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Found 13 results

  1. Hi all, I have a combat system set up that allows for X max party members to exist, and Y max battlers on the field. I want to be able to give my player additional party members AND additional battlers as he/she gets more powerful. So like early game you can have 2 party members, but only 1 fights at a time. Then you learn to get 3 party members, and 2 can fight. etc. Eventually I want to go to like 7 party members, and 4 battlers. I already have the command to change max party members as the game progresses figured out, but does anyone know how to change the max battler number as the game progresses? Thanks, Murg
  2. Greetings creative green people ! Briefly , I have made those two drafts (right below) . And yes those are drafts , they really don't flatter my skills , but it is midnight and I rapidely made those within 3 minutes to have quick feedbacks . Also take in consideration that the drawing was not made diligently either . ( < trying to give myself excuses for this petty , lazy rendering.) Well ! I have made this original character and attempted to pull off the right color scheme for her . Now the issue is that I am really tempted between those two color schemes and cannot choose only one . On the left side , it looks majestic , expressive and somewhat mysterious . I really think dark purple and red looks fine together . On the right side , it looks softer than the other one . It gives a cuter tone and and the character seems a little more shy , pure and monotonous , but cuter ! Really . Both color schemes have their own assets , and while some might want to know this girl's personnality to base their opinion on , I do not want her design's colors to reveal anything about herself . So , which one do you prefer ? Also , I have left a .png picture of this draft if you ever want to show me your own color schemes . If you do , mostly try to included purple , blue or pink colors and shades . I'll be pleased to see your own tastes ! Thank you very much for your consideration ! (DRAFTS AND .PNG PICTURE) :
  3. TIME System Some player didn't like time system integrated to their game. The reason is simple, most of script using fully automatic system where the time will keep flowing with certain configuration set. And it cause the player afraid the time would limit or delaying for what they want to. So what should we do as developer who want include time system for their project ? Here is the idea Rule 1 : Use time system only for cosmetic. If not, then this thread is not for your project. Let's see the example. Legend of Zelda : Ocarina of time. The sky color (tint), whether the shop is closed/opened or the some side event like when some enemy may active / appear. It doesn't matter if you finish the dungeon on the midnight or pull the master sword on the dawn, everything doesn't change much. This cause player move freely and just enjoy the gameplay. Even so, the time system in Ocarina of time also limiting some important side quest. For example where you need to shoot an arrow at dawn to receive fire arrow which is important weapon. Uh, why not just play the "sun song". That's right... this will lead to the second rule. Rule 2 : Use eventing for semi manual time system. This will solve the problem where player might to rush or wait. How ? Just make the time is static. And to make the time flowing, use event such as : 1. Random encounter will add 10 minute, while evented (battle) might vary. 2. Entering a door might add 1 minute. 3. Sleeping on Inn will send you to certain time 4. entering world map from a town will add 10 minute Of course to prevent player walk back to back to modify time as they will (easily), you need extra eventing skill. You can add more custom time like crafting, camping, fishing etc depend on your feature. It will make the player (partly) have the control the flow of time. Weather And then the second idea is weather because it would more fun to link these two feature. Weather system might add for some depth feature or just cosmetic. You don't want boring "oh, now is 6.59 AM, if I transfer to other map, I will see the bright sun (day tint)" The easiest weather system is random whenever a new set of time coming. But it won't funny if you have heavy rain with cloudy tint and then transfer to other map but suddenly the the sun is brightly shining. Or you might see the rain pour all day. To make some advance weather system, here is what I have in my mind. 1. First decide which season when your game start (or placed). For example : rain season on tropical region. 2. On every beginning of the new day (0:00AM) put event to calculate how many the time will divided for chance of change the weather. Just random it. For example : random 5-15 and then result in 11. 3. It mean on the next 24 hour, there are 11 chance for the weather to change. 4. Use random variable again to set when a new set of time will coming. And the store it to many several variable. If we planned to never make more than 20 chance of weather changing, just prepare 20 variable and then store it by using eventing. Here is my example. And then for every you transfered to new map, it will check if the current time (Hour) are include on one of the Variable [time x]. If so, then it will change outdoor tint from normal to cloudy or cloudy to normal. How to decide whether its rain or just cloudy ? How about the rain itself ? how to configure when the heavy rain, normal rain or just drizzle. Depend on your eventing skill, the weather system will make the game either fancier or just plain feature. So, what do you think of it ? Do you have any better idea to improving time system ? Any idea or reply would be appreciated.
  4. Hey! I'm working on an old fashioned RPG and since I believe in making everything unique and interesting, I design each house from scratch and try to keep it different and original. The thing is, that's the number one thing that frustrates me and makes me sometimes quit and then come back to making my game at another time. But since I realized there's only so much you can do to really keep it original, I thought about just copying my previous houses and maybe redesigning a bit... since it'll be the same eventually. I'm talking about like 20 cities with at least 7 houses including shops. I was wondering how do other people deal with making a game that has tons of maps and still keep going with it? (I'm not saying I don't enjoy making my game... but you have to admit map designing is frustrating when you try to keep it at a high level)
  5. So I had this idea of a survival "horror" game with zombies, right? Well I might not include the zombies cause it comes out as a cliche but anyway...Character is locked in his room when he/she hears the news that the outbreak begun and stuff like that so he/she starts leaving his house to go wherever (didn't think on this part yet) and I want help in a system that will let the player build his own "hideouts?" in some spots in the map when it gets dark outside. Any ideas on how I could do this or any tip on how to make a survival game were the player should scavenge for his own survival would be very helpful!!
  6. Ok iv looked around abit and didnt really see any help on makeing Mishaped house that have a on part the house longer then the othere and have the roofing work right any ideas on how to get this to work? i hae included a photo the current house in my current project that im have this issue as you see the roof is not show the lenght changes on the short area on the house that abit more back. i have update to the new one whic is labeld redo.
  7. Professional animators share their knowledge in this Gamasutra article.
  8. Hi guys! Ailuro here! I have been so busy lately that I hadn't been able to blog!! Today I am going to write tips on writing forums and using proper details(funny because I don't use details in my forums! ). I hope this helps anyone who is trying to request a script or asking help because I've seen many forums where people don't often include details. I try answering some forums but they need DETAILS! 1. Know what you want. If you need something you need to know what you want. This means...know what the title of whatever you want so others know what it is. Ex. I've been asking in so many forums on how to do quick time events a.k.a button mashers. You also want to avoid these words in a forum "I don't know" "I'm not sure" and "I don't really know what I need". 2. Include details and information that is complete. In order for the person trying to help you, you need to provide details. Details help someone understand your situation and allows them to provide accurate information. I often see forums where people misunderstand what a person wants and give the wrong help info. This results in the person asking for help saying "that is not what I'm looking for" "that is not quite right" or "I'm looking for something else". 3. Add the words "If you have any questions please private message or post in comments". This lets the person know your welcome to questions asking for more details to what you need. 4. Wait. It often takes a while for someone to reply to your forum. Example of a good Forum: Hi I'm Ailuro! I need some help. Does anyone know how to do a quick time event (a.k.a button masher) with only eventing? What I want is for my main protagonist to get touched by a monster and enter quick time event mode. For the quick time event, I don't want a sequence of buttons to be hit but one certain button on the keyboard. If this can be done by scripting it is gladly accepted too. Thanks for your help and if you have any questions about my request, you can private message me or post the question in the comments. See? A well formatted forum question. BTW this is an actual question I need help on!!!!! So you can help me with this topic too if you want.(I decided to kill two birds with one stone! ) That is it for now! Thanks for reading and sorry for my long break! If you want to add on to my tips you are welcome in the comments! Meow!
  9. Ailuro

    Writing Tips! Part 2

    Hello! Ailuro here! Sry on that whole safari crash thing on my iPod. I think I wrote to much for it to handle. Anyways here are some tips for the social writer!!! I, myself, am a social writer. I tend to rely on my friends to chuck ideas at me and help me process information. Kind of like a team effort! Tips for the social writer: 1. Find a trustworthy friend. If you want to keep your game information mostly classified like I am then you want to choose a friend who is close to you and can keep secrets. If you don't care about keeping game info secret I still recommend you to get close friends. 2. Number of friends. I like to just have one friend help me on writing and giving ideas because it is less to process, but if you like many friends helping you, give it a go! Just having one friend can help make things more agreeable and have less conflict(just the way I like it!) but many friends have a lot more heads. More heads means more brains and more brains mean more ideas. I can't process a lot of ideas at once but I like it when I have a lot of material to work with, but too much can be too much, right? That is the best time to tell your friends to stop with the idea flow. This will give you time to put together a storyline. 3. Playing catch with ideas. With one friend you can pitch and catch ideas with each other. You can start or your friend can. All you have to do is throw an idea at your friend discuss it and write some notes then she/he will throw an idea right back at you. A very simple concept that you can also do with multiple friends. With multiple friends throw ideas in a circle style. Each person takes turn giving their idea. 4. Where to meet. I like to meet at my friends house or my house. This will give us privacy and we can be as loud as we want(I tend to shout and laugh at some ideas that my friend suggests). I don't recommend libraries. Being a social writer you can be loud and whispering too long can hurt(well for me). If you and your friend are good at whispering and staying quiet them go ahead and try a library and tell me your experience(I'm a curious individual)because I never tried(I would probable get kicked out of the library if I tried). Another spot is a cafe. Just try not to attract a lot of attention(but if you want I can't stop you). I like the feeling of sipping vanilla steamers(I live in the Seattle area, it is almost always cold here) and talking about a story plot with your friend. 5.Take a break. If you and your friend get too tired it is always ok to take a break! Seriously brainstorming is always tiring at some point. You always run out of brain juice at some point. You can just hang with your friends, go out and get some inspiration, or just chat and gossip. 6.The legendary brainstorm. This mainly is when ou text instead of actually meeting with your friend. I don't recommend this type of social writing if ou don't have an unlimited data plan. The legendary brainstorm is when you or your friend comes up with the best idea for your game. You or your friend types up one of the gigantic texts that can crash your message apps(if you have iPhone) it happened once to me and it can happen to you. I recommend you get at least thre bars of Internet or anything if you are going to social write by texting. I can't exactly tell you how this works if you don't try it yourself. 7.Snacks. Boy oh boy this is like the most important thing in the universe for me when I social write. I am a eat thinker. I need food to think. I helps recharge my brain juice. If you are like me, after a long time of brainstorming you will feel like fainting without snacks. Haha I feel like I'm talking more about snacks than writing tips! Oh well this is important to me! You need some way to refresh yourself after all that thinking and the best way is healthy snacks and drinks(junk food is ok I'm just the healthy food type). Congratulations you've read a lot of incoherent babbling of mine and some tips(I tend to babble like I am right now!!). I would love you to add some more tips if you like!! I may help me and some others too! I completely won't mind(I'm the type of person that likes other peoples ideas if they're good). Comment if you want more feed back and if you have questions! Thank you for your time! Meow!
  10. Hi everyone! I need tips for mapping, i always got this feeling of something is lacking in my map and i am wondering what? Is it the light effect?, does my maps need more object or is the background alright!? i need to know more about mapping im still new and i need your help guys ps: no parallax please ^.^ Also sorry for my bad english i am learning on my own.
  11. How to Make an Epic Game This tutorial is to help out THEAQIB here. When some hear "epic game", they tend to think huge maps. While it's true that a large map helps make the game feel epic, there's a bit more to it than that. Yes, that blue little square is my character. What makes a game epic is the importance and the exploration. It varies from person to person on what makes a game "epic" since people have different tastes and different opinions, but I will try to explain what I feel makes an epic game. Writing Game Design And that is my advice on making an epic game. You can find ways that are completely different than mine and still make an amazing epic game. These are just suggestions to help you get started and hopefully give you inspiration.
  12. ihartrpgs

    game design Comedy Guide

    Comedy Guide When I took theatre, my teacher said that comedy was the hardest genre to write. I have to agree with him on that. Not only is writing comedy one of my weakest areas in writing, but there is such a thin line you can walk with it. This guide is mainly what my teacher taught me, but please be aware that I'm not the best when it comes to comedy writing. One good feature of good comedy is intelligence and wit. This can be very difficult to accomplish, which is one of the reasons why most modern comedies use "dumb" characters and slapstick jokes. Does this mean that those comedies are bad? Of course not! But there does need to be a moderation of how much of it you use because the audience/player can get irritated or annoyed. This is the thin line I was talking about. You want to make the player laugh or at least smile, but you do not want to get to the point of being annoying, unless you have a scene that requires the player to feel a short term irritation in order to follow through with the joke. One of the more difficult parts of comedy is what is a joke and what is offensive. My teacher gave a heavy warning to not rely on stereotypes for humor since it's a cheap way to try to get laughs. However, I see it as a bit of a gamble instead of being a "cheap" way to get laughs. There is a better change of someone getting upset instead of laughing. So, how do we get the best laughs? The answer is through characters and surroundings. With the characters, the better developed they are, the better the humor can play off them. If you have the humor compliment the personality of the character, then the humor will come off natural. One way to do this is to have two characters with contrasting personalities try to get through an event. Or, even more simple, have a conversation. What you're aiming for is to have both characters well developed enough that they have chemistry in order to carry the scene and the joke. You can also use your surroundings as a way to make humor. If a character is in a strange surrounding and out of their element, this can set up for some humor depending on how you play it out. You can use actions or even the character talking to one's self as a way to further express the humor. One thing you need to watch out for is how far you take a joke with two characters. It's a very thin line from going to something being funny to being very spiteful. This can cause problems if the audience, instead of laughing, feels sympathetic towards the victim of the joke and see it in poor taste. There are comedies that can pull off violence in comedy. If you do want to use violence as comedy, the best advice I can give on that is to make it as over the top as you can. With parodies, the one important thing is to know the original source well. It's also important to research the original source material to understand the environment and characters. To get a good idea of a good parody, I would suggest Young Frankenstein. I hope this guide helps a little bit, and I'm sorry if it's not as detailed as my other one. Comedy is my weakest genre in writing, so if you do have more questions, I can try to find some links on comedy writing to help you out.
  13. I realize that there are some people who have taken an interest in Game Audio, but don't know where to begin. I thought it would be a good idea to create a tutorial that walks a person through basic steps to creating an RPG Battle Theme. If you are interested please click the link below.
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