Storyteller-Hero
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  • I just successfully tested having an event check to see how many members are in the party then add a member to the party if an open spot is available. This is going to be useful for quests that add temporary party members.
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    Reactions: SpaceBot
    Storyteller-Hero
    Storyteller-Hero
    I had another event next to the testing event to remove a member from the party after "talking" to the testing event to test a "failed add". I used a conditional branch that uses a script call variable for # of party members.
    The greatest victory for RPG development is probably having most of the players actually want to finish all the way to the story's end without leaving for a different game before then.
    Wazzzyki
    Wazzzyki
    @Windows i7 You still finished it right? Cause that's what op was pointing out. I'd say it really is a good feeling of acknowledgement when you know people managed to finish your game despite their rants/comments afterwards.
    Riazey
    Riazey
    This is legitimately true. Same with a tvshow/anime imo. Anything that grips me all the way to the end without me considering other options is one of my favorites.

    I have to admit there HAVE been times I've returned to something and thoroughly enjoyed it the second time though!
    Windows i7
    Windows i7
    @Wazzzyki Yeah. I really liked the story of P5R quite a bit. The level design is also (IMO) epic, especially with how clever the developers were with matching the puzzles to the story theme wise.
    Something I learned in theatre sound design that is applied to my game:

    When picking out BGM, it's important to consider whether the player will be listening to it on a repeated loop, especially if it's for a location. Some tracks might not sound too annoying at first listen, but when used for looped replay can downgrade your project's quality in the mind of the listener.
    PresaDePrata
    PresaDePrata
    And how would one know if it's annoying? By hearing it over and over?
    Storyteller-Hero
    Storyteller-Hero
    With practice, one can pick up during the first listen on particular sounds that if looped, can grate on people's ears. Imagining how it would be if you already have a headache can help a lot.
    I just picked up a current Humble Bundle for music with a broad commercial license. It's an extra good deal for me since I'm planning to start a YouTube channel this year aside from making a game, and I can use the music for both according to the legal text (found on support.humble.com).
    For my world map, I may go with having the basic landmasses and ocean parallax with a photoshopped natural, non-blocky look, and dot it with a mix of RTP tiles, edited RTP tiles, and custom tiles for the mountains, trees, towns, etc.
    I've just successfully conducted a common event test to simulate the Tent item in Final Fantasy IV. Seeing it run on my test world map really got me feeling nostalgic.
    A possible way to determine whether a RPG is worth getting on Steam is to see how many hours the oldest reviews have spent playing the game. If none of them were willing to finish the game, there may be something wrong with the game or the reviews might be fake; either way a potential red flag.
    Kupotepo
    Kupotepo
    :guffaw: the game maker simply put naked anime in their games. It suddenly worthy of putting into the steam store.
    Tai_MT
    Tai_MT
    Do people actually read Steam Reviews?

    I mean, I tend to just ignore them as they're usually, "this game is great!" or "this game is garbage because single arbitrary reason with no explanation".
    Storyteller-Hero
    Storyteller-Hero
    Steam Reviews include tallies of hours played at the time of review and current. Reviewers might leave a review that looks well-written on the surface but then it's paired with a playtime that's too low. If there are a lot and no reviewer played long enough to finish, the game could be bad, or there could be a progress-breaking bug, or somebody was trying to artificially inflate their positive score.
    I just tested out Arisu's new Forced + Bonus Battle Drops plugin --- it's pretty convenient for adding Quest Drops or bonus rewards into the actual battle drops.
    I set up around twenty basic consumables in my test project. My basic healing potion restores X% + Y hp (still adjusting it). I always hated when potions become obsolete in RPGs so I decided to go with a scaling amount.
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    Diretooth
    Diretooth
    I'm experimenting with doing the same, plus having the option to craft higher tier potions with basic potions. So Potion (30%) + three other ingredients equals High Potion. High Potion (50%) + three different, slightly rarer ingredients make a Mega Potion (80%), + three other rare ingredients equals a Health Elixir (100%).
    Diretooth
    Diretooth
    Which when combined with a Mana and TP variant equals the most powerful and difficult to make restorative in the game.
    I feel this would allow the player to be more willing to use that uber restorative if they can, with a little searching, make a new one.
    This of course is still being fully conceptualized and tested.
    I thought of a good way to use the large 256x256 icons from indie icon packs - present them as pictures of items in their descriptions rather than using them as list icons, or maybe BOTH. There's loss of quality when shrinking them down to list icon size (32x32) but with this I can make more aesthetic use of their art's greater detail at full size.
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    Reactions: Shaz
    Shaz
    Shaz
    Having them in 32x32 size was the reason I got them.
    Holy crap the original release of Final Fantasy II was a hot mess. Knowing the story behind it makes it even more of a hot mess. Not the FF IV that was sold as FF II in the west, but the actual FF II. The bugs and the unbalanced skill system made mechanics a big fail in the gameplay.
    I've been watching Mr. Gentleman's History of RPGs series on YouTube. He blends history with a step-by-step review of each game. Lots of great ideas to mine from classics like Dragon Quest IV.
    I did a test of transferring the player between maps with event proximity detection. Works like a charm using only a single event for each side of the map. This could save a lot of time for cutscenes and extending the world map.
    • Like
    Reactions: ImaginaryVillain
    Storyteller-Hero
    Storyteller-Hero
    I can also trap the player inside a single map with this, which will be great for puzzle maps.
    ImaginaryVillain
    ImaginaryVillain
    What will even blow your mind more is you could just do it with a single event that tracks $gamePlayer.x and $gamePlayer.y to see if either is within the value range you want to transfer them. Or even more exciting, a parallel common event... Now you don't even need an event on the map. :LZSwink:
    Shaz
    Shaz
    If your proximity detection looks at the player's x and y coordinate, you could do it using just one event for the whole map.
    An icon bundle arrived on Humble Bundle. I feel like one can never have enough icons. Guhuhuhu.
    I've made a rudimentary prototype map for the first game with the MV RTP overworld tiling. I'm probably going to photoshop the crap out of it for parallax, but the prototype has given me new ideas about how I want to place dungeons in the game.
    The main character for the first game was originally going to become a member of the party in the third game but I'm probably changing him to an important NPC instead. That brings the third game's total ensemble roster down to nine with one optional secret character.
    Storyteller-Hero
    Storyteller-Hero
    So basically somewhere between FF6 and FF7 in terms of how many characters to manage...
    I wanna be the very best, like no one ever was. To make a game is my real test. To play it is my cause.
    I figured out a few vital elements to the (new) first game's story last night, including how it touches upon important lore that will be prominent in the (now) series of three games. I should be able to start building it next month as I finish up some income-related projects.
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Ohboi, I'mma learning how to mix/sing better warming up (by singing game songs) for eventually singing my team's game's main theme. (Plus singing for my Patrons XD)
For anyone using my Extended Generator, would you like a discord server where you can exchange ideas, help, suggestions and news about the development ?
My gf got Addicted by making Momochi!
Meet Foochi the Buttout Ghost!
Concept > Uniqueness. Would love to see discussions and inspirations that has nothing to do with battle mechanics for once.

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