I'm curious if there are any new event options they haven't talked about it yet.
And if they changed something in the database, too.
And if they changed something in the database, too.
No. I assume you might be able to do it with a plugin, as you did with MV.Can tile size be changed? I'd prefer 32x32 over 48x48...
Well, we know there's a whole new System2 tab in the Database. I'm curious to see what's included there.And if they changed something in the database, too.
MAD FATHER?I really enjoy most horror games, even the Maker ones. I liked "Camp Sunshine" which was what I would call "popcorn horror." It wasn't extravagant but it was a nice short game with a decent story, it mixed in some of the "run and hide" elements that great franchises like "Clock Tower" implemented. I recommend checking it out. There was another one I can't remember the name of that was awesome but it involved playing a little girl and you had to escape from your father and you find out he was doing wicked experiments, I wish I knew what it was called.
I agree that regardless of genre, depth is the no.1 factor when it comes to being a memorable story. A horror story still needs depth and good structure to be "good", even if horror story itself could pull player in quicker with stronger atmosphere. Horror story just has the advantage of creating emotions quicker, it doesn't necessarily mean it's a free pass for a good story.
A combination of reasons. 1. there is a big one that is in this weeks reveal, and 2. there are tons of little tweaks here and there in the event commands and I'm still finding ones I hadn't noticed yet and 3. I'm running behind just on attempting to get each of the major reveals out on time without trying to catalogue every single event command change.But we haven't yet got a full reveal for some reason.
It's all relative to what you think "horror" is. I mean, creepypasta is not exactly an horror story, is more of a grim urban legend. It's convenient: modern assets and kids aren't pretending too much (not speaking "glitchy" graphics are part of the myth).It's hard to imagine an indie dev would have the same resource to replicate the same feels.
I understand what you're intending to mean, but to be fair, it just takes a bit of elbow grease, and using default assets doesn't do the argument much justice. Sure, studios have a better shot, but it's not impossible for indie to (and by extent, RM), too.Decided to make a screenshot to show why it's tougher for indie dev to create epic feels with presentation.
A "compelling scene" is certainly doable by indie, but only if they work with their strength and avoid their weakness. And certain story genre, such as epic/political tend to make indie weakness more obvious, that was the point that I was trying to make from the start: it's easier for horror/darker indie game to succeed because it's easier to create horror/dark feeling with less resources.I understand what you're intending to mean, but to be fair, it just takes a bit of elbow grease, and using default assets doesn't do the argument much justice. Sure, studios have a better shot, but it's not impossible for indie to (and by extent, RM), too.
This cutscene is using MV3D (since I think if you're going to compare something that's rendered in 3D to at least something on the same level). It's just an example of things people *can* do to create compelling scenes. It's honestly entirely down to the creator's skill, and/or limits.
I'll agree that in this context, the scene's dimensions don't matter, I just wanted to show it as an example of what people are capable of doing as indie, and how it can be applicable/expanded.As far as "skill" goes, I wish every problem can be solved with just "skills". But sometimes that's just not enough. If I want to create an epic battle scene with hundreds of soldiers fighting each other, each animated with more than 3 frames, and background shows depth of field like that helms deep battle in LoTR movie, I'd need way more resources than just rtp and skills. If I attempt that kind of feels with just rtp, 3 frames animations and top down perspective, it will just look worse than AAA commercial games and potential customer will just pay for AAA commercial games instead.
Maybe for you. An individual scene is not enough for me. If the story is crap, I'm not gonna enjoy it as much.On the other hand, a darker/horror/mysterious scenes created in RTP has much better chance to compete with commercial games if they are done right. That's why I feel mystery/horror/dark RM game has greater advantage than epic shonen manga jrpg.
I don't believe RM can do the horror atmosphere easier either, but I do believe they can give one a chilling experience. It all comes down to the writing.I'll be honest, I don't get the whole "RM can create horror atmosphere easier" cause I cannot for the life of me take 2D horror games seriously as "scary" at all.
Horror games only got good as actual HORROR games when graphics starting getting good enough for strong immersion.
Usually horror games from before then were horror THEMED games, but not actually horror games.