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Post by Deleted on Sept 9, 2005 0:00:44 GMT -5
It looks for sure as though the second dungeon is the last place I can make in the game due to memory constraint. On one hand I'm disappointed I can't finish it and such, but on the other hand I'm relieved I don't have to keep working on it. I will release one final demo up till after the 2nd dungeon with the additions and improvements since the last demo and hope all of you play and enjoy it. Now I'm left contemplating what to do next...
Unlike most of you guys this has been my only project I've ever been serious about with an RPG Maker and the only basis I've come up with since 4.5 years ago, and I haven't thought at all about anything else I could make. In the last two or so years I've changed a lot myself and don't like some of the more optomistic messages in Paladin's story, and so I wonder if I should try to conceptualize a new story, game, and world. There's no way I'm re-doing Paladin on another Maker, though I know if I worked on a new story the Paladin story and characters would likely be influential in the new story. After having the great 3d graphics and broad customization of RPGM2 I don't think I could be happy with RPGMXP nor RPGM3, however the memory issue of RPGM2 would force me to make a really short, really linear game, or poor-quality game instead of what I was aiming for with Paladin and thus I'm not sure what to do. I also very much admire stories with multiple characters' stories intertwining and connecting like Lord of the Rings and Arc the Lad II and had little to none of that planned for Paladin. I've also become more wise in story and character development, so perhaps my new story'd be better than the old one. I read One Flew Over the Cuckoo's Nest this year, and now will be unhappy with an rpg of the normal setting and story formula and wonder if what I want is even possible on a maker, and I still have no idea what the premise for the story would be...
Anyways, these are some ideas I've thought of that I might do. Each have their pros and cons, but oh well. I'd like all of you to post any ideas you can come up with.
- start conceptualizing a new game, story, and world to make on a maker, adjusting for maker's capabilities - make an rpgm2 file of Paladin's cutscenes, basically the story without the gameplay - try writing a short novel of Paladin's story or the new story, even if I just end up posting it on my website or something - quit making games and just play them
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Post by Rodak on Sept 9, 2005 3:17:15 GMT -5
As long as I have been posting on these boards I have been contemplating, and supporting, the notion of making a cartoon on RPGM2.
If you like the story, and want to tell it, the cut scene idea seems to be the way to go.
I know what it is to be devoted to a story. My whole effort with Videogamedrome is intended to hone skills that I can use when I return to The Clean Underwear Quest. I will finish that! I only got RPGM2 last Winter Solstice Holiday (Christmas), and never had RPGM1 until a couple months ago (mostly to play older games if I ever get a dex drive).
You could consider what I did for memory limitations on my game... just reset to level one and lose your stuff between chapters. It is a quick and easy way around the limits of one memory card/block. It is contrived... but it works.
But from your list, I like the "movie" idea best.
Good luck with whatever path you choose.
Peace.
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Post by The Smurf on Sept 10, 2005 21:26:27 GMT -5
first of all, that totally sucks. secondly, i would definitely work on a brand new story. i'm sure you could come up with something great. as for making a paladin "movie" or "novel", i'd say either or both, but i'd do at least one. if you can't make the whole game by making the game, then go with the next best thing. definitely do NOT quit making games!!!!!! seriously! just thought i'd throw my 2 cents in... -the smurf
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Post by doyleman on Sept 10, 2005 22:09:57 GMT -5
yus, quitting only helps if its for a fight, otherwise, do not quit! anyway, I'm with smurf aka Fluffy the Bunny, but whatever you feel comfortable with
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Post by Rodak on Sept 11, 2005 4:23:52 GMT -5
Wait a minute... You were serious when you said quit making games?? I don't believe it. Not just because of this anyhow. If other factors in your life are making you consider that, fine... Life comes first. But just over this??You must have been joking. There... I used my very first emoticon smilie thing. I even enlarged it and gave it red hair. That should show how convinced I am that you can not have been serious. Peace.
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Post by Deleted on Sept 11, 2005 9:10:29 GMT -5
Well, I was considering it. On one hand, I'm not really content with any of the RPGMs, but on the other hand I do need some sort of creative outlet. Anyways, I'll release a final demo of Paladin up to the second dungeon. The second dungeon has the events and objects required to advance, a lot of treasure chests in good locations (you'll see what I mean), and a huge-ass map that is definitely some of my best work with the map editor to date (there's exactly 1000 terrain markers in it . Since the last demo I have added some things, fixed some things, and improved it a lot from all the suggestions from people who played the last one. Thank you to everyone who has played (a) demo(s) of mine and that will play the final Paladin demo. This final Paladin demo alse includes the next place in the story after the first dungeon and the two cutscenes there. Lastly, I spent about 6 or so hours coming up with sweet gameplay elements for another game and writing them up in detail. This should be the best rpg ever. ;D I'll post the info I have in a new topic, and thank you very much for the support guys!
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Post by NASH7777 on Sept 15, 2005 7:29:23 GMT -5
I'm honestly suprised you ran out of memory! I've never come even close to this is any of my games, with tons of visual effects and a CBS. Actually i think the CBS is what helped me save a lot of memory. I have no items,skills,weapons,enemies,etc... And I deleted what there was of them.
I would suggest that you span Paladin over to a multiple memory card type, have it password accessed, you can also bury info in the password that you want to bring over, or try doing the cheat save way to transfer saves, i haven't tried that method myself.
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Post by Bigfoot on Sept 15, 2005 11:57:11 GMT -5
Yes, there is alot of options, giving up now would be indeed sad, maybe you should look into a couple of memory saving tips, and carrying over stats onto another file. anyways best of luck.
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Post by Rodak on Sept 15, 2005 12:19:58 GMT -5
I'm honestly surprised you ran out of memory! I've never come even close to this is any of my games, with tons of visual effects and a CBS. And I run through memory like a thing that runs through memory! Many of my VFX take up 6,000 units to 12,000 units. I have run out of memory on both game I made. Mostly due to heavy use of graphics. I delete unused stuff as I need more memory, but constantly run low. I am amazed at those who make good games without running out of memory. Whatever you decide to do with Paladin will be the right choice. It's your project and only you know what is the best way to proceed from here. Good luck with it. Peace.
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Post by Dungeon Warden on Sept 15, 2005 15:23:36 GMT -5
Yeah, VFX can be real memory hogs. However, there are tricks to using the VFX editor to save memory. You can make simple effects that look very good. Use repeat unstead of making long VFX. My effects rarely run more then 60 frames (many are only 30). Create various effects that can be used for similar things instead of creating different effects for every action.
I still have lots of memory to use to make my game and I use a lot of custom stuff. It is possible to make a long game with RPG Maker 2, you just have to manage your memory well.
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Post by Bigfoot on Sept 15, 2005 18:37:05 GMT -5
Like in Hippy Hunt 2, during the gun shots I just repeat one VFX, and such. The shorter the frames, the less memory it will take up.
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Post by Deleted on Sept 16, 2005 6:39:11 GMT -5
Yeah, it's because I'd finished all the databases and roughly had:
15 Party Members 80 Classes 400 Items 350 Abilities 80 Indirect Effects 1500 Scripts 250 Direct Effects 90 Buildings 13 Maps 250 Objects 50 VFX 400 Events 300 Character Models 60 Enemy Models 13 Units 12 Enemies 12 Enemy Actions
Maxes I hit:
1000 Script Commands 1000 Terrain Markers
Anyways, I'm working on a new game and so far the story is way better than Paladin; I'm even amazing myself. I've emailed Ves and he's gonna help critique it once I email an intro to him, so I'll be getting extra insight into the story before deciding on anything and making it. This will surely make the story better.
I'm so happy with the story so far that I won't post anything about it - ever. I'll be posting a demo up to a certain point when I'm there, but I want to map out everything before beginning work on it so it may be a while. I'll be uploading the final demo of Paladin in no time. I was too unmotivated to keep working on it, so the 2nd dungeon doesn't have Enemies nor Units in it but you can still look around it (this is where I hit the 1000 terrain marker limit, definitely my best Map to date). There's also one more place and two more cutscenes. Now I'm super-pumped that I quit Paladin - I love having a blank slate to work on!!
The quality of everything will be equal to or better than Paladin, but on a smaller scale: Cities 2 sections, Towns 1 section, etc.
This time I'm writing it like a movie script. By doing this I can see before-hand whether the dialogue and cutscenes are entertaining and that nothing drags on. I'd recommend everyone to do this since more or less you're directing a motion picture when making a cutscene in rpgm2.
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Post by Rodak on Sept 17, 2005 5:12:07 GMT -5
Yup, I think in storyboards (movie scripts taken to the next stage of development) so you are definitely on the right track there. And; Like in Hippy Hunt 2, during the gun shots I just repeat one VFX, and such. The shorter the frames, the less memory it will take up. Well, almost. A 300 frame Visual Effect takes the same amount of memory as a 1 frame effect. It is the number of motions (little blue boxy things) and number of elements you set that takes up memory. I often repeat short ones for effect (sometimes adding a different one in the middle for fun) but if you've played The Quest demo you know that I get carried away filling as many elements as I can and then trying to fill each bar with as much as I can fit. If I were doing this professionally I'd be more conservative, but with no real reason to conserve I'll be liberal with my use of memory (OOH! A politically charged VFX description!). Peace.
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