richter_h
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  • What's the better and easier way to convey information other than simply writing them down?
    Wavelength
    Wavelength
    If you're talking for teaching things in games - throwing the player into a situation where using something is obviously the answer can be a good technique. For example, you might need to tell the player "Press X to use the Sorcerer's Ring" (or just have...
    Wavelength
    Wavelength
    ...an onscreen illustration showing the player pressing X on the controller), but instead of telling them "you can use the Ring to shoot fire and light torches", simply have a room with a locked door and a torch next to it (which opens the door once lit).
    cthulhusquid
    cthulhusquid
    Write it down, then forget you wrote it down. It'll be like you never wrote it down at all.
    Now I know most people hate making tutorials.
    TheoAllen
    TheoAllen
    Most people hate tutorials too.
    richter_h
    richter_h
    That is if the stuff in it is 100% trivial
    ImaginaryVillain
    ImaginaryVillain
    I've always had a theory, if at any point you think you're playing a tutorial... It was done wrong. Plenty of ways to introduce mechanics without bludgeoning the player.
    For some reasons, my signature was replaced by god-knows-what, written in French. Had to re-replace it with my signature Nazeem-ish quote; not gonna remake my signature any time soon.
    Yet another attempt on dialogue presentation
    Finnuval
    Finnuval
    If possible moving the highlighted character (currently speaking) to the foreground would makee it look a little better, in my opinion that is.
    Finnuval
    Finnuval
    That said, looks pretty good :)
    richter_h
    richter_h
    I'm yet to figure it out since this is essentially just a bunch of Event Picture commands jumbled into a single package. Although, I've thought of messing with the pictures' z-index anytime soon.

    Thanks for the heads-up btw
    Speaking of qualitative measure, there's a virtue in asking less questions to someone who speak a bit too much.
    Whenever I make an attempt to explain my project, it's hard to not make it end up into some sort of manifesto. Good thing it doesn't happen so often.
    Mm yes, time to make this year's recap. I'm sure I'll have troubles remembering what I've made along this year, so...
    Froggo32
    Froggo32
    Wait, you actually do a recap? I never do that.
    richter_h
    richter_h
    Not in kind of video format, but usually I make an annual recap around my works, mostly artworks.
    Froggo32
    Froggo32
    Oh, I thought that you meant recap that you think about all these things you did, I mean bad and good. I didnt know that you meant looking at your this years works ^^"
    Guess I will do that, too. Seems interesting. Or, at least, I will see my old artwork and see how much muy art style improved.
    Behold, my never ending commitment on content department:
    Ep1CVjzU8AABfG9
    Bendyizzt
    Bendyizzt
    Lots of chapters...lots and lots of them...
    richter_h
    richter_h
    Currently, there are 75 characters, each comes with 3 chapters to offer. Might need some help in proofreading and stuff, but I'll take it easy.
    Finnuval
    Finnuval
    Someone is overperforming... Lol
    As it turns out, holiday spirit will come a little bit late this year. Should haven't gone bonkers too much when we threw a party last year.
    No matter how balanced your balance is, there will be someone out there with the exact capability of breaking it in a whim. It is a constant struggle.
    Bendyizzt
    Bendyizzt
    actually, being honest right now...my very first game was on RPG maker: fes and it was really bad because all you could do is walk around the map fighting random monsters that randomly came to you...and that's it...but it was my first so, plz don't think my 'Forgotten Eclipse' is going to be bad to because I have become better with the RPG maker I use...
    TheoAllen
    TheoAllen
    Don't worry, richter_h's game is not much different than that.
    And by 'that', I mean "walk on the map (if you even call that a map) and fight random monsters"
    Please confirm @richter_h :p
    richter_h
    richter_h
    Depending on which version you're talking about, but I take it you're pointing at the latest version of my game. We don't do big maps anymore; saved a lot of the hassle for the thing that matters.

    I did big maps before, and I gotta say it's not my style anyway. Hence, the shift of design.
    Note to myself: never mix beans again unless they're of better quality. Mediocre + good = slightly above mediocre, below good = might be not worth every bean.
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The light has gone out of my life.

About time they finally press the kill switch button for older makers.
Sorry everyone, I am here sporadically. After 6 years of delays after delays in my life, I try to do all mat once and that means that I spread thin everywhere because it just is impossible to crunch 6 years in one or even two, but I try! I wish many of that I would already given you and put behind but... well...
I'm looking for an experienced gamer who has played a few games created with RPG Maker, who knows what an alpha build is, who may remember the old days when cliché was the favorite word on Creation Asylum, who, if a reviewer, would ask for my permission before making a review to post on YouTube, or whatever, since I will be messaging you a 10 minute, or so, DEMO based on an alpha build of Effervesce Fallacy™.
No matter how many times I listen to him, I know this is Joker speaking, but my brain can only hear Dagda.

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