Legend of Kindara

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Story:

Legend of Kindara is about the hero Hurricane from the small island-village of Kindara. Hurricane, a martial arts student, has ties to the hero who saved the world from the Disaster of Ages many years ago. There was a great age of peace, but rumors suggest another disaster may occur as monsters begin to appear once again. Hurricane sets out to find the source of this new evil and a way to destroy it. With the blessing of a goddess and the support of his friends, Hurricane gains special abilities to aid him in his quest to defeat his enemies and maintain the balance of power in the world.

The story will progress from Hurricane's hometown of Kindara to approximately three other nations, and to their castles, towns, and villages. Along the way, Hurricane will have challenges that may make him question his faith in others and his role as a hero.

Game World:

Legend of Kindara will take place in a magic-medieval "fantasy" world with some inspiration from Japanese culture. The world map itself resembles an Earth-like planet covered mostly in water, with a few main continents and a number of scattered islands. The world map is fairly basic, because level design will focus mostly on creating interesting towns and villages to act as the background for the stories and character dialogue that will be the main part of the game. Hurricane will be able to interact with many NPCs in various ways which will include various versions of side-quests, decision-making, and some scripted cutscenes. There will be a lower-than-average number of random battles, so that the player may focus on character interactions. (While story is important here, cutscenes will not take front stage to the same extent of games such as To the Moon.)

Hurricane will have the option of pursuing one of four female characters for romance dialogue (AKA simulated "dating"). He may also open an item shop to sell items to NPCs.

More Details:

This project is in early development and currently seeking funding on Kickstarter, which will allow me to include the following features:

* Questline and sidequests with approximately 20 hours or more of total gameplay time. (Played at normal speed, while pursuing most content.)
* Original Soundtrack with at least 15 audio tracks. (Digital instrumentals.)
* Custom Sound Effects. (Made with bfxr for an 8-bit sound.)
* Dating/romance feature. Hurricane may earn the affections of one of four female characters.
* Item shop feature. Open your own store and sell items to NPCs.

I would also like to make my own tilesets and graphics, but don't know if I will have time for it, especially if I don't reach my stretch goals for funding. I may end up using another packaged tileset from someone else instead (i.e. not unique, but not the default).

YouTube - gameplay video:

http://www.youtube.com/watch?v=rLMcoRwQst0

Screenshots:






Character Bios:

Hurricane
Protagonist. Hurricane was trained in combat from a young age, first by his grandfather Riku and later by sensei Takato. His primary training was in swordsmanship, but he was also taught in unarmed combat. Hurricane's parents and village have always expected great things from him, as his ancestor was responsible for ending the Disaster of Ages. He is typically thoughtful and mild-mannered. His father and mother moved to far away kingdom, where his father works as a blacksmith. They left their home in Kindara (along with many relics from his ancestors) in his care. Nearing the end of his training, Hurricane began to travel as a representative of his village.

Mizuki
Support Character. Mizuki grew up in the nation of Kougen with her parents Mioko and Naoki. Her sister Sakura still lives with them. Mizuki's family was wealthy. As the daughter of a high-ranking politician, she was expected to behave "properly" at all times. However, her father fell ill and was unable to continue supporting their household. Despite their problems, her parents insisted on keeping up appearances, so that Naoki could pick up his work again after his sickness without losing any status. Unfortunately, the sickness proved fatal, and the family soon found themselves without a father, and sometime after, without a home. They found a small house to start over, but Mizuki decided she had enough of the city life, and traveled for some time looking for a nicer place to live, before finding a home in Kindara.

Harrek
Antagonist. Harrek hails from the icy kingdom of Astenbor. His mother died in childbirth. He had a rough childhood, having to feed himself, as his father didn't care much for him. He became a great hunter, and as he entered adulthood he began to live a nomadic lifestyle moving from place to place. He became obsessed with the hunt and killing ever larger animals. Once he was mauled badly by a bear, before managing to kill it. Because no one cared for him, he felt no need to care for others, and took what he wanted when he wanted. He joined up with a group of bandits to steal from travelers, and found a strange artifact on one of his victims...

DISCLAIMER: This game is in development. All media here is from the development stage, and may not represent the final product. This is an "early access" game, and it may not be completed if lacking adequate funding or pending some other reasonably severe issue.

(Edited @ 6:35 PM 1/22/2014. Added character bios.)

(Edited @ 10:25 AM 1/23/2014. Added disclaimer.)
 
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Tsukitsune

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...

Go find some mapping tutorials, you're not even using the tiles correctly.  Everything looks wrong.

You need to put more effort into learning about game design before throwing some hodgepodge mess up on kickstarter.

$12,000?  I can guarantee it won't even come close.
 
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Considering whatever I do and no matter how hard I try, everything always ends in failure for me anyway, I figured I have nothing to lose at this point, except a little time (which let's face it, probably wasn't going to be better-spent anyway).

After all this monstrosity (link) apparently succeeded, so why not me?

I realize most people here have put far more effort into their RPG Maker projects, but that's not a very good reason to come bashing my project that is barely even in the starting stage. I would suspect that energy would be better spent on improving their own projects. Though to be honest, I pretty much anticipated this type of response.

The demo I posted is to show I can make a game that has interesting levels and dialogue. It was not intended to be perfect nor is it supposed to be a reflection of the final game.

I realize there is a temptation for comparisons, but I suspect most posters here realize that many people already compare RPG Maker games themselves with other games (i.e. AAA titles), and therefore bash them undeservedly. So it is a small surprise that a person who is probably used to getting that type of response would make a post like this, which I suppose is comparing my game to other RPG Maker titles.

I'm also curious what led you to believe I need to study more game design. If anything, it seems the only reason for this is that I may need to learn how to use RPG Maker correctly, or improve my level design. Or are you claiming to be an expert when it comes to game design, and if so, based on what exactly?

I may not be an expert at RPG Maker or game design, but if we are doing the criticism thing, I should point out that as cool as your project development page is, you should probably do something about the color in those screenshots, having huge swaths of teal across a greyscale landscape does not seem very visually appealing, though I'm not saying I'd do any better. (And it seems to have garnered some favorable attention already, so you are clearly doing something right.)

TL;DR: If we're playing the project-bashing game then a game that appears to be about puking rainbows may not be the best approach to game design, either.

By the way, can you explain what it is about my game that "looks wrong"? Anything specific? Because you seem to have entirely skipped that and left the main content of your post being essentially: "...ugh".

All that said... Thank you for your confidence in the certain failure of my fundraiser!

- Devon, BlueGalaxy Digital. My statements in this post reflect my own personal opinions and not my opinions as a representative of my company. /disclaimer_herp_derp
 

Neverward

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Just saying that regardless of if you think people are being overly negative or not, people put endless hours of time and effort into their games, and to see someone who didn't even take the time to learn to map is just... kinda sad.

I mean, you literally didn't learn to map at all by the look of it, it wouldn't be hard to take a few tutorials. I'v spent at least 40 hours+ just learning how to do things in the last 6 months in preparation for my game. 5 minutes of hard study would have given you better results.

For all I know it's a nice story and a nice game, but I can't get past the fact that it looks like the same old bland RTP, but done in the most wrong way possible.

Edit:

Alright I decided to give you some real feedback here I hope you see it.

Your walls are completely wrong in the interiors. Try to fill the entire screen with one of the tiles which has a black interior with a border. Use the floor and wall tile inside of this filled space, and the border will appear nicely around your maps.

Your interiors are obscenely cluttered. Even if it's realistic for every article of clothing to be in a shop, it really just looks painful on the eyes. You don't have to show every item that's able to be sold in the entire shop.
 
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Dalph

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@Neverward:

Same, old, bland RTP?

Beware, go and hide yourself my dear, because Ksi\Liberty will literally devour you for what you just said, I warned you. :p

I personally can't understand why people hate and complain so much about the RTP materials, seriously...

There's nothing wrong with using them for a game, you can't judge a book from its cover, and not everyone are artists here and\or can afford to hire one for a custom tileset, that's also the purpose of a kickstarter campaign (to get funds also for custom art, of course "starting from a good base work").

@BlueGalaxy Digital:

Your main problem is that you need to feel more secure about your work, and you need more experience with the tool before starting a kickstarter campaign, that's not an easy task man.

You say "everything always ends in failure" for you, but this is not the right attitude, you need to be prepared, to feel determined and to feel also sure of yourself to complete a kickstarter campaign.

You need to attract attention not the contrary.

I will be honest without being too harsh (and I'm known to be a selfish monster towards games with bad mapping).

The mapping isn't good, but is also not that terrible (I've seen worse, trust me), I suggest you to find some tutorials here (there are many) and do a lot of practice with the tool, and by a lot I mean "a lot".

Good luck.
 
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@Neverward:

I understand if it isn't your cup of tea, but is there any particular reason that it would be wrong for me to seek funding at an early project stage, or before I have acquired all the skills required to complete the game as intended? (Other than the fact that most people here work on their games without funding. Because that really isn't a reason, it's just an example.)

I have taken many risks in life. Working on a game for 1-2 years without pay is not a risk I intend to take at this time, nor is it one I can afford. I might add, that if I were to ever make a game for free, it would probably be in a different game engine, as that would be required for my real "dream game" (and we all know that despite my best efforts, it would surely fall short of my dreams anyway).

I believe in my project, that it can be a fun and entertaining game. I believe I can craft a story that engages the audience on a fundamental level, with or without perfect mapping skills. I believe I can make a fairly solid game with RPG Maker, given enough practice with the software. It might not win any awards, but there would be definately be people who play it, and with funding it would be a for-sure thing. While this is a project I care about deeply, my ideal dream-game is not a for-sure thing, would be even more difficult to secure funding for, and I may never have the skills to pull it off properly. Legend of Kindara is supposed to be the next-best thing, the next-best game idea that is actually feasible without the resources or skills that many other developers have.

As for your feedback, thanks for being constructive. I agree the tiles aren't used well. The walls became fairly obvious to me after Tsukitsune's post, so yeah, those definately could use some work.

Yeah, I may have gone a little overboard on the items, so I should reduce the amount, but I believe clutter is a good thing, if only based on the fact that most mappers seem to make empty rooms with a single desk (or use similar spartanesque design). Lack of objects leaves a map feeling bland. Excessive objects makes it look like everyone is a hoarder. A good balance will provide a natural feel. So that will have to be one of my goals (especially if it's obvious enough for someone to pick up on right away).

Perhaps the reason I haven't invested more time into learning the software is because I have this problem where I want to learn new things, but then I never really succeed for any of my efforts, so I move on, and end up being terrible at everything. If I were to get funding that acts as an extra incentive or requirement to stick with something, something like making a game I care about, I may actually become the next bigshot pro at that. I'm guessing that isn't very unique, though.
 
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@Dalph

Don't take this the wrong way, but if there was a "need" to get more experience with the tool before starting a Kickstarter campaign, then I wouldn't have been able to start one in the first place. However, if I want significantly better odds at success, it goes without saying that having something better to show potential pledgers/customers is always better than something worse. Maybe this is just playing semantics, but it seems important to distinguish the difference.

I figured that if other people with awesome games aren't even trying to fund them, but games that suck in every way somehow get funded far beyond what a reasonable person here would ever likely expect (and even projects that are technically against Kickstarter's ToS still get funded, well beyond their goals even, as the one I linked to, which was apparently run by her parents and marketed as a "fund my life" for a camp with activities), then there is at least a chance at success, without further investment into what may just as well be pointless, AFAIK.

I feel you that I need to feel more secure about my work, it would certainly help me accomplish more, but the fact remains that the vast majority of games (RPG Maker or otherwise) will not make enough money to off-set the investment to make them. It may not be a stretch to assume no more than one or two people will ever even play them. Luckily for most of these games, they are often either done by hobbyists or as labors of love to such an extent that this point becomes (mostly) moot. But at the end of the day I have bills to pay and there are far more reliable (if far more soul-crushing) ways to do so. Plugging a fundraiser for a game this undeveloped is sort of supposed to help me get "there", because it should be common knowledge that people don't just make themselves change, something happens and it causes them to change. (This gets into determinism to some degree, but I digress.)

TL;DR: Should this succeed, I can make a game I believe in. If I fail, I learned how to make a Kickstarter campaign and what that entails, which gives me better odds of success at my next project, whatever that may be.

I know I need more practice with mapping... but I've decided to make my "trainwreck" prototype public, and look for funding first. If nothing else, I think the story and character dialogue should intrigue people to some degree.
 
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Dalph

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You have to start from a good and solid base man, you can't hope to resolve everything with a kickstarter campaign, especially if you're talking about an RM game, you won't get funds if your base work isn't attractive for people.

A kickstarter campaign can't create all the magic for you.

People wants to see a promising work that keeps them interested,  they don't want to throw off their money.

I'll personally never give my money to someone who can't even create a map, I mean come on...

I hate being rude pal, but that's the truth, you need to be trusted as a game developer.

I hope I explained myself.
 
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@Dalph

I'm aware that people would rather fund more attractive projects. I know the odds are against me, and I know this isn't the best idea I've had.

But if something isn't working... do something different. This is something I've never tried before.

I'm going to reiterate my point from a previous post, however. There are games that are 100x better than anything I could ever dream of making with a good team and decent funding, and they get about as many pledges as I have (very few, as of yet). Then there are games that are 100x worse than anything I would ever make, and they receive 10's or even 100's of thousands of dollars. I believe a shot in the dark is better than no shot at all.

If it did succeed, I imagine my game could become the next target for the label "undeserving success", but if that is what people say, let them. Success is success. For example, look at Justin Bieber (no offense, Biebs), plenty of people hate him, but he has many fans who adore him and is successful because of it. If I fail, just as well, I don't lose anything but the time it took to try (which, of course, isn't as much as many others have).

----

I could continue this discussison all day, but I'd rather we get the thread back on track, so for new posters: What are the things you like and dislike about my game as it currently stands? Please try to be specific.

Example: "It uses default tiles". Great. And? Where do I succeed in using them correctly? Where do I make a mess of things?

Thanks!
 
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vociferocity

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The Good: I like the way you're using two different window styles in the screenshots. using the darker one as a thoughts/info type thing is a cool idea, and it really gets across the inner monologue vs actual dialogue thing. harrek seems like an interesting antagonist, I'm intrigued about the mysterious artifact he found, and what its deal is. who had it? why did they have it? what does it do/what does it mean? it opens up some cool questions!

The Not So Good: as has been gone over a few times, your maps are a little cluttered, and you're using the tiles in a very unique way! I don't think that's necessarily a bad thing, though? using the wall tiles as counters in the interiors doesn't really work for me, since I'm so used to seeing those tiles as walls, but the bridge supports as house supports is actually pretty cool! I see what you're trying to do with having areas that are full of items, as opposed to entirely bare, and I think with some more practice you'll be able to get that across a little better.

The Real Talk: dude. putting aside whether or not your project a: will get funded, or b: deserves to get funded, I think what needs to be addressed is an entirely different question: will being funded make you make this game? honestly, I don't think it will. the way you're talking is super negative and defeatist, and hints at a problem that I think a boatload of amateur/hobby game devs can relate to. saying something like

I have this problem where I want to learn new things, but then I never really succeed for any of my efforts, so I move on, and end up being terrible at everything
 makes it sound like you've never completed something like this. by "completed" I don't mean started an enormous project, learned a whole bunch of things, and restarted/moved on to something different. that's absolutely valuable experience, and a lot of fun (and I've done it a billion times), but the skills needed to complete a game are different to the skills needed to start a game (obvious, but true!). and when you move on without finishing something, you haven't added to your "completion skills" at all.

you don't need to work on mapping before you start a kickstarter, and you don't need to work on your scripting skills, or ruby skills, or whatever. if you want people to give you money for completing something (which you are! you're not asking for money to work on a game for two years, you're asking for money to complete a project.) you need to work on your completion skills.

finish a five minute game. then a twenty minute game. then a game that goes for an hour or two. then ask people for money.

I think it's worthwhile for you to keep working on legend of kindara, because it'll be fun to work on, and if you finish it, it'll be fun to play. but like...finish it. make the scope a whole bunch smaller, work on it for a month or two, and then post it.

(disclaimer: I have not finished princess rescue!, so no need to blast me on that. I have, however, finished a bunch of teeny tiny games. it's really, really hard to finish a game. but it is so worth it)
 
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@vociferocity:

Thank you for the input. I hadn't posted the character bios until recently but I'm glad Harrek seems like an interesting antagonist. Using a strange artifact as a plot device is nothing new, but I agree it can certainly make things interesting.

I see what you are saying with the counters. I don't think there are many good tiles for tables or counters, that let you size and shape them as you want, at least not out-of-the-box.

I have finished more than dozens of projects, both personal and professional (most without any external incentive) including a few small games. My previous games were very simple and not really worth sharing with anyone but my family, which is how I would feel about this game if I shrunk it down too much. (Technically the short gameplay demo is already a very short game, but one that I'd like to continue.)

The reason I feel most of my projects have been failures, is because I almost seem to be the only person who ever cares about them. It's not because I didn't successfully finish them. I like drawing and making art, but I'm not exactly what people would call "good" (people have said I don't draw "real" enough, even when I'm trying to make a cartoon). I give up on drawings sometimes, or I'll finish them only to realize it's nothing compared to the professionals. That doesn't mean I gave up on drawing entirely, but sometimes I just have to admit I'm not very good and unless I get better it can't be much more than a hobby, even if a few people were willing to pay me for some of it, that's not enough to do it professionally. So I try to dabble in music or something, same result, not very good. But I eventually revisit it and try to build just a little more skill. This has been an ongoing process and I'm sure it's not very unusual. Does that means I can't finish a game? I don't think so.

When you post a project on Kickstarter, you are publicly commited to finishing that project. Failing to do so can have very many negative implications, including financial and social. If you receive the funding, you also have a positive incentive to finish. I believe I will succeed if my campaign succeeds, but I can't really say that I will succeed without these positive and negative incentives.

At the very least, Kickstarter is a good way to gauge interest in your project, so considering I have a few interested people already who see the potential that I see, I'd highly suggest other people with more-developed projects to consider using it. I'm not trying to sell Kickstarter on you guys though, there are other sites like Indiegogo. It's the idea that if you think the project is worth making, somebody out there will believe it is worth funding, maybe lots of people. Don't let the naysayers drag you down, that won't help you accomplish anything.

That said, even if I have been a bit overly-defensive, I want to thank you guys for the help in seeing the flaws you see. If this project takes off, I should be able to correct them relatively quickly.
 
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Neverward

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@Neverward:
Same, old, bland RTP?

Beware, go and hide yourself my dear, because Ksi\Liberty will literally devour you for what you just said, I warned you. :p

I personally can't understand why people hate and complain so much about the RTP materials, seriously...

There's nothing wrong with using them for a game, you can't judge a book from its cover, and not everyone are artists here and\or can afford to hire one for a custom tileset, that's also the purpose of a kickstarter campaign (to get funds also for custom art, of course "starting from a good base work").
I'm not scared and I won't be hiding from any good argument they may come with :p because to each their own! I do not like the RTP graphics and I think that finding free, lovely replacement graphics is SO easy that it's kind of just a shame not to use them. I do not, however, turn a game away because of the RTP graphics. If I see them utilized in an impressive way, I'm into it. You can go all out and make the RTP graphics look really something, with a little bit of scripting you can add extra layers and make it look like more then the system alone can give you. I find those games impressive.

I don't judge a book by it's cover, but I will judge a game by it's screenshots to a degree. While I agree the story and mechanics could be amazing, I wouldn't be able to play in a game that looks so poor. Maybe you could, and I say that's really awesome and I think it's nice that you are so open. But in the cut-throat world of Game-Making, I won't be coddling anyone and I expect people to look at my game with the same level of judgement, if not more. In fact, I'm pretty dang lenient.

___________________________________

@Blue Galaxy:

"I understand if it isn't your cup of tea, but is there any particular reason that it would be wrong for me to seek funding at an early project stage, or before I have acquired all the skills required to complete the game as intended?"

No, there is nothing wrong with it. There is nothing WRONG particularly with anything your doing (besides the actually wrong usage of tiles) but is it wise? No, it's just really frankly not. And I'm not saying that because I am trying to flame you. I want you to understand now that I am open to this game but that the graphics were just such that I couldn't even get past them.

The reason why it is not wise right now, is because your  game is not at a stage where I (and apparently others) at least don't see it going ANYWHERE. Many MANY RPG games go to Kickstarter, and many of them don't go anywhere and if you want to be something more then that, you have to go the extra mile. If it looks like your graphics didn't even go the first mile, then that will not make anyone want to pay for it. Improve on your presentation before you try to present it. What most normal people are looking at in Kickstarter are graphics, because usually they just watch the first video and want to see if some random game they stumbled on "looks good" and if they see bad graphics they won't WAIT for your to tell them what ELSE is good.

So no matter how long you work on your story, and your amazing game, with all your confidence you will only hinder your project by moving before it's ready, and spoiling that 1-2 years of hard work.
 
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vociferocity

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I'll make a big ol serious post later, but for right now I just wanted to say:

there totally are counter tiles! in the Interior tileset, section A, on the right-most column, the 3rd, 4th, 5th and 6th tiles from the top are table/counter tiles. when you hover over a tile, the name of the tile comes up on the very bottom-left of the screen, which is super helpful for the more ambiguous tiles
 
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Now I remember why I went with the wall tile for the counters, the regular "tables" look like low tables/coffee tables/chabudai. Looks like the characters would bump their shins on it. But the counters do look too high with the wall tiles, as it is. Is there no way to get them to look a "normal" height (other than parallax mapping)?

I remade an interior with counter revision and wall revision (2 versions, actually). Does it look any better?

New 1:


New 2:



Old:

I can't seem to find a black-inside tile that has a wooden border, does that exist in the default tiles? Also, I'd prefer to use something like a "half-wall" or "half-ledge" for the top of the bedroom wall. Something passable.

Anyway, at this point I already launched the KS thing, and so far everyone has established I'm a mapping n00b, so there may not be much point to improving anything on LoK at this point, since it looks likely to fail... I guess I could use the new knowledge towards making another, less-ambitious game, though. Or a "lite" version of LoK.

Should I make a new thread for mapping questions instead of adding to this one? I'm not sure where the mods want these types of posts. I mean it is about my game, but it's kind of more general than that as well.
 

Dalph

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@Neverward:
Obviously you haven't played Indrah and Fomar's games (or the ones of Archeia), most of them uses RTP graphics (although modified), and I have yet to find something better than their work here.

You're wrong my dear, it's not a shame to use RTP graphics for a game, it's quite the opposite in fact, it can be a challenge, not everybody can manage to create a good game with the RTPs.

And no, there isn't a really large choice of lovely and free custom tiles available (unless you want to buy them, or hire an artist or rip them from another game), but as I said not everyone can afford to do that, that's also why the RTP exists (it's a solid base).

@BlueGalaxy Digital:
Check Indrah's tutorials for mapping, they are very useful, and remember to not create the interiors too big.
 
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Just for the record, if I do make my own tiles for my own RMVXA game, I'd like it to be as original as possible, which is why it's currently a "stretch" goal.

If I make tiles, I don't just want to take RTP stuff and rework it. Of course, if it's in the same perspective, it will already look pretty similar regardless, I guess.

I don't see a problem using a free tileset, but I have to find one I like, and then using it to market my project could be seen as passing it off as my own. There's also the fact that since anybody can just go ahead and post something, add a "license" to it, and claim it's theirs, it may not be entirely safe to just use a free tileset in a "commercial" game. (They may, for example, be a derivative work of some other game I haven't played.) At least I know the RTP stuff is legit, and I'd be able to hold the EB or D folks responsible if it wasn't.
 

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@ Dalph:

"Obviously you haven't played Indrah and Fomar's games (or the ones of Archeia), most of them uses RTP graphics (although modified), and I have yet to find something better than their work here."

Actually I have played Indrah's games and I like them very much. "If I see them utilized in an impressive way, I'm into it. You can go all out and make the RTP graphics look really something, with a little bit of scripting you can add extra layers and make it look like more then the system alone can give you. I find those games impressive." Did you read anything I said?

You're wrong my dear, it's not a shame to use RTP graphics for a game, it's quite the opposite in fact, it can be a challenge, not everybody can manage to create a good game with the RTPs.
" I do not like the RTP graphics and I think that finding free, lovely replacement graphics is SO easy that it's kind of just a shame not to use them. I do not, however, turn a game away because of the RTP graphics."  Yeah I didn't say it was a shame I said I didn't like them and to each their own. So call me 'wrong' if you want which is just hilarious, this is all opinions and no one is wrong, but your not even really understanding what I'm saying so whatever.

"And no, there isn't a really large choice of lovely and free custom tiles available (unless you want to buy them, or hire an artist or rip them from another game), but as I said not everyone can afford to do that, that's also why the RTP exists (it's a solid base)."

So what is Mack and Celianna? Mack is the easiest of all because I don't think you have to own VX to use them like Celianna's (though I could be wrong) I know you can't use those ones for commercial games without permission (which you could get) but there's many many free resources abounding, the research is worth it imo.

Either way, I would have commented exactly the same if he was using a Mack or Celianna tileset and using them in that way, because the whole point to what I said which you didn't get, is that he's using the tiles terribly no matter what, and that the RTP just made that look even more scrub.
______________________________

@ Blue Galaxy:

"Just for the record, if I do make my own tiles for my own RMVXA game, I'd like it to be as original as possible, which is why it's currently a "stretch" goal."

That's a great stretch goal, I understand for someone who doesn't make tiles that RTP is the best and easiest fallback. Knowing that you would plan in the future to replace those graphics makes me at least more interested.

Also as to the maps you posted: I like the larger one on the bottom the best however the stuff in the bottom right corner still looks too cluttered. There's food on a table but no way to get to the food because either side is stacked tall with items. Try to just feature a few items, and if you ARE clumping large amounts of items together, make sure each clump has a space between them.

Also the walls are still wrong but... they don't look quite as bad ><
 
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Ruby

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I usually don't step in when things become a debate like this, but I feel the need to say something.

You posted in Early Project FEEDBACK:

We are giving you feedback on how to improve your game. Which is why it's posted here. To be honest, I could care less about a Kickstarter campaign, what I do care about? You taking our (the PLAYER) advice and not doing anything with it. We all clicked on this because we thought the name was interesting, right? We were ALL disappointed by the lack of effort put forth into a game you are seeking profit from, and greatly want you to succeed! But how can we care if you don't?

Bottom line: Intrigue us. Show us that you do care. Spruce up your maps! Need help? PM me and I'll give you advice. In fact, I took one of your map examples, and created this: Super simple! Took me all of 20 minutes, and I added most of the elements you had in your map. I *tried to use a lot of the RTP as well. You can totally make this EXACT make with straight RTP as well, I just didn't have a map setting dedicated just for rtp mapping and I had to improvise.

Game-making is something the majority of us put our heart and soul into. Nobody wants to see something so rushed and unloved up here. Put your love into it and you'll make something you're PROUD of. Can you honestly say you're proud of what you're showing us?

Good luck, I hope you follow everyone's advice. It isn't all about mapping, if you can show us something you have put your heart into, we can overlook shotty mapping and delve into what you want us to see. <3
 
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Dalph

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@Neverward:

No my dear, you have to legally own VX to use Celianna's tilesets, and Mack is even more overused than RTP if you ask me, but you're right about how he's using tiles, he need more practice.

@BlueGalaxy Digital:

Listen to Ruby (and to everyone else), if you put more effort and love into your work you will be rewarded.
 
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@Ruby:

A for effort, eh? I get this is the early project board. That is also sort of the point. It's in the early stage, so I was under the impression that there's no need for it to be perfect this soon.

I'm not trying to throw away your advice, you've all said I need to improve the mapping, that's what I've been trying to do. I can't say yet whether it will result in this particular project being a success, because as I've said previously this project is sort of dependent on my KS campaign (at least the 20+ hour play-time goal is).

Here's a couple new mapping updates (though I'm not sure how to do proper doors in walls yet):



@Dalph

Sure, I can put in more time and effort, but I'm not sinking massive amounts of it into an unsure thing. I was so sure getting a degree would land me a superb job, and now all I have is student loans. No reason to do something like that all over again. If I can only hope to live about 100 years, why spend 1-2 of them on a game that nobody plays? If people don't believe I can learn while doing, which is how I learn best, then too bad. As I've said before there are plenty of other things I can do that actually pay bills, and there are plenty of other hobbies that are much less tedious, assuming I won't be earning anything anyway.

It's not because I hate my game or anything, I'm just being real here. It is incredibly hard to make any kind of game a success, no doubt about that. Learning the RPG Maker software and becoming an expert at making RPG Maker games is all perfectly well and good, but doing so with no real reward other than a short game that you and a few of your friends play may be worth it to most people here, but it hardly seems worth it to me. I have big dreams, but if I can't reasonably reach them... then as far as I'm concerned, that's that.

I mean no disrespect to you guys, because you have provided some really fantastic feedback and have been incredibly supportive for a game that is all cookie-cutter and barely even started. Most of your projects look leaps and bounds beyond mine in it's current state, so I can tell you know what you are talking about. However, my plans have been shot down too many times for me to even care at this point, and when all I hear is "not good enough" (even if I deserve it), I just want to throw in the towel.

...

In hindsight, I probably should have saved us all the grief and just worked on it for 2-3 more weeks before posting anything... but I was sort of working with a time constraint. Kind of a complicated story there.
 

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