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Everything posted by Enigma
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The common misconception is that this is a team project, there is no team this is a community event.
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we make games. so i chose gdu
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Added character submission format and round one story voting deadline.
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Post Modern Magical Space Fantasy Essentially, Magic takes the place of technology and has developed with this into modernish times. Rather than the industrial revolution, a Magical Revolution takes places where magical energy can be harnessed cheaply and efficiently kind of like oil and coal in our times. Still the best magic is reserved for the educated, the elite, and the talented hold the best and most powerful magic. Magical Space flight has been developed and the citizens of the planets are just starting to branch out and explore. The planet consists of mainly humans, who are hinted to descend from elves, but the elves themselves have died out or interbred since they have dismal birth rates and have interbred with humans. The other races are in the minority. As such the most prestigious and powerful magic families have the most elf blood. However, the magical civilization begins to make contact with a mysterious entity from outside their star system, Aliens who seem to be the long lost race of elves. Its similar in setting to P12 (Forum Project 12) but takes place a few years in the future. elaboration: its an alternate earth taking place during the "space age" which takes place from the moon landing to now except that there is no cold war, and magic has replace technology. The story takes places on one planet(Earth) mainly, but their are Aliens who make contact with Humanity, and those aliens are related to the ancient elf civlization humanity descends from. At this point, they are just exploring there own solar system, which doesn't have any aliens just mythical creatures.
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You already made it clear that it can't be done without drawbacks. Which is the reason why I'm hesitant to support it all. My concern is whether or not the drawbacks are worth the benefits and how it affects our options. Also I need to know whether this VXace thing can be done at anytime or at the start of the project.
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Since I don't have any experience with RMVXace and seldom with RMVX I'm just going based off of Bigace. I really could careless about RGSS1 Vs. RGSS3 I'm just interested in better map handling, higher resolution, and higher framerate. Cause if we end up having large maps, I'd like to avoid map hanging. I also don't know how this will affect our ability to utilize 3rd party scripts like XAS or Blizz, so the scripts that affect game mechanics are more important in my opinion.
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Using the VXace Engine in XP can be a plus, but there should be a better a way to increase performance of XP through scripting, mainly loading only a portion of the map at one time, and increasing the frame rate and resolution. I'd prefer FP14 to have the least compatibility issues/ bugs as possible. I know there are some VXace guys, and rather than just deciding XP and moving on, I'd rather give them a chance to participate, and vice versa if their is suddenly a surge of support for VXace. This is simply because while we can list pros and cons all day, the fact of the matter is I don't want engine to be a valid reason for lack of participation. Thus this Dual Engine system, in reality its just an extended voting period determined by participation rather than posts. Which ever engine gets the most support will become the only engine we use later on in the project. Since I can act as a facilitator for RMXP, we still need at least one facilitator for RMVXace. Once the submission system is active, it won't matter how much content their is for RMVXace if there is no facilitator to add it to the RMVXace version of the game.
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There are Rules This isn't Nam. In order to make sure things run swimmingly, content must be submitted in a specific but simple way. Submission Guidelines: There are two types of submission: Engine Dependent(ED) and Standalone (SA). ED submissions are in game assets while Standalone assets exist in a file outside of the engine data. Engine Dependent (ED) Method A (Recommended): Make sure you have CLCL (clipboard manager) downloaded and installed* Download the most recent game folder from the site page. When working on the game try to only use variables and switches that do not have names on them. You can add as many names as you want within reason. When you are done in your Rpg Maker Engine, copy the outer most data structure that holds your work. This means that if you are working on a portion of an event, you select the section and copy it. If you worked on an entire event, go to the map and copy the whole event. If you have multiple events, copy the entire map. You can copy anything in the engine by right clicking, even actor and database data. Look for a paper clip on your task bar, the bar at the bottom, and click the paper clip. Click the + next to clipboard and you should find whatever you copied, drag that to the template folder. List the changes you made such as added actors or new variables in a text document. Continually, copy and drag into template all of the things you added in the engine that isn't minor stuff that can be put into the changes.txt Click File -> Export and save the .dat file in the following format: task#_username_date.dat Post in the thread you are submitting to and attach the .dat file and the changes.txt Method B: See Method A (1) See Method A (2) When you are completely finished with your submission, remove any game assets (graphics, music, etc.) that you did not add. In other words only include the files that your are adding. See Method A (8) Put the changes.txt into the your game folder Zip the game folder and rename it in the following format: task#_username_date.zip See Method A(10) Standalone (SA) Save dialogue or story scripts as .txt files with no formatting. When uploading a resource, rename it in the following format: task#_username_short description of file. For example: 2_enigma_sirens-song.mp3 Post in the thread you are submitting to and attach the file Facilitators: Download the most recent game folder from the site page. Over the week add submissions from contributors into your game folder. Keep a record of all the submissions you use and all the changes you made in a text file called changes.txt Zip the game folder and rename it in the following format: username_date If you have any suggestions or questions please post them here and discuss.
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In the year 20XX The members of the RMU community huddle together quietly in the thread. Outside they could hear the chaos and horror as the world was ravaged and the gaming industry went berserk. Undeterred, they began to craft the story for the game that would be the savior of the company and of the world. This is the Story Discussion and Development thread of the FP14 community event. Character Development has been moved here. Story setting is now confirmed: Post Apocalyptic Future Dystopia Story is now confirmed: Unite the World Although the setting and story are now voted on, feel free to give suggestions on how to modify or improve either or both Voting will commence later on! Post your story modifications, setting additions, genres you want, and anything else unrelated to the game mechanics here for discussion. There is no real format; however, please be descriptive. For example when describing a genre try and use a sentence rather than a word. Describe your characters personalities, motivations, history, physical appearance, etc. You can make suggestions in pieces or you can give a whole description with a setting premise and characters. Note that these elements will be divorced from each other when we are voting on them so be aware of this. For example, Kyle might be from the future, but our story takes place in the middle ages (example). Also please give constructive criticism to help develop ideas, and setting more rich. PP: 2 points per meaningful post
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There's no time to Explain Just get in! The last hope for Humanity. Over the years of this site, many goals have been set and achieved. However, there is one challenge that has thus far eluded us to this day. An achievement that not only requires the perseverance and tenacity of this community, but also the ability to go beyond ourselves to serve the greater good. This is what a Forum Project is. The community must band together to make this one game for the sake of humanity and beyond... (Read More) This is the General Discussion thread of the FP14 community event. You can find information on logistics, frequently asked questions, and pose your own questions here. FP14 - Game Site The Sword of Damocles - Mission Select In the year 20XX - Story Discussion: plot, setting, genre, characters Voting machine DRE700 elected President - Story Voting: plot, setting, genre, theme, etc. We have Technology - Engine Discussion There are Rules - Submission Guidelines Requirements: Courage. Courage can be substituted with any or all of the following: Bravery, Perseverance, Tenacity, Boredom, Talent, Lack of Talent, Willingness to Learn, Selfishness, Selflessness, A Strong Heart, Cash Payments, Sense of Humor, etc... Facilitators: The engine they are working in. Roles: Contributors and Facilitators C o n t r i b u t o r s Once you have at least 1 Participation Point, you automatically become a contributor and are added to FP14. Contributors provide whatever game asset they want included but not limited to: graphics, music, scripts, dialogue, story scripts, events, animations, database edits, or anything else that needs to be put in the game. Submissions should be uploaded to this site, or linked to (if you decide to upload it somewhere else). Please read the submission guidelines before starting and or submitting your work as it will save you and everyone else a lot of time and hassle. F a c i l i t a t o r s Facilitators are responsible for combining the assets of contributors into one folder. Every week, Facilitators will update the main project while keeping there own copy of the project during the week. At the end of the week the Facilitators will combine their work to update the main file. They will also debug and play test the game and report any bugs. Facilitators can also contribute but they should use they main edition rather then there personal edition for submissions. Facilitators recieve 5 points for every weekly update they make. Whenever adding submissions, Facilitators need to keep a changes.txt before they upload their weekly update for merging. Rewards: The project has a reward system for participation. Every task will be listed with a Participation Point (PP) total, that will be awarded to the first to complete a submit a task. Participation Points are also awarded for posting in FP14 threads. This is in addition to other prizes that will be offered for certain tasks and achievements. At the conclusion of this project, PP can be redeemed for forum points and the top 5 users with PP points will be awarded special prizes. Facilitators will get 5 PP for every week they are active. 1st | Diamond: Moonpearl (12) 2nd | Gold: Bigace360 (9) 3rd | Silver: metaclaw (7) 4th | Bronze: black mage (3) 5th | Ruby: Bob423 (3) *Updates weekly FAQ What does {FP14} mean? {FP14} is the topic prefix used to identify topics that relate to Forum Project 2014. Every topic related to this project should start with this prefix for quick identification. Discussion FP14 Mascots: General, Facilitator, Contributor: 5 PP per submission, 20 PP if selected Fp14 General Discussion: 1 PP per post
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We have Technology Primary Engine: Secondary Engine: *requires Facilitator* In previous generations, it was customary to choose a RPG Maker Engine for the project to be developed in. However, choosing a dedicated engine, while it makes sense from a common sense standpoint, it is actually more detrimental over the long term because it locks out potential members and it doesn't take into account of members abilities. In FP14, we will use two engines, a primary and a secondary engine. The primary engine will have the focus and will probably be used to create the demo. The secondary engine will have assets ported(or modified) so that it will work in the secondary engine. However, community members can choose to focus on only one of the two engines and whatever has the most support will eventually become the main engine. This is the General Discussion thread of the FP14 community event. PP: 3 points per meaningful post Also we need at least one Facilitator for each engine.
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Recruit button is inoperable, it asplodes the page.
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I'm debating between a google drive folder and a dropbox folder(since it has version control)
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the game's plot has yet to be determined, the scenario presented is just the "story" of the FP14 event
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The year is 20XX, RM Unlimited is facing bankruptcy after attempting to acquire the now defunct Enterbrain and save the RPG Maker Engines, the only game engines left after the Second Video Game Crash. Only by banding together can the RMU community save not only RM Unlimited, but also the Game Industry and the entire World. What is FP14? The last hope for Humanity. Over the years of this site, many goals have been set and achieved. However, there is one challenge that has thus far eluded us to this day. An achievement that not only requires the perseverance and tenacity of this community, but also the ability to go beyond ourselves to serve the greater good. This is what a Forum Project is. The community must band together to make this one game for the sake of humanity and beyond. How is this going to work? Disney magic. The primary downfall of previous forum projects was due to many factors, including loss of interest and lack of participation. Rather than being community projects, they eventually centralized to the point of becoming a single person project. However, if we allow past failures to keep us from moving on then we will stagnate. So what can we do? Simple. We adapt and evolve. The logistics of FP14 will aim to capitalize on the sporadic nature of this community, incentivizing the process and turning it into a community competition. Furthermore, the development process will go as fast as we want to work, but the project will have weekly updates[stc] and will conclude within the year. Rather than positions, each and every member of the community will be able to work on anything they want within the project, with facilitators tying everything together. Rather than being a team project, FP14 will be a community project. What does this do for me? Ask not what your community can do for you, ask what you can do for your community. As a Community project each member will have the privilege to work with a team dedicated to completing the same goal. Whether it is only for a short time, or the entire project's life time, members will gain vital skills that they can use for both team and solo development. There is also credits, and if it goes commercial revenue will be divvied up accordingly. If you ever wanted to make the next "To The Moon", this is the best chance you're going to get. I'm interested, sign me up! Whoa there cowboy/cowgirl, hold your horses! This thread is simply an introduction to FP14 and is meant to gauge interest in the endeavor. If anyone has a questions and concerns, this is the place to put them while the Forum Project is starting up. Discussion will start soon; in the meantime, I will be lurking in the chat ready to discuss this topic with anyone who wants to.
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Gibbo 2D Beta 1.0 (Gibbo Glast) Release! (1.1 since 18 Aug 2013)
Enigma replied to Apidcloud's topic in Engine Discussion
What is the licensing for this program? Can I use it to create a commercial product? I've got an indie game I've been trying to make in AS3 but AS3 is like my polar opposite, this however looks promising. -
While starting development on my new RMXP project Jericho, I realized that regardless for a solo project or team project the number 1# issue that kills projects and forum projects are development bottlenecks. So while thinking about how to prioritize the tasks need to develop a game so that the longest tasks are finished last, I realized that it would be hard for me to do this my self cause I typically always follow a set order: Make story and characters, develop charter design, gather resources/create sprites, get scripts and event systems working, then start mapping and scripting. This is because by the time I start mapping the game, I have the majority of resources necessary to slowly build the game. Frankly, I want to see other's development processes, what you all think takes the longest to do, and come up with a priority list of task from quickest to longest. I understand that this will obviously be subjective to each person, but I think this is the best way to optimize my own development process and if possible create an agreed upon process that could possibly lead to a forum project 2014 who knows? the future is bright. :yo:
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I've tried unity but have virtually 0 exp with making 3d games tried out cry engine and unreal, i figure I want to get some 2d games out but I'm currently working with AS3 and flixel
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In my long time away I've been learning how to code starting with C and later python and I figure I have a working understanding of both, however trying to get into AS3 has proven to be difficult even though its object oriented as well. Furthermore, back in 2009-2010 I avoided ruby scripting in favor of using event systems but now I think I'm ready to tackle rgss1, since I probably won't use VX. What advice would one suggest about getting into rgss1 and or AS3 from a pythonic standpoint.
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I agree with Saibot, specifically when transitioning from 2003 to XP the improvement was obvious except for the battle system, but with scripts I could bypass that. Since 2003 only had events and XPs event system was basically an extension of it transferred really well.I also agree with Pol as well that VX mapping is terrible compared to XP even if its visual fidelity is higher, also the human eye doesn't see in FPS but xp can do most of what vx does natively through scripting. I haven't tried ACE but it has a cool sounding name but what I've seen looks a lot like VX and that's no good.
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I bet, everything is so blue now and Mr. Saltome I haven't played S4 League in a long time not since they changed the GUI, but that level is impressive http://www.indiedb.com/company/shogun Is how I'm trying to get started, also taking some courses at Uni but getting started is the hardest part, and scheduling, and procrastination, and money, and a whole lot of other things
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Hello
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It looks like some kind of RPG Maker Forum! This place certainly looks different from the last time I was here. For those who remember me: Hello again For those new peoples: Hi there, nice to meet you Started with RPG maker, and now I'm back here again to Game Dev and chew bubble gum All out of Gum btw I left to try and branch out and become an indie dev rather than a hobbyist and there isn't a reason I can't use RPG maker for indie dev too so here I am.