) are these options going to say, and why do they always change!?" -LS
  9. Lord Vectra

    Too long dialogue?

    How long do you think is too long? I'm making a conversation between main character and the King but I don't know how long would be considered too long.
  10. Well, old school rpg express the characters feelings through sprite movement and text dialogue. From what I've learned (just some example): 1. "Sigh" is for something like desperation, or something like "I don't care"
  11. Well, old school rpg express the characters feelings through sprite movement and text dialogue. From what I've learned (just some example): 1. "Sigh" is for something like desperation, or something like "I don't care" Ex: (sigh)... Whatever... I don't care anymore... 2. "Hic" is for someone who drunk: Ex: Whoa! Look the sky so blue ~ (hic) What word can be used to express crying? Is it "sniff", "shrug", or something else? I remember I've read something like that, but I forgot. In my country, crying is expressed through "hiks" or "huwaaaaa". How to express it in english language? Can anybody help?
  12. Lord Vectra

    Dialogue Feedback

    I have come up with a few dialogues for a game I'm making. Convo between Konata and Retnuh Konata: Retnuh, where is my high-ranking officer, Grillin? Retnuh: He has been captured... by Danielle the vigilante. Konata: Danielle? You mean to tell me you lost to Danielle!? Retnuh: She is stronger than she looks, Lord Konata. Konata: Do you know what Grillin holds!? He was my castle's guardian in the very beginning when I and the others became Gods!!! The secrets of the Gods are at the fingertips of Danielle! I know Grillin, and you're lucky he has tough skin. How do you manage to lose to her in one-on-one combat!? Retnuh: She is quite skilled in the class of speed. Konata: I will rescue Grillin myself. To redeem yourself, I suggest you get the Orb of the Cursed Dragon from that pirate, Fishero. Retnuh: I will not fail you, Lord Konata. Konata: Take Alyssa with you in case any... surprises come up. Retnuh: Will do, my liege. I will add that Grillin is heavily protected by Alexanderson and Knighterius, Konata: I am a God, Retnuh. You will do well to remember that. What do you think?
  13. These are a few pieces of dialogue I thought would be good for my project. The following characters are discussing the two main problems at the time: Diablo's twenty-fifth revival and the Angel of Death eliminating both Humans and Demons. Iliah: I dearly hope that this time, when I'm done with Aarzael, I will be delivering the final death blow to Diablo. This guy has been avoiding permanent death for too long now. I mean, how many times must this excuse of a Hell Lord must be vanquished before he goes down for good? He just won't quit! Twynog: Because franchise...(laughs) Synestria: We can thank the Eternity War. It's like, the law in the Universe, Angels and Demons have always and will always fight against each other, so beings like Sanctos and Diablo never really just die. They're a part of the essence of the Universe itself. Iliah: ...That is kinda true... *Long Silence* Synestria: As much as I hate to admit it, Aarzael does have a point about humans and free will. Its so easy to choose Evil because it's so tempting and it's so easy to take. And humans love to do everything easy. But, that doesn't really mean they must be killed because of that. Twynog: The funny thing is that Aarzael keeps mentioning that he will end the Eternity War and the fact that humans are inherently evil. However, it was the humans who actually managed to imprison Diablo in the Dark Altar and bring more progress to the Eternity War in 20 years than all the progress brought by the Angels in a gigantic period of time. God-damned useless! Synestria: The Angels did save you when you were facing Asmodeus by yourself. Twynog: That's besides the point! They still think that any race below them is inferior, yet look what we accomplished in a week's time! Two Demon keeps. Ours. (scoffs) Inferior, my ass. I'll strike those birds out of the sky. And that's it for now.
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