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Crimson Dragon Inc.

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i agree with yanfly here.....i personally have trouble mapping and eventing, but learn new machanics quickly and easily..... after a little trial and error....though most of my time in developing each chapter is around balancing...... first chapter takes the longest cuase i also create all the equipment, skills, and classes ahead of time


but i work with the more complicated stuff cuase this is my 38th project... only one that will be released to the public but still the other 37 i got alot of good feed back on them along with alot of experiance making patches for already existing triple A RPGs


make some practice games until you know your basics very well, then take baby steps with more intermediate and advanced stuff
 
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*sad sigh* You know, this isn't my first project. I have a test one in RPG Maker I used until recently when I started thinking of ideas for a game with an actual plot and potentially likable characters who get developed. 


You wanna know why I wanted to have the stealing weapons thing? Because I figured that Slimes, being animated blobs, wouldn't take well to being whacked with melee. It's jello, you think that a sword can hurt that? Even still, regardless, they have high physical defense.


But still... you wanna know why I'm so determined to get this game done? Because NOTHING I have created- writing fanfiction, games, an original Fantasy novel -has EVER been completed! Take a look at this: 








That was made by Echo607, someone who's quickly become one of my favorite YouTubers. At age 13. She was 9 years younger than I am right now, AND SHE MADE THIS! Sure, it has it's problems, she acknowledges that, but she was able to do something that I've never been able to do- she created something by herself. She MADE that world, those characters, that lore... at 13! And she pulled it off and made it a great journey, all for her big brother's birthday! 


And yet what am I doing?! The ONE Event I've made so far is THIS: 










The reason why I want to make this game is because I don't want it to SUCK! I want to SUCCEED at creating SOMETHING, because I've never been able to pull it off! The closest I've gotten is fanfiction expanding on already established lore, and even then, I have to stick somewhat to canon. 


And you're telling me to just give up and abandon it?! Or rather, that I bit off more than I can chew, even though I should know how to do this by now since I've had MV since December?! I want to make games for a living and yet I don't even know how to program because it frustrates me and yet I need to do so if I ever want to make a game in the first place! If I just stop working on this game, I'm afraid that I'll lose it. I'll lose my ideas, my motivation, I might even someday have an incident where I put in years of work only to suddenly lose all my files in a fit of stupidity! Seriously, I had that happen with a group effort story once, and three years of hard work and worldbuilding went down the tubes forever!


I just feel frustrated and angry and discouraged and upset and not even Stardew Valley is making me feel better right now...
 

bgillisp

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@Little Adventurer: Some thoughts on your issue with slimes which may help. For enemy thieves, maybe you need to ask yourself if having that feature would really make the game any more fun? I don't know about you, but enemy thieves really frustrate me as a player. How fun is it to lose that sword of ATK +150 permanently and never be able to replace it just because the enemy happened to steal it? That is an invite for your players to rage quit and never come back to your game, which is not something you want to run into. 


Maybe instead take a step back and look at your monster and ask yourself is fighting this monster fun? Or is it frustrating? What I've heard of your slimes so far I think it is the 2nd, and I would probably rage quit about the 5th time I ran into them (if not sooner). Sometimes logic needs to go away in favor of fun. That's why we don't have realistic combat in games, as no one wants to play a game where you miss 50+ times, and the first hit ends the battle.


And, if it makes you feel better, I had the same problem with a monster in my game (Plague Rats) on my first demo release. Thought it was realistic tough monster, until a player missed 10x in a row on them due to bad RNG and lost the battle. Had to reassess the monster after that, and now (hopefully) I got something more fun for the player to fight.


Though, maybe this should be discussed more on a thread on balancing? I think you could create one, not sure under what forum (Yanfly, do you know? Or mods?)


Anyways, hope that helps a little. Back to discussing Yanfly's plug-ins. (Which are AWESOME by the way!).
 
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Wouldn't I technically be able to get it back if I Snatched it? Assuming I marked it as such, that is. Or if the monster dropped it anyway. 


I could have sworn I did that in the Troops event too... sigh. I'll try that out, I guess. I could be wrong.


*weary sigh* I just... I'm sorry, but I want to create something of my own that has an actual plot. A story, a point, my own characters in my own world... I mean, look at Echo there. At 13 years old, she made an entire game, with a time crunch, for her brother's birthday. And that? Was her first actual game. -Before that, she'd only done a demo where she's walking around in a field filled with cats that meow- Took her months to make, pretty much nonstop working on it. And with her being 13, you'd think it'd be So Bad It's Good, but it's actually pretty good.


 I just want to do that. I want people to look at my world and say to them, "I made this! Aren't you proud of me?!"


I know I can't please everyone, but dammit I just wanna make something! I just hate getting stuck, in games or otherwise, because it impedes my progress. If my progress is impeded, and it takes me days, weeks, months, literal years to solve a puzzle in an adventure game... I quit. I give up, and most likely won't pick it up for a long time if ever. 


And then I'll forget about it, and it'll be just another failure in the pile for me...


*sighs again* I... suppose I could look for writing prompts or something... *shakes head* I just want to make something awesome, is that too much to ask, stupid brain?


 I mean... I love your plugins a lot, because pretty much all of them are useful to me in some way. And save me a lot of trouble implementing stuff myself as well. I even credited you in my main menu. :)  So just... thank you for all that you do. 


I'm sorry I cause so much trouble, probably annoying you with all my stupid and obvious questions. Sometimes I feel bad about asking about anything here, because I feel like I'm being stupidly bothersome.
 
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Dennis89

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I am getting a weird error when I use the ATB plugin system. It says: "RangeError: Maximum Call Stack Exceeded." However, when I run it as the regular dtb system I don't get that error. Am I doing something wrong?

Capture2.PNG

Capture1.PNG
 
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If enemy thieves stealing weapons is seen as so taboo and unfun... then why make it so they can steal items with your stuff in the first place? :/


Hypothetical example: you have a not exactly rare but very expensive item in your inventory. And then it gets stolen.


How is that any better or worse than what I'm trying to do? I'm just trying to take what you had and apply it to stealing other things, which I'd logically think would be smart for a thief because they should naturally have eyes for more than just items, but also gold, armor, weapons... loot comes in many different types after all. Or at the very least, they're more likely to rob you of gold than inventory stuff. 
 

Zerothedarklord

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I would like to request a minor modification to one of your plugins (or, if it doesn't require a modification, a brief explanation on how to achieve what I need would be greatly appreciated). 

Plugin in question: YEP_SmartJump

Request: I could really use a toggle switch, a switch that is required to be set to ON for the player to be allowed to jump. 
Additionally: I would also like a way to disable jumping while dashing. 
 

Omegadragon8

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If enemy thieves stealing weapons is seen as so taboo and unfun... then why make it so they can steal items with your stuff in the first place? :/


Hypothetical example: you have a not exactly rare but very expensive item in your inventory. And then it gets stolen.


How is that any better or worse than what I'm trying to do? I'm just trying to take what you had and apply it to stealing other things, which I'd logically think would be smart for a thief because they should naturally have eyes for more than just items, but also gold, armor, weapons... loot comes in many different types after all. Or at the very least, they're more likely to rob you of gold than inventory stuff. 

Just wanted to add my two cents. Little Adventurer, I have played a lot of RPGs and I have to say that in many of them my character will charge head first with no fear into dragons, demons, armies, etc. But one rust monster (D&D, destroys gear) or grey ooze (also D&D, corrodes gear) or gelatinous cube (does what your slime does in D&D), etc, and whatever character I have made will do their best impression of the lady in Tom and Jerry when she screams, jumps on a chair, and throws things at a mouse. Because of this I think it's an awesome mechanic (because it's terrifying). That being said I so absolutely no problem with it if it is used rarely, though if it is a common enemy I would agree that it would be frustrating. 

As for getting this to work, I have a little piece of advice....

Stop. Just for a little bit. It is more detrimental to get hung up on trying to accomplish one thing and doing nothing else. Move on and do something else and let future you come back and fix it (because future you will be better at it :D  ) When I get hung up on something (and as a super analytical, almost ocd type person, it happens often) I have forced myself to move and leave a note behind, so I won't forget and will be able to come back at it later, especially with anything involving scripting. Scripts can freak out over the simplest things (did you know the semicolon ";" has an equivalent that can be entered called the greek question mark ";" and it looks the same but ruins the script), so coming back with fresh eyes will let you notice if something is awry. 

As for the note, I use something blaringly obvious.. it dots my project everywhere; and I am not a brony, a friend of mine is, and unfortunately for me I am well aware of the characters names  >_>


 

Anyway, I like this picture because it's hard to miss (some entire maps have it as a parallax) and makes it impossible to forget something when playtesting rolls around, also, coincidentally, that is the face the future you will make when you figure out what the past you was doing wrong.

I am in the same boat as you are as far as wanting to actually finish something. I have tried writing novels, over and over again (hate my own writing style), screenplays (still hate my own writing style) and even recreated my own world lore to fit D&D (wrote several books that are still played by many groups to this day, though I still did not finish that either). Just keep in mind that the professionals in game design are limited by four things; personal skill level, time, resources, available technology. If this is going to be your Magnum Opus of Completing Something, just keep in mind you are only limited by personal skill level, resources, and available technology, but not time :)  

If you want to bounce around story/game ideas feel free to pm me ;)  

 


Now, Yanfly, sorry for the super long superfluous post, and for this question I am about to ask.

Your tips and tricks for stat upgrade on your website has two people trying to figure out a way of implementing a per use increase to the stat cost. Mortalis used skill.learnCostJP +=25, which works, but 1990pink replied that it only works per session and when you relog it will show the reduced amount but still deduct the increased amount. Do you know of a work around in your lunatics? I am trying to create a system kinda like dark souls stat increase, but nobody appears to have figured this one out. If not than I will just create several copies of the skills with increasing costs that replace the previous one, just wanted to save on database space. Please and thank you, you sexy awakened AI rabbit you.
 

HeroicJay

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If enemy thieves stealing weapons is seen as so taboo and unfun... then why make it so they can steal items with your stuff in the first place? :/


Hypothetical example: you have a not exactly rare but very expensive item in your inventory. And then it gets stolen.


How is that any better or worse than what I'm trying to do? I'm just trying to take what you had and apply it to stealing other things, which I'd logically think would be smart for a thief because they should naturally have eyes for more than just items, but also gold, armor, weapons... loot comes in many different types after all. Or at the very least, they're more likely to rob you of gold than inventory stuff. 


Can I recommend a few things?


The first thing I'll recommend is not to spend too much energy comparing yourself to other people. I'm serious, you just went into a rant about how one thirteen-year-old girl made what you consider to be a solid video game. Okay, and? Most thirteen-year-olds lack the talent for that, so she would be an outlier. And what do her accomplishments have to do with you?


The second thing I'll recommend is not to brush off criticism so quickly. So far two people have said that monsters that can steal weapons are more likely to be frustrating than fun. And I'll make it three. And this ties in with a third thing to recommend: Don't be too tied up over what is realistic when making a video game, especially when more realism makes your game more of a chore to play. I'll quote TV Tropes on another form of forced realism some designers add to games:

At least within the hobbyist community, game authors who impose an inventory limit to genres which usually do not feature them will often feel the need to justify this, claiming to have "always been bothered" by the blatant unrealism of unbounded carrying. Strangely, players who do not go on to write games which feature an unreasonable inventory limit never seem to have trouble with this.


I have a fourth thing to recommend, but it's basically what Yanfly already said: know your limitations and pace yourself. That's not the same thing as giving up, just don't try to do too much too fast. You're complaining that you don't know how to do something kind of esoteric in a game system you've had for about four months, and you claim you don't know Javascript. If you want to do such things, then you should either find someone who does know JavaScript to help you (this topic is for Yanfly's already-existing or announced plugins, so I'm not saying to do so here) or learn Javascript. No one ever said making games was a quick process!


Anyway, this discussion has managed to get way, way away from the topic.
 
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*just silently nods and is unsure what to say* ...Sorry....


 I'll be quiet and take this to PMs to get out your hair. Sorry to be such a bother.


>.<
 
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Yanfly

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I am getting a weird error when I use the ATB plugin system. It says: "RangeError: Maximum Call Stack Exceeded." However, when I run it as the regular dtb system I don't get that error. Am I doing something wrong?


View attachment 35961


View attachment 35960


BASIC TROUBLE SHOOTING


1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video:http://yanfly.moe/yep/changelog/


Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


---

Your tips and tricks for stat upgrade on your website has two people trying to figure out a way of implementing a per use increase to the stat cost. Mortalis used skill.learnCostJP +=25, which works, but 1990pink replied that it only works per session and when you relog it will show the reduced amount but still deduct the increased amount. Do you know of a work around in your lunatics? I am trying to create a system kinda like dark souls stat increase, but nobody appears to have figured this one out. If not than I will just create several copies of the skills with increasing costs that replace the previous one, just wanted to save on database space. Please and thank you, you sexy awakened AI rabbit you.


I feel like if anything, I should redo this tips & tricks in a future video to show how to do things like incrementing and limited number of "learns". For the time being, there isn't a viable way of doing this without making it too complicated.


---

If enemy thieves stealing weapons is seen as so taboo and unfun... then why make it so they can steal items with your stuff in the first place? :/


Hypothetical example: you have a not exactly rare but very expensive item in your inventory. And then it gets stolen.


How is that any better or worse than what I'm trying to do? I'm just trying to take what you had and apply it to stealing other things, which I'd logically think would be smart for a thief because they should naturally have eyes for more than just items, but also gold, armor, weapons... loot comes in many different types after all. Or at the very least, they're more likely to rob you of gold than inventory stuff. 


In the vein of things, the Tips & Tricks, it's specifically items that aren't key items that are valid candidates for being stolen. Items are generally one-time use, consumable, and easily replenished. Weapons and armors, not so much. They're typically more expensive, way more important to battle and continuation of the game, and more. However, if you're considering losing an elixir, one of the most powerful consumable items in most RPG's, to be equal to or worse than losing any weapon or armor, you ought to reconsider your gameplay philosophy, because I assure you, the majority of players won't think that way, not even the pack-rat type of players.


But seeing as how you wish to make your game better (and as many should), I highly recommend you heed way towards the Game Mechanics forum:


http://forums.rpgmakerweb.com/index.php?/forum/17-game-mechanics-design/


The forum is a great place for discussion to figure out how to work things out in your game, see what other experienced developers have to say, and get proper feedback from it instead of from here where a limited amount of people go to visit. As you've been saying how a 13-year old girl created a game like that, most likely from scratch and on her own, I don't recommend you do the same. The end result of doing everything from scratch and having other people help you is that you'll still end up with a game regardless. However, by having other people help you by giving you feedback, making suggestions, etc., it will take a lot less time considerably than doing everything on your own.
 

osborn2009

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I've been using several Yanfly plugins for my game, one of them being the Party System plugin. I want to lock the first party member so that they cannot be moved around in the party since they are the protagonist. When testing the game in RPG Maker MV, it works fine. However, when I deploy the game to send to friends to test the game, the protagonist is no longer locked. Is there a reason that it doesn't work when I deploy the game that I am missing?
 

JLowther

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I'm wondering if there's any way to move enemies up and down the screen using the Action Sequences and the "move" command. It appears you can move the target forward or backward, but not up and down.


In this case, would it be possible to "float" the target up or down the screen instead? Also, can the Action Sequences or a similar plugin set new home locations for enemies after having moved them? (other than just through rows, I mean)


I plan on doing this for the sake of using abilities to move enemies around and then do things like AoE them.


Thanks in advance!
 
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Sorry for being so troublesome lately. :( I'm sure you know how it feels to be frustrated with designing a game.
 

Omegadragon8

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I feel like if anything, I should redo this tips & tricks in a future video to show how to do things like incrementing and limited number of "learns". For the time being, there isn't a viable way of doing this without making it too complicated.

Can't wait, sounds amazing! Guess I will move onto a different task for the meantime.
 

Opa-Opa

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Hello! I ran across a quick bug with State Categories. I downloaded the latest version earlier today, so I don't think it's a version problem. Namely, given a state with this tag:


<Category: debuff>




A skill with the following tag works:


<Remove State Category: debuff>




But the following JS does not:


battler.removeStateCategoryAll('debuff');




However, after some playing around with the debugger, I figured out this does:


battler.removeStateCategoryAll('DEBUFF');




Which makes me think you might be converting the category string to all-caps initially, but removeStateCategoryAll() fails to convert its parameter to all-caps as well. isStateCategoryAffected() and .getStateCategoryAffectedCount() both seems to work as intended. I didn't test the other notetags or JS functions. 


And let me use this opportunity to say thank you, thank you so much for all your amazing work. It is absolutely the case that I would not be using RPG Maker MV without your insanely incredible suite of plug-ins. Twice in the last month of game development, I've wanted some functionality, and like magic you've put out a plug-in to handle exactly what I needed a few days later. Scrolling through your list of plug-ins inspires me! I am blown away that you've put so much work into creating and updating them. I am having an incredible amount of fun making my first RPG, and it wouldn't be possible without you. So again, thank you for all you've done for the RPG Maker world. 
 
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Yanfly

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I've been using several Yanfly plugins for my game, one of them being the Party System plugin. I want to lock the first party member so that they cannot be moved around in the party since they are the protagonist. When testing the game in RPG Maker MV, it works fine. However, when I deploy the game to send to friends to test the game, the protagonist is no longer locked. Is there a reason that it doesn't work when I deploy the game that I am missing?


Hi, did you try all of these steps?


BASIC TROUBLE SHOOTING


1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video:http://yanfly.moe/yep/changelog/


Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


---

Hello! I ran across a quick bug with State Categories. I downloaded the latest version earlier today, so I don't think it's a version problem. Namely, given a state with this tag:



<Category: debuff>




A skill with the following tag works:



<Remove State Category: debuff>




But the following JS does not:



battler.removeStateCategoryAll('debuff');




However, after some playing around with the debugger, I figured out this does:



battler.removeStateCategoryAll('DEBUFF');




Which makes me think you might be converting the category string to all-caps initially, but removeStateCategoryAll() fails to convert its parameter to all-caps as well. isStateCategoryAffected() and .getStateCategoryAffectedCount() both seems to work as intended. I didn't test the other notetags or JS functions. 


And let me use this opportunity to say thank you, thank you so much for all your amazing work. It is absolutely the case that I would not be using RPG Maker MV without your insanely incredible suite of plug-ins. Twice in the last month of game development, I've wanted some functionality, and like magic you've put out a plug-in to handle exactly what I needed a few days later. Scrolling through your list of plug-ins inspires me! I am blown away that you've put so much work into creating and updating them. I am having an incredible amount of fun making my first RPG, and it wouldn't be possible without you. So again, thank you for all you've done for the RPG Maker world. 


Oh huh, I thought I added the functionality for it to auto convert the category to all uppercase. I'll get that updated for tonight. Thanks for the catch!
 

Lance Skyes

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My issue isn't necessarily a bug strictly related to any of your plugins, but I think either the Item Core or Equip Core (or both) is making it so that an actor's "Initial" weapons and armors don't equip when they're added to the party. I tried using the <Not Independent item> notetag, but that didn't help at all.


Is it an issue with the plugin(s) itself, or does it create a "rule" that the item has to be in the party's inventory before it can be equipped? Again, this is for the "Initialize" function, not the "Change Equipment" command.
 

Zerothedarklord

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I would like to request a minor modification to one of your plugins (or, if it doesn't require a modification, a brief explanation on how to achieve what I need would be greatly appreciated). 

Plugin in question: YEP_SmartJump

Request: I could really use a toggle switch, a switch that is required to be set to ON for the player to be allowed to jump. 
Additionally: I would also like a way to disable jumping while dashing. 
Just in case it was missed.
 

CursedFoxfire

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Just in case it was missed.
I just tried this out to see if it would work. For the common event that has the SmartJump plugin command put it under a conditional branch where the switch that you want to control whether you can jump or not, has to be on. Next create another event that, when activated, will turn the switch ON if it is OFF or turn it OFF if it is ON. This can be done by making a common event with a conditional branch, with an else branch. Set it so it says, if Switch X (The name of the switch you chose) is ON then turn it off. Else, turn it ON. Then bind it to a key or use this on a event, etc. This will allow the player to toggle the ability to Jump by pressing a key or can be used to set up so players may only jump in certain areas.
 
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