RCXDan
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  • Help me out with "other world" ideas, fellas. :kaoeh:

    I finally feel comfortable showing off the game for more people to play now.
    Really feeling the burn with my no travel game jam project. Actually kinda worried I won't get it done on time simply because I'm such a stickler for details.

    At the very least the biggest cutscene is done with and the most problematic maps are over with.
    My greatest nemesis: schoolwork.
    • Sad
    Reactions: Quill-Hawthorne
    Lilly
    Lilly
    Atleast you can listen to music at home while doing it.
    RCXDan
    RCXDan
    And just like that, I've taken down my greatest enemy. Unfortunately, in typical shounen fashion, a stronger opponent shows its face and it turns out to be... RPG Maker!? (I really had less trouble doing schoolwork than I do with game development, huh. :/ )
    Yes, I've got 90% of the maps done for my game jam entry!!

    Wait, you're telling me I still have to do cutscenes, databasing and combat?

    Well, back to the dungeon with me. :kaocry:
    SmashArtist
    SmashArtist
    Haha, opposite problem for me, basically everything is done, I just need to make all the maps. :dizzy:
    • Like
    Reactions: RCXDan
    Willibab
    Willibab
    I wished i liked the MV style (art) Im spending so much time on the art that ive barely started making the game, and i dont have an artistic bone in my body... But its forced me to try to learn :p
    The game jam has done a lot of good in actually kicking my butt into action. I've even gotten over my crippling hatred of mapping thanks to it! :LZSexcite:

    (Okay, there's also schoolwork forcing me to get on the computer, but I like to give credit where credit is due.)
    You know, I sometimes ponder if working on the story and details is more necessary than the game itself. Its... technically work, just not direct.

    Like for me specifically I never stop evolving the story based on what avenues I can approach in gameplay and then I get anxious thinking "hey good thing I thought about that now instead of later". Repeat ad nauseam.
    KazukiT
    KazukiT
    That depends on whether or not you place a huge emphasis on the story. I personally like to put the story first because those are the types os games I like to expose myself to. As for building from the ground up I usually come up with the gameplay first then craft a story around said gameplay loop.
    RCXDan
    RCXDan
    @Black Pagan I'm not talking about what games you would play, I'm talking about how you'd tackle the process of making one.

    I always make sure the gameplay loop is dynamic and interesting, cause you could have an amazing story but lose me with a game that never spices itself up.

    I'm mainly talking about being too lazy to touch the actual editor but still wanting to work, kek.
    The Stranger
    The Stranger
    It's definitely going to be more important than many of your mechanics if it's a story driven game. However, it doesn't matter how good your story is if you can't tell it effectively in your game. In my personal opinion, I'd try to link core mechanics and your narrative in some way.
    2020 has started off pretty stressful for me, but no need to fear. I have my mood fixer:

    God what was my life before smartphones (I had a grandma's phone before wednesday)
    ImaginaryVillain
    ImaginaryVillain
    It was a dark time when people talked to each other with voices. A time when trips to the restroom weren't a gaming experience... And an even scarier time when people looked where they were driving. You should be thankful you don't remember such a horrendous age! :LZSwink:

    Incredibly useful trick I just picked up for map making - group them together via "folder" maps. In this example, they're the different countries in my game. This streamlines the process for me a lot, since I get mappers block often from scrolling down to see where [x] map is that I need to work on next.
    bgillisp
    bgillisp
    I do that too. I have a header map that is blank that is just there to organize what the zone is
    KrimsonKatt
    KrimsonKatt
    I've been doing that since Generic RPG Quest 3. Learned the tip from good ol' echo206 and have used it ever since. Makes going back to my older games even harder lol.
    Finnuval
    Finnuval
    Yeah, always do that. Saves a lot of time when you have a lot of maps xD
    I don't know why I'm saying this, but MV's default battle 1 theme is a jam. I actually really enjoy listening to it.
    • Haha
    Reactions: The Stranger
    TheoAllen
    TheoAllen
    And no one seems to like vx battle 1 but me :(
    Mystic_Enigma
    Mystic_Enigma
    I have a liking to Battle 8, and not just because it reminds me of Yanfly...
    KrimsonKatt
    KrimsonKatt
    I love VX Ace battle theme 1! Too bad it's used in so many crappy games, sorta ruins the epicness of the song. Some other battle themes are great too like Battle2, Battle4, Battle5, and Battle8.
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Apparently MZ lets you preview move routes in the move route editor without having to start up test game. That could save a lot of time during development compared to MV, especially for a long game that uses a lot of event movement for cutscenes.
A repost of an old meme I had made, now with music

I have a really hard time keeping all these goodies secret til December... but I swear, it is worth the wait!
Working on a Premium version of my minimap plugin that will have advanced functionalities such as drawing a Terrain map based completely on the users tilesets, whatever they may be, and drawing minimap radar icons automatically based on texture of the event the note is applied to.

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