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Everything posted by dolarmak
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Decreasing the failure rate of your games
dolarmak replied to Marked's topic in General Game Development
I think this could be helpful for some people, it's true that most people don't put enough planing when developing their games. But it's also pretty time consuming and most people on solo projects don't have the time plan everything they want to do, some of it will ultimately be spontaneous when building their maps/eventing. Personally I plan a few things, make basic maps and decide what will happen where and have a rough idea of dialog, but often while making parts I will add in a lot of things that seem to fit spontaneously while i'm making a map. I do try to decide what systems (battle, message etc.) and abilities characters will have before hand, but i'll switch up if it feels good or if something isn't working how i hoped. -
Got a question for you, do you care if it's in RTP graphics or were you looking for something more customized?
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I want the ability to turn on and off traits via an item/command while in the game. Right now MV (like Ace) doesnt let you change traits after you set them up. for example my game has 4 magic types: Earth, Fire, Water and Wind. The hero doesn't start with any but with an item i want him to gain the ability to cast spells of those types (all skills are learnt via books) Also if a character has a trait "Sealed Skill Type: Water" I want it so that it will not work on them. basically something like this https://grimoirecastle.wordpress.com/2011/12/09/conditioned-traits/ Hope this isn't asking too much. Thanks. EDIT SOLUTION: the item puts the player in a permanent state which grants an add skill type trait.
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I get most people don't like the larger size of the tiles. 32x32 is what we're used to but now the bigger size can be used to our advantage. as for the music, there are a bunch of free converters from mp3 to m4a and ogg, you can use any music you want and it only takes a few seconds to convert the files. As for the sprites i think the MV sprites are a good compromise considering the tile size. too much detail will ruin it but they got a good combo. That and they match the side view battle sprites really well. having different styles of art for the walking sprites and battle sprites usually annoys me, they did well with their choice imo.
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RPG Maker MV facemaker competition!
dolarmak replied to Marked's topic in Community Contests & Events
Okay, this is a picture taken in the summer of me. and this is how i look/feel some days today -
I...I don't even know how people are supposed to respond to that? Saltome's pandering aside, welcome to the forum. Many of us are trying out MV right now, so if you have any questions just ask. But since it's so new we may not know the answer yet.
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I think the difference is that Ace has more resources, tho it's the same style the tiles are bigger so none of the previous resources for tiles work.
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Cool, I added it to my roster too.
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I think they made a few good choices like you mention with Javascript and the portability. The bad move was the 80$ sales price when better programs are free. I think it'll be stolen just as much as XP was lol
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Okay, Had my first glitch with MV today. Donno why but my computer crashed (probably a window 8 problem) but when i rebooted my pc all the files in my project were corrupted. luckily when i started a new project and transferred over the map files to the new project they were able to be loaded. the database was wiped but i was lucky there too since i haven't done too much in the database. just so this doesn't happen again i'm backing up the entire project folder so I don't loss too much work if this happens again. any one else have issues?
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Yeah that would be helpful
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to open the other scripts which were included with the engine in the common events it was "Plugin Command: EnemyBook open", but i'm not suure how to open it from another scene like menu or something. my suggestion is look into the menu script and see how they called the item scene.
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RPG Maker MV HTML5 Test: Play the game right from your browser
dolarmak replied to Marked's topic in Engine Discussion
According to the site they say you can convert it over, unfortunately you can only convert maps and eventing, scripts are incompatible. -
RPG Maker MV Released: Direct Download here
dolarmak replied to Marked's topic in Announcements & News
I agree that 80$ is a lot considering that the others have more to offer and are free. But some people will pay for it cause just looking quickly i can see how to a beginning/young game designer this is easier than unity or unreal 4. This requires a lot less programming and ability to make a game with just as the RPG Maker series always has. anyway just from quickly testing and looking at it I like the character/sprite maker they added. This feature alone will get a lot of newer people into it. I like that they added/remade a few new core features. The in game caterpillar and event search are great to be brought back and the side view battle system is nice and clean. I'll test it a bit more and see what else there is to it. PS: Since I've had a little more time to look at this i have to say just as i despise the mapping/layering in VX/Ace, I also hate it in MV. I much preferred the old layer system used in the older versions like XP and 2003. That isn't a deal breaker however. I like how they added the "Batch Entry" for dialog text, so if you have a character ramble off for a while you can just keep writing/pastee the whole block in the box and it will separate them itself into 4 line blocks.Also the preview option for the text is also great this way you can space things out properly if you have the need. The Quick Events tab to make Doors, Teleports, Inns and Chests is useful too. Save you a little bit of time when doing that sort of stuff, but you can always enter the event and edit it. There is a Shade Brush. this feature is neat, it makes a 24x24 shaded square on the ground layer and since it's 1/4 the size of the tiles you can make a few different shapes or make the shadow thinner looking. Unfortunately you can only do squares, a 90 degree triangle would have also been useful since the base tileset does have some triangular shades in it's set. Side battle system is clean and looks nice, it's a bit limited (i was spoiled with Takentai Side View Battle System and all it's features) but for beginners the battle system is nice. Finally the last thing i want to talk about is the party system. Before (cant remember if this was a VX/Ace but was definitely in XP) the base system only accommodated 4 actors in the team at once. MV now lets you have as many actors in the party as you want, and you can switch them in the base menu system. There is no option for switching team members mid battle however and if your chosen group dies you get game over. -
he is pretty well known inn the RPG maker community, but who actually uses him in their games? that's right, no one.
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I would be a great idea but like most game development you'd need at least 1 or 2 people super dedicated to making it and these days people are really working on their own projects. a turn based MMO would be fun, might take some working to get it going tho
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yeah a november game jam sounds good to me. I'll see durring the month when is best and use a week to make a game.
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yep, sure does some times. maybe we can try for next weekend or the weekend after?
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While I agree that Adventure games are fun and there are a lot of them for kids, I am looking more into RPGs. I want to find more RPGs to get kids into the genre, to ease them in rather than throw them into games like Final Fantasy series or Elder Scrolls. I guess I shouldn't have said that i want to eliminate combat, but rather make it less violent. Instead of using Swords, Axes and Guns as Weapons, I do like Pols idea of non lethal weapons against enemies that are "scary" but aren't actually deadly. Ghosts and Aliens are a good start to that idea where they use fear to become more powerful, then the hero uses things like Fart guns and silly skills to reduce their power and scare them off in the end rather than kill them. One of the reasons I did like Pokemon was for a similar reason. You as a player don't 'kill' the other pokemon, but make them faint. But the fact that the abilities are still violent like "Bite" for example is still a violent kind of attack. Pokemon is really the earliest RPG i see kids (8-9 years) playing, so I'm looking for something kids can get into a little earlier (6-7 years). The other idea I was thinking of was making a game that will have the parents playing with the kids. Since many younger children may not have the reading skills necessary for most RPGs It might be an idea that like reading a book, the parent read the dialog to their kids and help direct them in ways of the game.
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if it was the next weekend i'd totally be in, as it is i have 2 birthday parties for my son now this weekend, so I'll not have the time for it.
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I like your idea of a non violent combat using an item that's non lethal. A fart gun would be funny for kids and I think they would like it. Using that logic I was thinking maybe Ghosts instead of aliens, simply because conventional ideas of weapons wouldn't work and that would be obvious to a kid. That and Ghosts are naturally scary for kids but don't pose a threat of real pain, just scary. Thanks Pol for your ideas.
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Since I have become a father (and a while before looking at my nephew) I've been thinking about violence in video games and the idea of educational games for children. Having seen the games my nephew plays (GTA3, Metal of Honor, Dragon Ball Z) at 3 years old I feel a bit concerned about it. I'm not a person who blames games for violent children, but I do believe that the levels of violence he sees (all medias: TV, Movies and Games) at that age is detrimental to his being a socially stable. While I haven't looked into a lot of children's games I do have a friend who has been looking into for a while since his kids are older and he says that there aren't RPGs without combat. I was wondering if any one else noticed this? I was also thinking about how an RPG might work without violence or combat. Though I feel like combat shouldn't be entirely removed, I think a compelling RPG could be made with very little combat or violent confrontation. Here are some of the ideas I'm looking at. Compelling but easy to understand story. Multiple conversation and story paths with differing results Multiple endings Skill based XP rewards or Stat boosts Puzzle based XP and item rewards Vast array of items/equipment to boost players skills and attributes. How would you feel about a game with these features? any other ideas/opinions?
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Yeah redoing all those maps would take forever, but you would have a huge advantage with the java scripting. and the portability to different platforms would be great for your game. Maybe you could look at how the different files for the maps work and make a script to convert them over?
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I guess that makes sence. good to know.
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just curious cause you have a rule saying scripts cannot be made prior to the start of the contest but what if you're using preexisting scripts?