Storyteller-Hero
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  • I'm a bit leery of creative commons sound effects for a commercial project since some people might upload copyrighted material like I've seen on an image site. I purchased some sounds from a site backed by an organization/company that I recognize, and I think that I shall not regret it.
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    Reactions: ImaginaryVillain
    The Stranger
    The Stranger
    Yeah, it's a similar problem with fonts. I try to avoid those dodgy looking free sites because of prior experience. Sure, it means I'm paying for audio, fonts, and other such things, but I think that's a small price to pay for getting a license.
    ImaginaryVillain
    ImaginaryVillain
    Overall, stuff's pretty cheap if you shop around. Best to avoid any headaches later. Besides you can use the stuff you buy in future games too. Pretty much an investment really.
    AeroPergold
    AeroPergold
    Try making an RPG with cartoon SFX and comic sans text
    My space game is going to have a "galaxy map" with various planets and space locations. Inspired by how Battletech shows the player entering a planet's orbit, I'm thinking of doing something similar, followed with an interface that's like Battlechasers' dungeon level selection with extra options and lore text.
    The ability to change vehicle graphic with an event in-game (at least in MV) has made me wonder how fun it might be to have a large variety of vehicles in-game.
    Now that I'm doing the big one on my fantasy game bucket list order due to the potential risk of losing a currently unregistered game title for trademark, I'm now revisiting a stock character bust alteration in progress after more than a year from when I was considering a different game being first. I'm glad I kept things somewhat organized so that I knew which folder to find it in.
    Storyteller-Hero
    Storyteller-Hero
    I left the edit at the toughest part -- replacing parts of the character's clothing without clashing with the art style. I'm going to be using an electronic drawing pad for this.
    "I'm going to start with a smaller game first."

    "What? That's how trademarks work?"

    "I'm going to start with a larger game first."
    It seems that I have to change the order with which I make the fantasy games on my bucket list, because the intended title is used as a story element in the first two games in the line, and somebody else might take the title for their own game because the term uses real words. I can't risk going over the apparent three year limit for registering trademark ahead of time.
    I had a kernel panic crash on my current computer for the first time after trying out the latest update on a videogame. I think I'm going to wait until the next update before trying it again. This brought back memories of my old computer and laptop in their final days.
    My flipbook for organizing graphic resources got so big that it lags a lot on loading. Looks like I need to separate it into multiple flipbooks.
    I just tested out HIME's party switching scene plugin for MV. Switched out characters in-game and then did a test battle, then switched out characters and did another test battle. It worked perfectly. This is going to be super useful for my games.
    One of the potential effects of having good, memorable sound design for a game (and its advertisement) is that it produces a memory trigger that either gets a customer to come back for purchase, or gets a player to remember (sooner than later) that they have an unfinished run to complete.
    I'm feeling a bit of melancholy about a certain games site which used to be a great place for playing browser-based games until the death of Flash was announced and they started shutting down parts of the site like chatrooms and forums. I played so many games there over the past decade and now they're currently in a slow death spiral.

    I'm thankful for all the good game experiences I had there.
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    Reactions: dreamfall887
    Storyteller-Hero
    Storyteller-Hero
    They even hosted RPGmaker-made browser games too.

    Perhaps the site will someday revive with HTML5 devs or perhaps some other site will rise to popularity for hosting browser games.
    I've just finished organizing music files from a music Humble Bundle I purchased a while ago (putting in specific themed playlists, deleting from playlists, deciding which games they'll be used for. etc.). I'm feeling pretty confident that the sound design for my games will be up to high standards. Sound design seems to be relatively under-discussed as a topic in game development imo.
    I just watched a trailer for the upcoming 2021 JRPG Fantasian. They demonstrated an interesting mechanic where random encounters can be sent to a stockpile instead of fighting them right away, which can be emptied in a single battle string at the player's choice of timing.
    I think I'm going to have resource farming (ex. fishing ) in my game, but in a chill way that doesn't require massive clicking. Maybe a random drop mechanic that shifts to different apportionments of probability depending on the quality of implement (ex. fishing bait) used...
    Pearl484
    Pearl484
    Are you talking about a more idle game mechanic, where if you leave it alone for awhile, it'll do it automatically until you stop it or one where you walk up and the resource farming is just very simplified?
    Storyteller-Hero
    Storyteller-Hero
    A simple click and random drop with odds of better loot based on what's used or spent to get it.
    There's another game dev assets pack on Humble Bundle - thanks to what's in it I just learned that Dreams Circle has an animations store page on itch.io with animation collections not found on Steam.
    Storyteller-Hero
    Storyteller-Hero
    It looks like the animations team behind Animations Select is transitioning over to MZ though. I'll probably get MZ later this year.
    It's decided. I will work on both my originally planned first project (magical fantasy RPG) as well as a different project (Space SciFi RPG) at the same time. My first project is considerably smaller in scale from the Space RPG I have in mind so it won't be too stretching on my mind.
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So ghosts can go through walls and stuff, and depending their type (according to fantasy media) they can or can't interact with objects to a certain degree...

So why they don't always fall through floors? Do they always float and sometimes simulate walking? If things go through them how can they hear/see? And why sometimes they have clothing? Do clothes die as well?

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