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Showing results for tags 'game making'.
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Hey RMers, I was motivated to write this post and drudge up this old argument after viewing some script requests on the forum that ask, starry-eyed, for something to be done better via scripting than it could be done via eventing. And, in some regards, this is not inaccurate view; scripting can be infinitely more flexible. However, something made via scripting is not inherently better than an evented counterpart and the reason is because scripting and eventing are the same thing; events are not a separate entity, they are predefined methods that have been given a user interface. One way that may help to express the relationship between events and scripting is to think of a big box (scripting) with a smaller box inside (eventing); both boxes have an identical purpose however one is able to carry a heavier load than the other. There's an impressive history of complex systems being evented; menus, battle systems, minigames. Whether such systems would have been better off being scripted is its own question but the end result is what matters. The only time you need to use scripting, the only time scripting is objectively 'better', is when some aspect of the system simply cannot be done via eventing. And these situations do arise due to eventing's limited functionality and their methods can carry associated baggage (like a text box's system interruption) but quite a few posts that 'need' scripts to accomplish something, well, don't; all that is necessary is to comb through the existing methods of the editor and how they interact with one another. So far this may sound like a very pro-eventing post and, in some regards, it is; in that I would like to elevate the attitude towards events and dissolve the sheen of scripting. Being overly dedicated to eventing has its own problems though. Ignoring its objective limitations (and again, they irrefutably are limited) even the UI of eventing is tedious. Viewing a series of nested conditionals is unpleasant, editing one can be a nightmare. Simple tasks like creating a variable or setting a co-ordinate can feel like they take a lifetime. Bugfixes are tedious because the engine won't crash and give an error message (that's kind of a point in its favour as well though). Eventing is the introduction, its something you are intended to progress from, no other engine I've used doesn't just drop you in front of a script editor. However, that doesn't make the logic that events are capable of carrying out any lesser. What I'm trying to convey is scripting is great but events are just scripting in disguise and are also great. The next time you can't figure something out with events and you aren't comfortable with scripting yet then try approaching it a different way with events. Then try another way with events. Then maybe re-evaluating what exactly you want out of the system. Then, before asking for helpy, try eventing one more time. You'll be surprised what you can accomplish without ever opening the script editor (and you may be devastated at the reality if you continue to treat scripting as some magical shortcut to complex systems).
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Hi so I need someone to make a animated battler for me. here what she looks like, here is her face sets : the thing is I want it a tallish battler. like this tall:
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Where do you get your Main Inspiration when Making a Game?
Knighterius posted a topic in Theory and Development
So I was thinking while making my game where do people get their inspiration? Is it from other games? Is it from certain people? What inspires you to make a game? I guess I'll start off! ^~^ My inspiration for making my RPG is definitely one of the first RPG maker games (not indie horror) I had ever played: Lunar Wish: Orbs of Fate. This game created by LusterMx gave me the inspiration to start making the best rpg I can! As for my indie horror, MadFather and the Witch's House are my inspiration, they inspired me into trying my best at making an indie horror and I won't stop until I succeed. So what's yours?- 27 replies
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Hello, I'm making a game based on some writing I was doing on the same project. Because of the setting (and my fetish for rpg's), I thought it'll be the perfect game, so I picked up vx ace. Though it's my first project, I decided that it'll be a long game (aiming for 40 hours plus). The questions I have pertain to general development of my game, and the directions I need to take in order to make it pleasing to the players. I guess I'll start with the story I came up with since my questions begin there. The name of the game is the Land of Setin. Setin is the planet where the game takes place. The setting will be a medieval setting, castles, knights and the like, however, it will feature technological aspects, since a key race of beings in the story were technologically advanced. Plot - An item known as the Trinity has always been sought by many individuals, factions, & governing powers since as long as anyone can remember. Not too much information about the Trinity is known, except for the fact that it actually exists as three incomplete items that fuse to create a singular item. Foolishly, man has sought this item, not even knowing what it is capable of, thus creating the backbone of the story. Setin's three continents each hold three one of the most well known superpowers creating the stories conflict. Sulteria, the second most largest continent, is ruled by the Ulta royal family. The Ulta royal family since finding out about it, has secretly sought the Trinity, launching many warring campaigns against the Vasbana Royal family, who resides on Elyia, the smallest continent on Setin. The Vasbana royal family has sought the Trinity just as long as the Ulta's, but for the simple reason of not letting their rival kingdom get their hands on it. Finally, we have the so-called mediators, who reside in the largest continent, called the Wastes. The Institute of Arcane Arts, renown for their endless study, creation, and knowledge of magic, sits in the middle of the royal families' conflict, and literally in the middle their continents. The Institute has always been on the edge of a cliff, simply because of the seemingly lawless nature of the Wastes, not centrally governed like either of the two kingdoms. The Institute barely manages to keep the Wastes together in terms of civil rest, because of that, it's a haven for bandits, and people just seeking to do wrong without the proper authority figure. Another reason why the Institute in crucial in terms of being in the middle, is the fact that if allied with either kingdom, would certainly mean the destruction of the other. Due to the Institute being the only place in the world to learn magic, they are also looked upon as a threat all the same, however, the Institute has sought the Trinity just to keep it out of the hands on any power fighting to obtain it. It's more plot, pretty deep too, but I didn't wanna make this post horribly long. Questions regarding story & game play - Being that this will be a long rpg, I was wondering how quick or slow general story progression should be? As of my last playtest, the first twenty levels of gameplay was like 4 or 5 hours, and not even a third of the main story is completed. The play test is of course during a rough draft of the game, still balancing enemies and stuff, and even finalizing what scripts I'm using. Even with my balancing issues, I personally felt like those first twenty levels involved too much story and not enough side story, through optional quests. MY next issue is characters. The game will feature six playable characters, (currently on the line about adding side characters as playable characters to further fill in story plots & general lore). At what points would be good for me to fill in information about them, you know, like what goals they have in conjunction with the main character (if any) and any hidden details, like their pasts, dark or whatnot? I've got more issues, but I'll just let them come about in future posts, as I hopefully get my questions answered.
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I just had an idea in mind about games produced in RPG Maker. First of all, I just want to tell you that I am the person who has low patience when it comes to setting up stuff, so I tend not to be able to finish a long play RPG. Even if I am making some, still, I often do procrastinate and impede the progress of my games (non-commercial / commercially). Supposing we are given limited time to make a game, or rather, we wanted to make a Speed Game Making like how artists works on Speed Portrait or Speed Painting, what are your ideas of games that are easily produced in time (best time, 2 - 8 hours, or just one day) with a good pleasing gameplay? Perhaps we can share all our ideas of the matter, so if anyone is like me who really likes speed things, then, we can make some. I do think of Sokoban as one of the games we can speed make in RM, but are there more ideas in your arsenal?



