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Found 21 results

  1. Crescent

    vx ace Tales of Boredom

    TALES OF BOREDOM A lazy dude is trying to escape from his lazy habits of procrastinating and sleeping throughout the day. So one day, he will beat up random monsters residing in a cave to stay a little less sleepy and lazy. Along with some random people from his town. Characters: You play as Dude, the master of laziness. Two other random people are playable, also. Screenshots: DOWNLOAD HERE (completed game) Features: -No plot, no endings, no proper story, you just play as a random, lazy dude. -Explore a tiny area around you, interact with the objects and random things. -Randomized encounters so you can beat up as much monsters as you like. -Everything random! Also read the text file in the game's folder for more info. Notes: This game was created in approximately 3 days and was intended to be a private game I've made to pass my time when I'm feeling unmotivated, bored (it happens ALL the time though XD) because playing something that I made makes me a little happy - but later on, I've decided to share this publicly here just in case if someone would like to play it. Also, I'll make this clear - there is NO PROPER STRATEGY/BALANCE BETWEEN THINGS because I didn't wanted to spend too much time on balancing this little game, due to having a main project to work on. Also, expect a lot of typos and random stuff in this game - if you found a bug in this game, you can mention it~ And if you liked this tiny game - or hated it (I won't mind, it's very reasonable anyway) please let me know Other contact methods are included in the text file found in game's folder. Thanks <3 Credits:
  2. Darkness Void

    Random Sounds?

    You know how in horror games like Silent Hill, every now and again you'll hear random sound effects that scares you, or just makes you feel uneasy, because you don't know where their coming from or what's making them. I want to add random sounds around and inside my haunted house, but how can I do that without a script? Or is a script the only way? Basically, I want something like the sound of walking and an door opening and closing when nothing is there.
  3. Super Hyper Quest 2 The Sequeling Oh yes, it's happening. What's Super Hyper Quest? Well, most people will remember a little game I did where the title screen flashed up "OH MY GOD SHIT'S ON FIRE." Yeah well, that was meant to be the original Super Hyper Quest. What Will This One Be About? I honestly have no idea. I know that's not very reassuring, but keep in mind that with the last one I came up with the idea and the entire game itself in one week. With a game as random as this, it probably is better if I simply wing most of the plot. What Features Will It Have? Since I was in crunch mode for the last one, I had to use default RTP and a few clever design tricks to implement a lot of stuff I wanted. This one will have a lot of features that the last one had, but also stuff that goes outside the default RTP as well, complete with original characters, not so original music, and definitely not original SFX that I rip from other sources, but only for comedic effect. Beyond that, I want the game to switch back and forth between E'rrick and Rick, so you'll get to enjoy the story and interactions from multiple angles. How Long Will It Be? Definitely longer than the last one. After all, I don't have any major restrictions on this one. Why Should I Like It? So you can be one of the cool kids. You want to be cool, right?
  4. Welcome to my little Showcase area, folks! This is my place to show off playable characters, other game's characters, have some vote offs, or even just rant about something. I may post some videos on here one day, but for now, I'd rather skip to what the first entry's about. For every other week, I'll be showcasing a character. It may be mine, or it could be from another game/story. (In which I'll provide credentials to). To start off, those who like gambling will like this week, as Lek Nisshoku will be showcased from 3/7 5:00 PM (EST) to 3/14 6:00 PM (EST). Alrighty! Let's start with the dealing, and pass out the chips. Lek is a gambling master, able to win with a pair of 2's against a five-of-a-kind of kings. Being the king of Xoa as well, he's attained many riches, which he shares with his subjects. Comparatively, Lek has the lowest crime rate compared to anything that's populated. Why's all this tidbit important? Well, my almost possibly sleeping friends, Lek deals with skills and cards, instead of magic. Being a normal human, his body can't process any form of magic, whether it be Reinota (Ray-no-tae), which is Scalvosian for accumulation of soul, or plain mana. However, the cards he uses makes up for his lack, and being that Lek's a crazy ninja, stunt artist, sword-bearing kind of guy, who doesn't want to whip out a few cards for the heck of it? Lek's stats aren't the brightest, consisting of a poor curve for his defense and resistance to magic. Lek (Scaled from 0-100. The higher the number, the better.) HP: 56 MP: 70 Attack: 45 Defense: 32 Magic Attack: 44 Magic Defense: 30 Agility: 50 Luck: 100 For today's showcase, I'll show off his Against the Odds and Stacked Deck specials. First up, in order of our screen shots, is Stacked Deck. This technique deals anywhere from a range of 5 to 30 damage, and hits 36 times. It's the upgrade to Against the Odds, and costs a small 20 TP to use. Against the Odds, however, deals 1 damage per hit, with a chance of landing 3 for a critical hit. Now, seeing how it also only hits 36 times, you'd probably choose to use one over the other, but why not save TP? Besides, they both target four random enemies, so you have to hope to hit the one causing you trouble. Any thoughts? Any Comments? Drop them below! "This has been a slow day. I mean, what's it to those who like to sing, dance, or buy toys for children? What I live for, is to make those who cheat in life's money to break into poverty-stricken pieces and return the cash back to my fellow citizens."
  5. Name: Enemy Positions Version: 1.1 Author: Mr. Trivel Created: 2016-01-11 What does it do? Allows to change enemy positions through adding tags. In case of multiple tags - tag at random will be picked. Screenshots: Not this time. How to use? Use following tags inside enemy note fields. In case of multiple tags - tag at random will be picked. Position is in pixels. <Position: [X] [Y]> E.g.: <Position: 500 200> Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Legal: Free for non-commercial games. Free for commercial games.
  6. Name: Random Skill Position Version: 1.0 Author: Mr. Trivel Created: 2015-11-26 What does it do? Offsets skill animation location. Screenshots: Nothing to really show here. How to use? Place <RandomPos> tag in skills you want to have random animation location. Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Legal: Free for non-commercial games.
  7. I was watching one of my favorite streamers play Five Nights at Freddie's 2 last night. He liked the concept of the game but he didn't like how it pretty much just copied FNaF1 and just made it more clicking. And then something strange started happening in chat; people where claiming that FNaF wasn't even a game. I asked them why they thought this and they gave several reason that generally just boiled down to, "Because I don't like it." but I found myself thinking about it again today and wanted to know what you guys think actually constitutes a game? Personally I consider FNaF to be a game, even if it is more repetitive then most, and I enjoy it purely from a design point of view in that it has a design perhaps unique to it in the entirety of gaming.
  8. Ardaceus

    Chicken Artwork

    How about this, post your drawing(s) of a chicken(s) on this thread. There is no other reason to this topic other than to advertise chickens no matter how bad or good they are, MSPaint or Manga Studio 5, cute or epic, just post your drawing of a chicken. Has to be your own drawing, can't be stolen off of somebody elses website or page, has to be your own creativity. Every picture on this thread has to have a chicken, no exceptions, there has to be poulet on the page. No negative comments on other people's chickens, you can laugh in real life at how ridiculous these might be, but no negative comments. No use of any chicken will become resource material, whether it be to eat or to show off in a game or something, I'm serious, set an appointment with that person if you are really into that clucker... If you have multiple chickens, go right ahead and post them, the more the better. I'll start Look at that breast beast! (Please try to keep it PG, I've been not setting a good example for de little ones on dis website so far ._.)
  9. Hi Hi~ For about 2 days I've been getting some strange things happening when I'm looking around the forums. Whenever I open some notifications, all it shows is a blank little window that finishes loading, but it doesn't show the actual info inside it. So far for me, I cannot access the PM notifications on the forum bar and the profile feed when I like to show comments (when I view my profile). Another strange thing is when I was looking at the forums on my phone, very strange random images have been appearing at very odd places, I had a bust image of a RM character on top of the title when I view the community index, and a banner of mangoes around the search bar lol. (Solved Issue~) As far as I know, I haven't downloaded anything from anywhere so 3rd party applications aren't involved here, It's not a big thing but this coming out of the blue (like a banner of mangoes in a rpg maker forum xD) is really giving me wonders~ Edit!! There were other times when my profile pic was of other members here so that's another factor~ xD Edit2!! I'm using Google Chrome at the moment if it helps.
  10. Alufey

    Strollin'

    Theres an instant pull of attention whenever I get on the computer, and I just want to surf the net. Which would be cool if I didn't have to study and do homework. On the plus side I'm feeling more inspired by some of the pages on the forums here. They make me wanna jump on Paint Tool SAI. <3 I haven't been on Paint Tool SAI in a serious way in a long arse time. Making artwork ain't like a bicycle though I get back on and my stuff looks like crap for a while. But doodling keeps me at that point where I haven't reverted to kindergarden style. In terms of creativity it'd be ok with me to be a 5 year old again. They come up with some awesome stuff. Like Christoff from Frozen turning into a giant worm because he couldn't stop eating worms. I love kids for that reason. I was kinda proud that I made a Frank Underwood impression while playing the villian with my charge ( I are a babysiter). As Frank I turned the barbies into zombies!!!
  11. I probably shouldn't actually use this blog for actual serious opinion blog posts really, but I guess I might as well. So I found myself watching a video about the whole GamerGate thing again. Is that still even going on? I am not even sure. I hate watching stuff about it because it seems no matter what side of the issue someone takes, they just manage to sound wrong to me. The only exceptions are when people are talking about specific issues with a particular very narrow scope, where they are able to make points on particular questions. If this was an issue about ONLY corruption in games journalism, or ONLY about issues of sexism, or ONLY about the failings of the SJW movement, I might be able to see one sides point over the other, but the fact it gets mixed into a big miss mash and everyone gets dragged into issues they never really wanted to argue in the first place makes it impossible for any kind of right side to emerge if you ask me. Here is the thing though, I have felt, or more like hoped, for a while now that the game industry was spiraling into another crash. Too many over inflated budgets, too much loss of consumer confidence, too much DLC and microtransactions... even steam seams tio be filling with early access and shovelware now a days. It all leads into a huge mess and sooner or later things are going to have to either change or come crashing down hard on all the greedy publishers heads. And if you think about it, a crash will hurt the publishers and the greedy corporations then the consumer. Games aren't going to go away, all a crash will do is make the money-grubbers be unable to squeeze gaming for money any more. Recently I started to realize a huge crash will also probably make games not be the "in thing" any more, and at the risk of sounding like a hipster, that can only be a good thing. Idiot man bro frat boys will move on to sports or movies or whatever is the new cool fad, and SJWs will move to where there is a bigger podium to preach their doctrine at. Games will go back to being something for enthusiasts and people who genuinely love the medium. And that is still millions of people. People will still make games and people will still play them. So yeah, not really seeing a downside here. You might not see very many or any triple A big budget extravaganzas or anything like that, but honestly how many of them lately have actually been that amazingly good? I guess there have been a few, but I haven't played them myself. But I hope it happens soon because it's getting more and more annoying every day I see all this shit.
  12. Since this is probably never going to see the light of day by my hands, I thought I'd share an idea I had with you guys just for funzies, and ask what you think about it. Be critical, I don't mind! If I play devils advocate to myself though... The Basics Genre: Dating-Sim/Slice of Life (I think) Setting: Modern/Military Target Audience: Young Adults and Teens Maturity Rating: T or M for instances of the following: Alcohol and Drugs, Sexual Situations, Mild Nudity, Suicide, Violence Passive Gameplay Procedurally Generated via numbers Use the mouse to interact Story At the age of 17, you are a new recruit at the [unnamed] Military Base and Academy. Your goal, personality, and the way your life proceeds all depends upon a series of questions. You will be sent on missions when you earn them, and your rank may very well rise, but not without hardship and training. You may or may not find love, fulfillment, and happiness in this path, but it is not for everyone. This is a slight alternate universe to our own, not everything is exactly true to real-life, several liberties are taken. Various NPC interactions with "Interest" variable. Interest goes up with 'good' interactions regardless of whether NPC is a potential Friend of Love Interest. GUI Elements Clock is shown at all times Next to clock are speed setting buttons for 'normal,' 'fast,' and 'fastest' speeds. On pause screen, options to view various parameters, shown in "bar" format. Save option Exit option Gameplay Elements Gender - Male or Female, determines which NPCs will show interest in the Player. Appearance - The way your avatar looks. The following are set as variables. The majority, if not all, of the "gameplay" depends upon their values. 20 Emotions 20 Class Skills 20 Personal Skills Character Types Listed in Classes in the Database Each of these have a Boy/Girl counterpart Determines HP, ATK, DEF, AGI, and LUK Needs more options Gameplay In the beginning of the game, you're either brought to a plain black screen, or a blank room. >With the black screen version, questions will appear randomly. In this version, no prior instructions is given. >With the room, you click on various objects and questions that "relate" to the object appear. Your avatar is visible as a ghostly wisp with no discernible features. In this version, the instruction "left click to interact" appears. A very long series of questions begin, starting with asking if you are Male or Female. The answers to the questions will determine your gender, appearance, personality, skill parameters, and emotion parameters (listed in Gameplay Elements) Depending upon the players answers, the gender is set, the value of one of these variables goes up or down, the characters appearance fits their answer, a name is set. A few questions branch (if you answer Female, for example, you are asked if you like using dresses. Most questions do not have continuing branches like this.) Questions continue in the same vein as the following examples- This is what I have so far, for the game to work there would need to be more questions, but I think you get the idea. If you're interested I'll write the choices for the answers, and the parameters they effect. (Massive block of text warning) Depending upon the final value of the variables effected by the questions, your "type of character" is chosen, your "class list" is given to you, and you are given control of your character. Time is momentarily frozen, and there are a few set interactions in your room. Progression From this point on, the player is only able to freely move about their room, and nowhere else. You may study in a subject. You may view your class schedule, or accept a mission. You may test out of a class and into a new class. You may 'start a project.' (Making a piece of art, making a thesis, etc.) You may practice a combat skill. You may respond to letters or send a gift to someone. You may interact with your pet. You may sleep to the next day After sleeping to the next day without going on a mission or other such events, the player is transferred to classes for a set amount of time while the clock ticks away at the hours. where your class skills and personal skills raise or lower depending upon your emotional values. Class skills raise depending on things like focus, inspiration, whatever emotion is fitting for the current class. A few emotional values are effected, if your laziness is high your class skill will rise at a low rate, so on so forth. Meanwhile, you will get the choice to click on your classmates and professors to interact with them. Particular NPCS can be friends or love interests. Schedule Example Sometimes an event will occur at certain times once a relationship value with a character has been achieved, one of your emotions reaches a certain value, The player gets no choice in how these events transpire, or their outcome. The outcome of events, the responses of NPCs and possible love interests etc. all depend upon the value of whatever variable applies to the situation. Event Examples: These events are what break up the monotony of the gameplay. That's about the gist of it. Tell me what you think <3
  13. LordSquirrel

    Writing and stuff.

    Hello there Ace users. I was wondering what I could possibly do for my next blog post since I'm still playing through the next game I have planned for "Yay, or Nay?" and I figured that I might as well talk about this stuff if only to try and help people avoid doing some of this in their games. I guess I should also mention that I'm currently on my fifth cup of coffee, so I might end up switching back and forth between different things. Just putting that out there. The first thing I wanted to tackle was something that I keep on seeing in Rpg Maker games and that is a lack of urgency or direction in the story. Urgency, for those uninitiated, is basically what keeps me wanting to play the game. I've played a few games lately, the most notable would be Enelysion, where the game starts off, introduces the main character, introduces some main item that is important for some reason, and them dumps me into a house where the character lives and then I'm told that I should go find someone who the character apparently gave the item to when I feel like it. Now, I usually wouldn't have a problem with this type of thing, it can be used as a good way to setup how a character lives their lives in the world before anything insane starts happening. But with games like Enelysion it sets up this kind of thing and then proceeds to tell you jack squat. Sure there are a few characters standing around that apparently know your character, but the conversations between them and the character don't really reveal anything that interesting about the character. It takes about two hours into the game before you really start to get anything new, or interesting on the character at all. If you're going to use this kind of opening, have characters that the main character plays off of well, or that the character has a past with and can talk about some events that they both experienced together. Something as small as a fishing accident that the main character doesn't want to talk about because it is embarrassing can give a lot of information about who they are. Just something to think about when planning out your story. And actually, another quick tip. Don't just have the NPCs around your world be completely boring. I know that isn't exactly helpful, but when I play a game and I just run into a bunch of NPCs that say nothing interesting, or don't mention events currently going on in the world then I quickly find myself rowing bored and just running past any NPCs I see. At the very least have them talking to another NPC, just something to make them seem like they aren't just a bunch of set dressing. And while I'm still near talking about Enelysion, let's talk about direction. Enelysion unfortunately has a pretty terrible sense of direction. Almost everyone I've talked to who has also played the game has said, "Yeah. I liked the art style and the main character seemed kind of cool, but it took me about twenty minutes before I found where I was supposed to be going." The main reason for this is because all you're told about where you're supposed to go is that it's a church somewhere on the map. So you go to the actually pretty cool looking over world map and see that there is a temple looking thing to the north. That has to be the right place, right? WRONG! After that you look around the rest of the map, maybe walk into the nearby town and see if anyone says anything about the church, and of course, no one does, you go out into the overworld again and just start looking everywhere, but still don't find it. So now it's been about fifteen minutes, and you're getting a little ticked off and decide to go back to where your search started, maybe there is a clue you missed then, as you're just randomly going around the town and going up to every building and seeing if you can go inside, you find the church by accident when you go looking into a normal looking building stuffed into the north eastern part of the town. I shouldn't even need to tell you what's wrong with that whole process. You want to know the best way to counter act this? Just tell the player where the place is. Have a character say, "you mean that place in so and so town?" or have a text box fly up saying "This place is in the north eastern area of so and so town." A lot of people I know actually ended up not finishing Enelysion because of this problem with direction. I'm actually contemplating quitting all these hours in due to lack of even simple direction. Geeze that was a big wall of text. Anyway. On to the next thing I wanted to talk about and that is the lack of moderation in gaming in general. As much as I admit to enjoying Call of Duty Ghosts is does have this problem of never bringing us down to relax and feels the need to constantly throw larger and larger events at us every freaking mission. We start the game with a pitched gunfight in space God's sake and it only gets more and more over the top from there the apex of which I still think is sliding out of a collapsing skyscraper while having a pitched firefight with enemies who are also falling out of the skyscraper until eventually you pull out a parachute that you had for some reason and happily gliding away as the skyscraper levels an entire block. It was exciting, I'll give it that, but it would have been much more exciting if it was preceded by the previously mentioned space fight, running through an area that is being bombed from orbit, stealthing around the grass as a dog (No. Seriously that happens.), attacking an enemy big with several exploding trucks and defending an american base against an entire enemy fleet with nothing but a few drones and a machinegun. On paper this makes it sound like the game will never get boring and only become more exciting as it continues, but in practice it just makes the big set pieces become less special, and by extension, less interesting. Let's look at another game in the CoD series for how you do this right. Call of Duty 4 Modern Warfare. This game is probably one of my favorite shooters from the past decade and the reason being that it made all of it's big set pieces feel special by not making them happen every three minutes. And while the game does open with you sinking a massive ship in the pacific it immediately follows this up with simple ground assaults, stealth missions, defending certain objectives and then suddenly a character you've been playing as for most of the game, along with several thousand american troops, are wiped out in a freaking nuclear explosion where your helicopter crashes and you are forced to play as that character as they slowly die from a combination of radiation and blood loss which still ranks up in top 10 lists the world over because the game didn't have big set pieces like that all throughout the game. (I would have spoilered that part, but honestly if you haven't heard of the nuclear scene from this game then what rock are you living under?) It actually felt important and was even shocking to have something like that happen because the game had gotten you into the feel of taking out baddies in small engagements. Now this isn't something that is only a problem with set pieces, I've always said that swearing is over used in gaming today because people seem to think the only way to sound mature is to shout fifteen swears in a conversation about the weather. I personally think that swears should be treated like an exploding building, in that you shouldn't use it too much, or it will, like the Ghost example above, just become repetitive and boring. And when you finally have some kind of moment where the character swears out of rage at some great tragedy it will be completely lost on us, because they've been swearing since the first line of dialogue and people will just be wondering when the scene is going to end so we can get on with the story. That isn't to say that you can't have a character that swears a lot, like a mercenary, or some washed up bitter hero, but you have to justify it because no one starts a conversation by saying, "Hey, you! Yeah you, F***bend! How're you doing?" nor do they say the word sh*t thirty times within half that many minutes unless they happen to be a plumber. I guess that's really all i had to ramble about today. Just a bunch of complaining about things that annoy me really. Eh. Hope you found it funny at least. -LS
  14. So, I've been playing the third entry in the Dragon Age series; Dragon Age: Inquisition. And as my second playthrough begins to draw to a close, I feel like this would be a good way to start a little series that I'll be calling, Yay, or Nay? What is this? Basically it's a reviewing series, but where i just kind of spew out random thoughts on the game until I reach my conclusion on the game. If it's a Yay, then I recommend you play it. If it's a Nay, then I recommend that you don't play it, and possibly go throw it in your fire pit depending on how I'm feeling that day. I'll be writing these as i go, so don't be surprised if I jump from subject to subject with no clear connection. Also expect spelling and grammatical errors, because it's almost 11 P.M here. Anyway. Let's get on with it. ----------------------------------------------------------------------------------------------------------------------------- Dragon Age: Inquisition is a game developed by Bioware, powered by the Frostbite3 game engine and published by EA (Or Electronic Arts if you prefer, though I personally don't ever since the Sims City debacle last year.). It has been released on the Xbox360, Playstation 3, XboxOne, Playstation 4, and of course the PC. Right. Now that I have that out of the way. I would like to draw your attention to the fact that the game has been developed on the Frostbite3 engine, which I believe was made by DICE, but I could be wrong, and I can't be bothered to check and make sure. Anyway. The reason why I draw attention to the engine upon which this game was made with is because (on the Xbox360 version at least) the game looks worse than Dragon Age: Origins, or DA2 most of the time. Most of the time hair shines as if it's covered in grease, or made out of plastic, faces barely emote and have murky, or blurred textures, eyelashes go through eyelids when characters blink, and there is more pop-in in both environments and character details then a freaking soda shop. (One especially recurring example it when I would go to see talk with my good buddy Dorian, and find myself horrified to see his face blocky, blurred and his facial hair melding into his face along with parts of his eyes for three second before filling in properly.) Although I did manage to take some time and look at footage on the PC, XboxOne and PS4, and I suddenly found myself looking at a fantastic looking game with, beautiful environments, hair that wasn't made out of lego, clear and realistic character faces and very little pop-in. So I guess if you're a graphics hound, then this game is already a Nay on the last-gen consoles. Although to be fair, I did eventually get past the graphical problems. It's just kind of disheartening for me that a game that looks absolutely brilliant on another platform, but looks terrible when ported over to the one I play on the most. Now that we have gotten done with what we see with our eyes, let us continue to we hear with our ears, or antennae if you're some kind of mutant insectoid man reading this in an apocalyptic future where a new brand of bug killing spray has somehow gone horrifically wrong and if you happen to be the later, then I want it to be known that I totally called it. But, anyway. Voice acting. It's rather nice... What? It's just really good voice acting. I guess the default voices for Dwarf and Qunari player characters is somewhat lacking in emotion, but I get the feeling that they are meant to be more stoic and unflinching hero, so it didn't really bother me and I just decided to use it on my more macho, or confident characters. Other then that the voice acting is just good. I found very few voices that I didn't like and that's mostly because the voice actors were playing characters with a French accent, which instantly land a voice in my torture rack due to a terrible accident I once had that involved a poorly made french toast, which I choose not to go into here. And since I mentioned Dwarves and Qunari in the previous paragraph I find myself now moving towards the character creation suite. This is a bioware game afterall, so when you start a new game you are transported to a strange green mist filled area with wonky lighting. (That again looked five times better on PC.) Here you can get to choose from four races, Humans, who are what humans always are in fantasy settings, that being the most widespread, and snobbish of the races, Elves, who are elves. I really don't have to say much more then that other then the fact that they are the only race that requires that your character has a tattoo. Then there are Dwarves, as short and beard-y as you like, and finally we have the Qunari, a race of horned giants that is best known for the radical and oppressive religion that the race is named after which dictates every point of their lives and "fixes" them is they try to stray from whatever path has been set for them, or if they question or criticize the leadership. But you play as one who has never lived under the Qun, making you a Tal-Vashoth, and it is possible to be born without horns, so feel free to be a sarcastic, authority questioning, non-committal, non-horn headed dweeb as you wave goodbye to whatever interesting character development you might have thought would have gone pretty well with the race. After you choose your stuck up Human, elfy Elf, beard-y Dwarf, or non-horny Qunari you get to choose your class for your character. There are three specialization with two weapon gameplay styles for each with the exception of the last. There are warriors, basically the lumbering tough guys/gals of the group who have a sword and shield style that focuses on staying out in-front of everyone and tanking damage while occasionally taking a second to scream at an enemy that his mother was half nug, and then they have a a two handed style for using great swords and mauls and the like, so that they can charge straight into the enemy lines and instantly getting ground into mulch. After that we have rogues, who are the typical thief class who are usually flanking in battle, or picking battle outside of it, they can either use dual daggers for poking you in the back, or bows to hang back and snipe in the brief moment before they get double stabbed in the back by the enemy dual dagger rogue. And finally we have the mages, who kind of work as an all around class, but mostly excel at support. They only get one weapon style, which is the staff. But they make up for this by having staves be the coolest looking weapons in the game with the largest customization option. Now that you have chosen the class that fits you the best, you are taken to the actual character appearance editor where you can change pretty much anything about the look of your character's face, but not their body, because of reasons. I really don't have a problem with the editor itself (Other then the fact that on last-gen console you can't have scar for your characters. Again, because of reasons.), but I do have one big one. And it is that the lighting isn't exactly the best, of the five characters that I have made to test out different play styles, three of them I had to go back and recreate within an hour of play because they ended up looking considerably more freakish then they did in the editor. My prime example of this is my Qunari character, who looked perfectly fine in the editor, but the second he got into an area with normal lighting he looked like a terrible black face character and i found myself spending the next thirty minutes laboriously correcting it. I also originally had a problem with there being no longer hair styles for female characters, but then i thought about it and found myself visualizing an unstoppable two handed style warrior carving through the enemy lines, her hair blowing victoriously in the wind in the brief second before a hurlock alpha easily grabbed her by her long flowing hair and yanking her head back it could easily lob her head of at the neck. After removing the terrifying image from my mind I finally found a reason to not be bothered with it. Oh. you can also choose between two voices for each gender here, although as far as I can tell there is no dialogue changes for either, so they are pretty much up to your preference. Now, as for gameplay there isn't really much I can say. It plays like most bioware games; you switch between talking with npcs and making dialogue decisions using a dialogue wheel, and then walking around areas fighting enemies, leveling up, and getting new skills. There really isn't much to say about it other then the fact that the combat is just well balanced and fun at times, even the new tactical camera that i feared was just going to be boring to use, but was actually pretty easy to use, and order your people around with, while the two most notable things on the dialogue fronts is that there is no longer a morality system for your character, which I like, and there is now several times where a dialogue option has a little picture to display what emotion your character will relate during that section of the conversation, which helps to cut down on the old mass effect problem of Shepard acting like a jerk when you wanted to act like cherub. The system from DA2 where you're party members had their own armor that they wore throughout the whole game that you could be upgraded by the player by buying the upgrades while solving problems around the city has now been torn out and replaced with the same system that was in DA:O where you have to micromanage everyone's equipment, and check them against every piece of armor you find in the game, which I personally dislike. I like it when character have an iconic look, not one that i can change at any moment and most likely look worse then the default. My dislike for the system is slightly diminished by the inclusion of a new crafting system that allows you to craft dozens of custom armors and weapons right done to what metal you want to use for the blade, what leather you want for the grip, and what rune you bolt unto it, all of which physically alter the look of the weapon, or armor (Actually you can't put runes on armor anymore. Another thing taken from DA2.) from the color of the breastplate to the scarf that every rogue armor seems to have. You can also make upgrade parts for most of the armors and all of the weapons that can give them some extra effects like more healing for the character that it is equipped to, or higher chance to inflict bleed on a target. You also can name every single piece of equipment that you craft, which I loved. There is also two other new gameplay additions, one is the war table, which consists of a map of two nations that you can complete non-playable operations to help grow your faction's influence and unlock new areas to explore. The other gameplay inclusion comes in the form of being able to judge character from different quests throughout the game and not just the main story. It is basically just another dialogue conversation, but with several options with what to do with the people, which is perfect for exacting petty revenge against a minor antagonist who's voice dripped with smug. Over all the game has enough to keep you entertained and engaged for pretty much the entirety of the game, although it may begin grating on you near the end of the game depending on your tolerance levels. Wow. So much for not having much to say about the gameplay. Now the only things left to talk about are characters and story, the two things that are the hardest to talk about without spoiling massive parts. Let me just say this about the story: If you enjoyed the world and story of the previous games I think you will enjoy the story here. It has a few good twists and surprises, and really cool moments along with an villain and ending that I personally felt fit in well with the rest of the series. And as for the characters, I found myself liking every single one of them, even if some of them made me want to hit them with an iron bat until they stop being so snobbish. Most of them have nice character archs and most have decisions in their personal quests that can change something major for the character. The romances also seem really well done if the two that I have done are any indication. Anymore then this I dare not say about the characters, or story, so i guess it's time to wrap up. So does Dragon Age Inquisition get Yay, or a Nay? I would say it gets a Yay. I personally have been having a barrel of fun playing this game and getting to now the characters. I guess that's all there is to say, so... that's the first installment of "Yay, or Nay?" Have a good day everyone. -LS
  15. (This is an intermediate tutorial -- I do assume you know how to create conditional branches and things. Beginners can probably follow along but may need to pause/rewind. You can check out my beginner videos in my signature that will explain ALL the basics if you have any trouble.) Here are multiple methods for random loot (stats are not random, only which items you get are). This can be used for items, weapons, armor, etc., and you don't need to only use treasure chests -- maybe an NPC will give you some loot? This tutorial was a request! Let me know what else you'd like to see, in the comments. Malagar updated Galv's script to add some new functions! You can get both here: http://www.rpgmakervxace.net/topic/25462-galvs-random-loot-drops-v-11/ Visit http://crackedrabbitgaming.com/guides/rpg-maker-vx-ace-tutorials/ for a list of scripts I use in these videos.
  16. Hi, Im working on a roguelike project in VX Ace, using Saba Kans Random Dungeon Generator. I started the project last year and learned a lot about VX Ace until today. I am OK at scripting and think I have what it takes to tacke such a project (for example I modified Saba Kans script so that the mini-map can be toggled on/off and there are tweaks to the dungeon generator itself). As of now, Im using the standard battle system. There are on-screen touch encounters but then you go to the battle screen and fight using the standard battle system. The same thing is true to all the menus and basic database of the maker. This approach is not really "rogue like" as those games usually have "map screen battles". Scripting this project into a "real" rogue like is lot of additional work. Okay, now here is my question, which path should I choose? A. A pseudo Roguelike RPG Using the standard battle system, featuring a party of 4, lots of skills and customization options, tons of items (almost like in an MMO). All done using the default systems and database. B. A "true" Roguelike In order to achieve this, I am forced to cut back on the complexity. Pros: Map Screen Battles, Interacting with enemies and objects right on the map etc. Cons: Only 1 Hero (no party), only a few dozen scripted items and skills. Not tons of them. Here is a link to the RMN entry of my game, as well as sample screenshots.
  17. Fhizban

    The path of the Roguelike

    Ah, my first blog (and my very first entry as well!) So, this is Malagar, hailing from Europe (germany to be more exact). PHP coder by day (gotta pay the rent you know) and VX Ace noob at night (but im improving!). And yes, I try to create a "Roguelike" using VX Ace. A daunting task for a newbie you might think. And indeed it is, but i do not give up! First of all, what is a roguelike? Its a computer game that utilizes tons of randomly generated content. So the game is always different every time you play. I tried to make such a game using RPGMaker 2k3 a good while back. But the old Maker engine lacked scripting and therefore the project was abandoned quickly. Now I am back with my trusty full version of VX Ace. And BTW, HERE is a bit more information about what "roguelike" games are. So, the name of my game is GrindQuest. Because thats what it is about: grinding and questing in a randomly generated world. At first I wanted to make overworld maps also, but this is too difficult ATM. Instead I decided to put the game into a giant dungeon and save worldmaps for a possible second installation of the game. The foundation of my project is "Saba Kan's Random Dungeon Generator 0.14" by Saba Kan and translated by Kirinelf. But I modified the code a lot (will be explained in another blog entry), so you cannot really compare it to the old codebase again. I also sent an email to SabaKan, but he didnt answer (sadly I do not speak japanese). It seems like he did not update his code anymore. Anyways, I have already implement so much new stuff into his script that I doubt his update could add anything useful to it. The real challenge of creating a roguelike game out of this, is not creating the dungeon itself. Its the game system, the interaction of objects and the turn based combat that takes place on the map itself. Im already working on Items, Obstacles and Traps. But the combat system really gives me a headache. Therefore I have decided to use the standard RPGMaker battlesystem for now. I know that this is not very "roguelike" but the "real thing" is way beyond my scripting knowledge right now. Maybe, if I finish the other parts of this "engine" I cann switch to a true rogulike combat system later. I am doing my best! Stay tuned for more entries, features and screens - there will be more stuff soon! cheers -Malagar
  18. phraktol

    This is my art...

    "This is my art. There are many like it, but this one is mine. My art is my best friend. It is my life. I must master it as I must master my life. My art, without me, is useless. Without my art, I am useless." This is a modified excerpt from a great movie. I Replaced a key word with "art" but you can feel free to replace "Art" with whatever your passion is. This is kind of a motto for me, a reason to constantly strive to become a better artist. Though it's often challenging, and it feels like it would be so easy to give up on art as a whole, every fiber of my body forces me to continue. My art, without me, is useless. Without my art, I am useless. There's so much art out there now, especially thanks to the internet and social media - A Million artists with a million fans, but most people who subscribe to our art really don't pay much attention to it. It's a challenge to stand out from the crowd. Of course, on the flip side, a million artists looking at other artists creations is a good thing, it means that you're more likely to get strongly constructive criticism, which is ultimately helpful in being a better artist/designer. On a completely separate scattered thought note, I'm working on a large scale RPG with a long time friend of mine. Talk about testing me as an artist, trying to make really well defined pixel art has been one of the hardest challenges of my artistic life. I have a history with working in windows paint (I'm talking like windows 95, ect) but now that i'm learning the "fine points" of pixel art, I really find out how challenging it can be. (PixelJoint has been a huge inspiration to make me feel really mediocre about my own pixel art, but also to push me to get better, which is what I *think* I'm doing..) Anyways, For those of you who took the time to read this, I promise more scattered thoughts in the future. Discussing art, music, philosophy, random ideas, game development, and who knows what else. This post is just a taste of what's to come, and if you guys enjoyed it, please comment and let me know, it will push me to post more often than not. And if you have any questions, you can post here or PM me and I will address them in my next blog post.
  19. Recommended Tense Tops!!! Story: Ray is sick of his boring life as a university student. One day, he discovers something interesting that would change his life forever. What kind of thrilling adventure will he encounter? What kind of new characters will he meet? The journey awaits! Main Character: Ray: Charming, Adventurous, and always looking for fun! Screenshots: Credits: Scripts: Tsukihime Galv Yanfly Victor Atelier TDS Khas Nicke Special Thanks to: All scriptors (of course) Alexander Amnell TheoAllen polidoro Shaz Celianna Andar Mike DangerSushi William C Big Fat Mantis Engr. Shana anavn Wawa light487 deilin Zalerinian caveras Emzie Archeia ragnawind seita Probotector 200X Skimoman Espon Selchar Mithran Dark_Metamorphosis kerbonklin http://forums.rpgmakerweb.com/ http://www.rpgmakervxace.net/ Download Links: http://www.4shared.com/zip/QbDuxULLce/Recommended_Tense_Tops.html Have fun!!!
  20. There is a huge map that I'm planning to make the ghost appear on, but I don't know how to make the ghost walk randomly, but still walk "around the whole map". basiclly what happens when you set the ghost's autonomous movement to "random" all it does is it walks randomly, but sticks to the part of the map where is was activated on. If you still don't know what I mean then here's an example. Nightmare is an RPG Maker Horror game where you are mostly in a hotel haunted by a woman's ghost. The ghost walks in random directions, but still makes it's way around the hallways, it doesn't just stay in one place because that would be too easy to avoid.
  21. I can easily remember when I first started using the RM's. I made only one complete game on RM2k3 called The 7 Dragons. It was a little bland, had a boring story, too fast paced, but it was my first game, y'know? But even so, I was proud to have finally completed a game that actually went from start to finish. That was about 4 years ago. That game was a great starting point for me, but it was also almost my end because of a little section of the interwebz that I never want to go near again... The first community I joined was RPGMaker.net. And what a load of S**T that place was. Their admins were okay for the most part, but the real annoying ones were the other users. Everyone there always seemed to act above everyone else just because their games were made better. Every one of the help topics in their forum was answered with "Google it." or some other snide remark, most game submissions were denied for not being too heavily mapped, and other stuff like that. Take my above stated game for example. Was denied SEVERAL times because the screens I posted had parallel mapping structure. You tell me an RPG that didn't have a parallel room in it somewhere, whether it was a dungeon or an important room. And once I changed it to make the admins happy, they finally submitted it. Oh but it didn't end there. Once it was in, I made sure to say that it was my first game and that I only posted it there so I could get some advice on how to better improve my RM'ing skills. And the complete opposite was what happened. One of the several assholes of the site decided to review it, giving it a 1 star rating and completely attacking the game and me for being stupid/horrible/etc. Seriously. He only reviewed it to attack me, the comments saw to prove that. But it has since been deleted, and I've never. Been back. I had almost lost hope in finding a community where people were actually nice and helpful to others about this stuff. RPG Revolution was okay, but my account kept getting deleted, and I never got anywhere on RMRK. But now, some 3-4 years later, here I am, in a well-cared for, pleasant community where I believe my skills can improve, and hopefully someday I will be able to release a game I can be proud of. ---------------------------------------- Here are the final demos of the last two games I tried to make and couldn't finish due to time restraint and loss of project files. Hope you guys like 'em! Parasite Eve :Reboot-- http://rpgmaker.net/games/3221/ The DragonSpark Chronicles: The Last Spark-- http://rpgmaker.net/games/2460/
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