TheGentlemanLoser
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  • actually, are there any JRPG type games (I guess turn based, so not ARPGs like say, Vagrant Story) where you have only one party member for the majority of the game? (I wonder if I'm forgetting something obvious.)
    kirbwarrior
    kirbwarrior
    *When I said perfect blend, I meant as in middle point. No, Quest 64 is not 10 out of 10 and in fact is a game I wouldn't ever recommend, but I do enjoy it for what it is.
    TheGentlemanLoser
    TheGentlemanLoser
    I am of an age where when it was new it was the first game I can remember being horrible, like I had encountered games that were too hard for me or that I didn't enjoy or whatever but I think it was the first REALLY *BAD* *BAD* GAME I can remember.
    kirbwarrior
    kirbwarrior
    I'd love to break down all the good and bad parts of Quest 64, but there's one really big reason it's bad and it was intentional; The game wasn't finished. The company (I won't blame the developers) wanted to have the first n64 rpg and that meant cutting corners for the earliest possible release date. Similar thing happened with Lunar on the DS.
    I guess it becomes purely academic in less than four days but before then can anyone explain to me why the %^&*( animations in the MZ database don't have a 'Hue' slider??
    ImaginaryVillain
    ImaginaryVillain
    Yeah, I was going to learn it... I've even opened it and messed with it a bit. However the documentation is sadly very lacking. Much of it in Japanese, and there's basically no community to help with problems for it. So I've just made due with the huge amount of free animations on their site and the MZ stuff. Or just using PIXI Particles. I might look into it later if it improves.
    ImaginaryVillain
    ImaginaryVillain
    You can select a 2D view in Effekseer to make your animations more fitting with MZ's default style. I found they didn't look as good though, which is probably why they opted to go with the 3D ones for MZ. It is very strange the whole setup. I do like the end results though if they ever improve the implementation. They are far and away more memory efficient than MV's spritesheets.
    ImaginaryVillain
    ImaginaryVillain
    You can actually create animations with PIXI Particles though... that mimic MV's old animation style. Just take a particle that's a single static image, then replace it with a new particle that's the next frame in the animation, and repeat. Put a single frame wait in there and it will actually create animations anywhere. Combat, the tilemap, the parallax, anywhere. :LZSwink:
    PSA: please stop putting the word 'Eternal' in your game titles.
    "but what even is an API??"
    TheGentlemanLoser
    TheGentlemanLoser
    @Beckx

    so a lot like in RM when an on-touch event needs to trigger a big mess of event code but I don't want to have all of that code live in a random event on the map in case it gets deleted by accident so I have it call a common event instead?
    Beckx
    Beckx
    @TheGentlemanLoser mmh... yeah, kinda but not really. I mean for the purpose of better understanding it, sure :D though i'd say it'll be more like it, if your common event uses some plugin stuff, and that plugin would be our pseudo equivalent of an API. but aah.. still not really though, lol
    Beckx
    Beckx
    I'm at work right now, but i'll try to come up with some better example later. this is my day to day work, i should be able to explain it better, but the coffee isn't working yet :D
    anyone know why screenshots from MZ turn up so freaking HUGE in terms of file size?
    Dungeonmind
    Dungeonmind
    This doesn't just have to do with MZ. Because the bigger your resolution is when you take that screenshot the bigger the file will be. Like my screen is somewhere in the 3 or 4 thousands (MacBook Pro 16 inch.) This makes a lot of things weird for me.
    ImaginaryVillain
    ImaginaryVillain
    Are you saving it as a JPEG and not a PNG? PNG's are great and all if you need transparency for some reason. But otherwise they're far larger then JPEGs and largely have no meaningful additional functionality. If you need a PNG you can also use an online compressor like tinypng.com to shrink it by 65-75%.
    TheGentlemanLoser
    TheGentlemanLoser
    thanks ImaginaryVilliain I hadn't thought of that I'll convert them over to jpgs
    what even is an effekseer....
    estriole
    estriole
    it's a free program (i think it's free if i remember right)... to create particle effect as both 2d or 3d animation... RMMZ can only use the 2d animation made using effekseer though... hope this help...
    ok so re: touch the stars jamtrap, actually all y'all needed to do was tell me that mz added a preview event route function...

    I'm positive that literally *THOUSANDS* of hours of my life could have been saved if this feature had been around since 2k3! better late than never.
    Trihan
    Trihan
    Do you know about the "test" option they added to events in MV as well?
    I really hope that people get when I begin this game with a big expository text crawl about the founding of Terra and the prophecy of the Chaos Star and the Lunar Crystal and the Four Chosen Heroes bla bla that I'm doing it *ironically*.
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    Shaz
    Shaz
    I don't know if irony would make me sit and watch it. Unless it was funny.
    kirbwarrior
    kirbwarrior
    Some good ways to have it come across ironically is doing things like the narrator losing track of what they are talking about, misspelling to same word multiple times (especially if it's a proper noun), having a skip option and the narrator berates you for not listening to the totally important and not generic opening, etc.
    kirbwarrior
    kirbwarrior
    As to what Kazuki said, having a text crawl over the cutscene that says completely the wrong stuff makes for either a hilarious or obviously "the game is going to lie to you" opening.
    Is there any way to get more than 8 enemies in a troop in RMMV or is that limit pretty much hardcoded into the engine?
    Drakkonis
    Drakkonis
    It's hardcoded in the database, but I don't think there's much limit in the engine code itself. Which means for more, you'd need a plugin of some sort. I know Hime has a reinforcement plugin that might do the trick.
    Shaz
    Shaz
    Please use the forum to ask for help
    Unironically, no joke, after consideration and self-reflection, I have decided that the best thing for my creative/workflow/commitment problems is to spend EVEN MOAR hours a day playing videogames than I normally do. (Micro-thread)
    TheGentlemanLoser
    TheGentlemanLoser
    ... to get inspir'd/hyped to follow through and finish fleshing out my OWN bite-sized proof of concepts/janky alpha demos into actual games w/ substance. I feel kinda fortunate/grateful to even HAVE so much free time to "waste" playing videogames "wrong" and/or "spend" playing videogames "right", although RN in life I have this instead of a social life or my health so...meh. (End of micro thread.)
    Sausage_Boi
    Sausage_Boi
    Try Xenogears. It might be hard to find, being old AF and no remaster, but... 60+ hours of the most complex, in-depth story with Kung Fu robots and an atmosphere so dark, Squaresoft said "That CAN NOT be Final Fantasy VII. Make a new project, please."
    KazukiT
    KazukiT
    Being a game developer and playing games is important. You need to know what you like it a game and study what work and what doesn’t. I struggle with this one though.
    besides itch and occasionally here where are people doing game jams at y'all? (plz do not cross reference this with my previous status lol)
    I really lack discipline and find myself far too often giving into or at least seriously considering the temptation to start a new project rather than following through on a WIP that's no longer a shiny and new idea.

    Does anyone have any strategies or tricks for making themselves follow through with things instead of doing this? Like that actually work?
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    TheGentlemanLoser
    TheGentlemanLoser
    thanks for the great ideas, guys, interesting stuff to think about for shizzle (I love that idea sigma)
    TheGentlemanLoser
    TheGentlemanLoser
    So after due consideration I've decided to 'cheat' with a mini game jam, I have only 60 hours or so to make a tiny game so HOPEFULLY that should keep me from getting too excited about what I'm making and abandoning my main projects. ("It doesn't count as cheating if it's a game jam" :uswt:??)
    KazukiT
    KazukiT
    A strategy that works is to make games for game jams, that keeps scope creep in check considering you have a deadline.
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