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.
This might be one of the most important factors that kept final fantasy so popular, because it's hard to forget many of the great pieces made for the series over the years.
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.
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'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...
In my opinion, I feel that sound design in RPG development should be considered parallel to the placement of events and dialogue, since [good] sound design can greatly affect how a story is expressed.
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...
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...
Is it interesting to get more backstory on villains? A key moment in their past, their childhood, or maybe something that shows they've always been that way? To see or not to see?
"Everything tastes like chicken until it's chicken, then it doesn't taste like chicken."
Context: chicken samosas do not taste like chicken. I thought it was veggie samosas.
Just another ordinary evening.
Want for a Nail: I'm trying to figure out what controllers work with MZ, one support thread, a plugin request thread, a dead controller, and a $48 eBay purchase, and a PS1/PS2 USB adapter later. Still stuck with keyboard controls...
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