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Everything posted by Jon Bon
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((Duplicate))
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It doesn't have to be treasure hunting. There can be many different types of things the player can do in peoples homes, off the top of my head; books with story lore, dungeon treasure hints, other game insight and tips Trash cans, anything in the trash is free dibs, he may be a hero, but maybe give people the option to loot through and see what goodies people may have thrown out by mistake. Lost Items, have some houses have items other town members have lost while visiting their neighbors. You can even make them mini chains so they can only be done one at a time to not clog up the inventory. Quest item with a description that gives the hint of who to talk to General points of interest, your houses could have minor messages commenting on the things the player is looking at 'fine china' or like 'a sturdy table', not too much, but enough to add what some call 'flavor' to the game and world. Free Stuff, why does all stuff in a house have to be stealing? Some people offer guests tea, and other beverages, anything on a table could just be assumed as guest food, like a candy dish. Those are just some example ideas, feel free to use them or trash them so to speak. Anyhow, I think that you could definitely ad allot of stuff to the houses, including treasure, without making the main character a thief, you just have to think outside the box. The result is a more dynamic and interactive world.
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Totally man. Update this thread, and change the title as you need to, add a poll when needed, etc. I am following it, I will for sure check in as you conceptually design this seems interesting. An idea, maybe one of the things that can tie all the people together is that they all claim to be innocent. Then they would be less likely to stand out, act out, or otherwise perceive themselves to be a threatening or a non civilian type person. This way even the true criminals who are lying about their innocents would likely still act innocent, and hide their evil intentions. In any case I think it'll be easy to hide the fact they are criminals from either the player or the characters. I look forward to more, don't apologize for lack of anything, everyone is saying these things to help. You can't better without trying, and sometimes you need to make mistakes first.
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It's about both. If your whole life is oriented around your favorite pet, and everything you own has it's named on it, and you have pictures of it on/talk about it on every social networking site, it's definitely not a good idea for that name to be your password. Both are equally important as there are many effective ways to obtain someones password, but this was mentioned already many times in this very thread.
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This all sounds good. I will send you a personal message that we can use as a running request line. EDIT: We at RMXPU (Soon to be GDU) will support RMXP forever. I specifically will likely not drop it as a creation tool any time soon.
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I agree with Heretic and Moonpearl 100%. What you have so far is barely the back of a book, and what you need to work on next is your character development. I think what you have so far is excellent, a great outline for a basic plot you can follow, totally changable at any time. You need to think about your 'intent' and the "shadowy reason" you mentioned when considering the above question. If these people are coming be request, then they are picked, if they are picked, there is a reason. Based on that logic you can go further on the fact that we know not all people in prison are truly 'bad people' and are merely 'criminals' by the terms of where they live. So it stands to reason a portion of the people present could be either, convicted wrongly, non violent convictions (petty theft, white collar crime, drug dealers, etc.). These kinds of people generally blend right into society and really make up a large portion of the 'lower classes', since we all cheat and steal just a 'lil in theory. Because of this, I don't think it would likely be all 6'4" men with 4" wide shoulders, full tatoos sleeves. Nope there would be the con artists, the car theives, all kinds of smart and tough 'criminals'. Also don't discount women criminals, they have female prisons, so I would think there would be at least a 1/4 female population of real bad ass chicks. I like the idea, and if done well I think it would make a great game. Stick with conceptually designing the story, and in my opinion go forward with character designs.
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Agreed. That tile set is amazing man. I definitely want to play this. As for the head thing, have you tried maybe, each head in a very quick domino effect, then once all the heads are gone have a very slight pause imbetween (for effect) then have the blood come from all necks at the same time? Just a suggestion, but it looks amazing already man. Keep up the incredible work mate! -Cheers
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It's great to learn, because knowledge is power.
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I learned that scorpians are actually aracnids!!! Now i can hate them as much as i hate spiders!!! Yaaaaaaayyy!
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I agree. I don't think it's too gimmicky because your game didn't have an element to fit the parameters you just mentioned. I personally believe all rpg's need some form of mini game system. Definitely a great addition. I don't know if you planned to or not, but if you are able to maybe reskin it to not read triple triad, and don't mention the FF8 tie in. That game is old enough now most people won't even know where it came from. Of course credit it accordingly in your credits roll, but if you stray away from advertising the Final Fantasy aspect of the card game people will give it a more fair opinion. As it is my preferred card game of all the rpg's I have ever played, I think if you pitch it as the Dark Matter card game it will be better received. And if anyone asks or says it's from Final Fantasy 8, you just say "yup, it most certainly is, and proudly so". Hiding something and not saying it are different, and could be the difference between a better fan response. Just my opinion though.
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Awesome man. Yeah I saw the post, the screenshot and forum link are broken. The game looks cool, I love the chao on the dreamcast. I wish you the best of luck in developing that, it will likely be fun. Welcome back to the site. -Cheers!
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I will definitely take this request if you'll have me. EDIT: I was supposed to work this morning but my ride never showed up, so must be a rain day. Here is what I have so far (this is a live link and will be the real thing when completed).
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Constructive Criticism for this tilesetting amateur?
Jon Bon replied to TrollerBlader's question in Support
Hmm. Well I do get what you wanted an opinion on, I have a suggestion for your asking method. If you are asking for opinions on an edit, show us the original right beside your edit in a separate picture with a solid color background. Do that for each edit, then also show us a single frame of your new creations, then post the overall picture with them in use. If you had of done that I would have given the opinion you were looking for without even reading the post. I can't really tell what you made or edited on the map, but if you showed me I could compare etc. But if I can't tell what you edited (other than the leaves of course), then I suppose it looks great! -Cheers P.S. I started with frankens and recolors, and I can finally create from scratch but barely. It's a great place to start, plus not everyone knows how to do it. More materials for new users the better, recolor away! -
Constructive Criticism for this tilesetting amateur?
Jon Bon replied to TrollerBlader's question in Support
The overall design is pretty good, and I think to an untrained eye (non game maker) no one would think anything of it. But to me everything looks a touch to close together/dense (which some people like), and I don't think it looks 'real'. The only advice I could think of is every time you place something down think "Why is this here?". If you can't answer that question, it probably shouldn't be on the map. I got it; "Less is more." Save some of your detail, don't put it all in one map. You got like 12 kinds of flora there, but only one or two of each, that's not how plants grow. It makes it seem too chaotic and less stream lined. But I could be wrong, it's all a matter of opinion. -
Good morning to you, my newfound friends!
Jon Bon replied to TrollerBlader's topic in Introductions and Farewells
Link please. -
Didn't even know the site was down until last night. Working all this week, won't be around until the weekend.
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@ Force Yeah I have a few terms I have held off on using, glitch is one of them for sure. Gotta hold some back in case you need to invent something later on and have used up all your good concepts already hehe. Hey, if you wanted to participate, that's the premise, any member can. Part of the hold up with this project is I need a good tileset to match the theme. I have something in my head I want, but I can't create it due to lack of skill. This is an rmxp engine game, and I will be using some of the RTP stuff as needed, and likely the sprite style if necessary. However everything will be highly customized as needed. Honestly, the big thing I need right now is a tileset. If you or anyone else knows of a good futuristic rmxp style set(yeah right), and has the proper credits to it's owner (as that is the only way I ever use resources), then I could take this off hiatus and put it into developmental rotation so to speak. The plan for now is to finish up my other stuff, and improve my skill in pixel work to come back to this and hopefully be able to make what I need by then. However if I found what I needed, there would be no point. @ Troller Cool. What I was starting to think was that I would make a list of things that needed to be done, and just take volunteers from the community to do the different tasks. That way there is no commitment on anyones part and I can still project lead and just plug away at everything that needs to be done. That's the theory for when this goes off hiatus. For now I have a main project to focus on and am building a team for that as we speak. I think I may just divert focus to this after my current project is done, and see if my current team would like to pursue this. In any case I will definitely take you up on help, and when the time comes feel free to volunteer for the sections I will post. Thanks for the interest you two. -Cheers
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Good morning to you, my newfound friends!
Jon Bon replied to TrollerBlader's topic in Introductions and Farewells
I totally agree. That's why I generally make games alone, heh. I'll answer this more complete in my thread. -
Good morning to you, my newfound friends!
Jon Bon replied to TrollerBlader's topic in Introductions and Farewells
I agree completely. I have wanted to do something like this for a while. But it is really hard to get people on board to something they are not making themselves. Also since pretty much everyone here who wants to make games is already making their own, it's hard to get people to even help and have time to do so. In any case I did start conceptually designing a game which I want to make with the help of the community as well as only using scripts and other resources posted here. However it is currently on hiatus until I can get more free time and finish off some of the other things I am already working on. Here is the link to that project. http://www.rmxpunlimited.net/forums/topic/8543-rmxpu-the-video-gamewippoll/page__fromsearch__1 -
Good morning to you, my newfound friends!
Jon Bon replied to TrollerBlader's topic in Introductions and Farewells
I had the same experience mate, like 4 or 5 years ago. Then I left the scene and came back 2-3 years ago and scouted each site for almost a year before settling here. I did make the face and hair from scratch, but the body is from a website that makes sprites. I am a good spriter but I can only edit, I can't really make from scratch. Never had the artistic talent, I'm a math brain, I make by seeing how others do it. You can use it with rmxp but I think the benefit is that Ace is more user friendly, and if you use parallax mapping with Ace it becomes superior to rmxp in the aspect that the mapping system is the only thing holding it back. This is what I have heard through the grape vine and I eventually want to also learn the parallax mapping technique and move to Ace. At least to try it out. But I do love rmxp. Anyhow, if you wanted to make a game with the same type of system as Mystic Quest, I would help to conceptually design it and any spriting as well I could lend a hand with. Cheers! -
Good morning to you, my newfound friends!
Jon Bon replied to TrollerBlader's topic in Introductions and Farewells
You seem like a friendly individual, nice to meet you. I like the forest screen shot just above this reply. You have defintiely picked the right community here to join. I can't believe you mentioned mystic quest, no one has played that 'worst final fantasy game ever', I love it so much, I still intended to borrow elements from that game. Anyhow, nice to meet ya mate, if you have any questions or need any help don't hesitate to start a new thread in the appropriate area, we will always try to help out as best we can. -
I love this style man. These look human and less cartoon, their proportions are more accurate. I can't grab them from the images posted because the quality is suffering. I need a download file for the original file, and I can definitely touch up the first guy to make him less flat. I can't really make new stuff, but I am a pretty good editor, I think if you toss me the original I can probably show you a few techniques I found out for making stuff more 3D. I'd love to help make these sprites, and who knows where this will lead. We can just take it slow and do this for fun as we please.
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Percept Reverie: An Idea in the making
Jon Bon replied to solshadow's topic in General Game Development
I agree with Moonpearl, he is making a day night system with an exaustion type stat built in and it has dynamic lighting. I saw some teaser photos of it and when I was reading the paragraph up top it's all I could think about. So yeah Moonpearl is essentially designing the main game dynamic for your game already. Should be awesome. As far as the story and the overall elements, I really like it. It sounds pretty ironed out to me. Reminds me a little of max pain which I loved. Definitely like the whole idea man, this would be cool. -
Honestly, you screenshots look super engaging. This looks like it is going to be very dynamic and interesting. I can't wait man, definitely keep it up.
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Tranquility Park (discussion): Exclusive to RMXPU
Jon Bon replied to Enigma's topic in General Game Development
I like shakey2's idea, it plays into mine mentioned above as well. I also think it would be cool if there were different types of zombies but still make it 'realistic'. So like the fast jumping and climbing zombies can be the 'Freshly Infected' as the 'fever' makes them faster stronger etc. Then you can have 'old zombies' which would be degrading and less powerful and fast then a fresh zombie. Then you could have starving zombies which would be even slower, but get aggressive and strong and fast when you are near them. Just a thought but it would be a way to make types of zombies and have fast zombies and still make it more real then magical. -
Tranquility Park (discussion): Exclusive to RMXPU
Jon Bon replied to Enigma's topic in General Game Development
Sounds like a solid base. May I suggest playing Dead Island (PS3) and looking into Resident Evil Outbreak (PS2) for some inspirational creativity. Both of those games are four players but had really good zombie game dynamics that I hadn't seen in other games before. Dead Island Has a pretty neat crafting system, and has the player picking up duct tape, turpintine, etc to craft the many gun mods and and melee mods, it's mostly all modification stuff, but neat non the less. I assume you would want to be able to craft weapons themselves out of like lumber and nails for like spike board etc. Which leads in the other game Resident Evil Outbreak Here you were able to also combine stuff in a crude crafting sense. But the neatest part was you were actually able to interact with the environment in a crafting sense. You could use your boards to block a door, or fix broken step, or move boxes to climb up, etc. A system like this would rock. In general if you could have a crafting system that used the same resources to; craft items/weapons, modify weapons, and modify your environment, it would be really well rounded and have multi purpose for each crafting material. I really want to see the ability to setup a rigged shotgun on a table in front of a door so the first zombie to bust in has it's head blown off for free (like in fallout how you have to disarm them). The ability to make a noise perimeter system with tin cans and fishing line so you can hear when zombies are breaching certain areas for different mission types. Use plywood to board up and secure a door/wall to make a room more safe, or craft it into a riot shield to fight zombies. I think a crafting system that multi purposed the materials into stuff you could craft into the environment would be awesome for a first person zombie game and would truly allow the player to feel like they are in control of their fate.