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Draygone
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Post by Draygone on Nov 4, 2004 0:53:14 GMT -5
A very nice offer indeed. And yet, another one that I can't really take advantage of, what with me having my own forum at the Mag. But, at least others can take advantage of these offers.
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Draygone
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Post by Draygone on May 24, 2005 17:07:30 GMT -5
Well, I was probably gonna make it optional anyway, I was just curious.
And only a few bosses have real quick introductions. Every other boss is too important to not lead up to. Though, only one or two bosses have exceedingly long scenes right before them.
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Draygone
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Post by Draygone on May 22, 2005 18:40:33 GMT -5
It's probably happened to you before. (Especially in a Final Fantasy game.) The villain takes five minutes of your time explaining why he's so evil, and finally he finishes and begins to fight you. Except, oh no! You lost! No problem, you'll just try again. But first you have to go through a fate worse than the death you just experienced: having to listen to the villain repeat everything again for another five minutes.
Thus the reason for the poll. Should you be forced to watch the cutscene again, or should it skip right to the battle? Or maybe you should be given a choice every once in a while. What do you think?
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Draygone
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Post by Draygone on May 1, 2005 22:21:46 GMT -5
Dude, I figured out the cell-shading quite some time ago. I only posted it at the Agetec forum and the old Pavilion, so my post is probably long gone by now.
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Draygone
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Cliches
Apr 7, 2005 21:18:48 GMT -5
Post by Draygone on Apr 7, 2005 21:18:48 GMT -5
The first one appears to be geared towards pen and paper RPGs more than anything. The second one, I've seen more than once, but it's still an interesting read.
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Draygone
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Post by Draygone on Apr 4, 2005 22:26:15 GMT -5
Max Drive is best, as it doesn't require you connect your PS2 to your PC. Of course, you have to be careful to use the right options, as Valk found out the hard way.
The X-Port is essentially a SharkPort ver. 2 from what I understand.
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Draygone
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Post by Draygone on Mar 23, 2005 11:30:05 GMT -5
Yeah, I very well remember that trick. I also noticed a couple flaws with it, though. For one, you can't see shadows under where the wall would be. Another, it would look kinda funny if you had something hanging on the wall, and you turned the camera behind it and the object appeared to be floating. Not terrible flaws, but kinda noticeable for me.
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Draygone
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Post by Draygone on Mar 22, 2005 16:15:47 GMT -5
The reason they looked so great is because 2D graphics don't take up as much memory and power to look nice. 2D graphics don't look like they're made up of polygons with blurry textures, not to mention there usually isn't any problem with aliasing aside from Mode-7 and scaling graphics. To make a 3D game look as good as, say, Chrono Trigger would take up lots of memory and power, and right now I don't think any system is powerful enough to accurately portray some of Chrono Trigger's areas in full 3D. They might come close, but not quite there.
Likewise, RPGM2 games will generally look the same whether you have a still camera or a moveable camera. Except you get a sense of being in a real 3D area when you can change the camera ange.
Anyway, I'm not sure what I'd use. At least in buildings. I mean, when you have camera control indoors, you'd always have to deal with the wall closest to the screen obstructing view of the usually small room, which IMO just doesn't look very nice. Everywhere else, still not sure. I wouldn't mind allowing the player to change the camera angle, but then it would be possible to see the horizon ten feet away, with bad pop-up. I might use a limited camera option, where pressing a button simly changes between three viewpoints, with the L/R buttons still rotating the camera.
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Draygone
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Post by Draygone on Apr 7, 2005 21:24:52 GMT -5
No, there are plenty of games out there that aren't at the Pav and the Mag. Most would be made by people who had no file-sharing device. Some used to be at a place called RPG Maker Garden, which I believe was at least as big as the Pavilion, until the Garden shut down and any exclusive games it had were lost forever. Some games might've been only available directly from a person who made them, and some games were lost in one of the transitions that the Pavilion made.
So most likely, you're only going to be able to play the games that are at these three places (Pav, Mag, and here).
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Draygone
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Post by Draygone on Apr 12, 2005 22:23:01 GMT -5
Yeah, in a world where you generally don't know of any worlds beyond your own (aside from alternate dimensions maybe), you don't really have any reason to give a name to the world.
But if you need a name, talking gibberish until something sounds good might work. Just...don't do it while others are around.
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Draygone
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Post by Draygone on Apr 1, 2005 23:48:56 GMT -5
A little fact for you here (as in, I made it up a while back). The sand man doesn't really use sand to make the world fall asleep. He uses one of those keyboards that you can step on to make music. "Sand Man" is really just an insult name, because once he actually tried using sand to make people fall asleep, but all he did was give everyone in the world sore eyes.
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Draygone
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Post by Draygone on Mar 28, 2005 19:53:22 GMT -5
Usually if the villain is able to succeed, there's still some reason that the heroes would still want to defeat him. Perhaps his great evil deed is a means to an end. Like if a villain was able to make that asteroid hit the planet, which destroyed much of the life on the planet; something that the heroes were trying to prevent. And yet it would turn out that the asteriod left a gaping hole that went deep into the planet, and the villain intended to go down that hole and used his power to cause a chain reaction that would cause the world to explode. Why he'd want to destroy all life in the first place is another story, but in the mean time, you'd certainly want to stop him from succeeding in his ultimate goal.
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Draygone
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Post by Draygone on Mar 22, 2005 10:48:44 GMT -5
Yeah I know what you mean. If there's no good reason for a boss to appear, then there shouldn't be one.
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Draygone
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Post by Draygone on Mar 20, 2005 18:44:55 GMT -5
Yeah, technically I guess so, but you wouldn't know that until you saw it happen.
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Draygone
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Post by Draygone on Mar 20, 2005 1:04:34 GMT -5
He means plotwise. There have been some games where the villain succeeded in destroying/ruling the world as part of the story, and the game continued after that. Heck, in most of the Final Fantasy games, the villains almost always are able to succeed in each of their plans, until near the end when it's time for the heroes to start winning and beat the final boss. And in one of the Final Fantasy games, the villain succeeds in causing mass destruction on a global scale in a way that most villains can only dream of.
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Draygone
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Post by Draygone on Mar 17, 2005 1:41:17 GMT -5
1) The main villain's plans? I can't tell you that. You're not supposed to find out until past halfway through the game.
2) The main villain being cooler than the hero? It's possible, but I'm not trying to do that. I want the player to like the villain's methods to achieve his goal, but he's not supposed to be cool. But he's also not a villain you'll find boring, I hope. Then again, I'm not really trying to make any of the characters "cool". Just interesting.
3) The main villain win? It's cool when that happens, though you would have to hope that there's still a reason you'd want to stop him. I mean, perhaps his plans of destruction are just the start of his evil plans. My villain is able to get a foot in, but that's it.
4) The villain's lackeys cooler than the villain? For one, he'd HATE to be called the villain's lackey. For another, you really don't get much of a chance to find out. The main villain has too much control over what the lackey does.
5) Missing the villain? Heck, no. When he's defeated, it's "I've had enough of him, good riddance."
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Draygone
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Post by Draygone on Apr 8, 2005 10:20:31 GMT -5
I use the Uncrush To option. For some reason, it takes its sweet time doing so, but it works.
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Draygone
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Post by Draygone on Feb 16, 2005 10:46:44 GMT -5
Those could also stand to be a bit bigger. Some of the text is kinda hard to read.
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Draygone
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Post by Draygone on Jan 28, 2005 16:22:51 GMT -5
Well, the lack of introduction beyond the title screen kinda was odd. For a moment I thought I accidentally downloaded the demo instead, 'cause it seemed like I started in the middle of a quest.
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Draygone
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Post by Draygone on Apr 1, 2005 23:36:24 GMT -5
Actually, he only half pops out of nowhere.
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Draygone
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Post by Draygone on Mar 31, 2005 11:49:49 GMT -5
Oh I can guarentee that the first half of the game wouldn't be fluff. Maybe a couple small spots, but even though you wouldn't meet the villain until so late, you'd have your hands full against those who follow the villain, along with some obvious secondary forces.
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Draygone
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Post by Draygone on Mar 30, 2005 17:48:09 GMT -5
Okay, I'm wondering because in one game I want to create, you don't really find out who the villain is until something like 2/3 into the game. I recently (today) thought it might be better for him to show up closer to the middle.
BTW, when I say the villain reveals himself, I mean you meet him in the first time (as opposed to games like Super Mario RPG, where you learn of Smithy not too far in yet you don't meet Smithy until you fight him). And we're talking the final villain, not some other villain who you find out isn't the final villain because the first villain is either killed before the end of the game or turns out to be working for the final villain.
Each location in the story has it's advantages and disadvantages.
The beginning, without a prologue you wouldn't know much about the villain when you met him, but it would allow for more time to gain a love/hate relationship with the guy.
A little ways in, you might find out what the guy is like due to what you've heard so far, though usually most of the stuff at the beginning of the game is unrelated to the villain.
Halfway through, you should have a good idea who you're up against because of word of mouth and seeing the results of the villain's conquest, and you'd have an equal chance to get to know the villain personally.
Most of the way through, you'd be tired of hearing so much about him and wanting to finally meet him, but when you finally do meet him, you'd be far enough in the game for an awesome introduction (as it seems to be a general rule that the furthur you are into the game, the more awesome events can be).
Meeting him at the end means he gets almost no development (usually if he's at the end, you'd mostly be dealing with his lackeys along the way), and yet not knowing what you're up against could make the final battle a bit more interesting.
At least, those are my opinions on what effect the timing of the villain's appearance has on the story.
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Draygone
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Post by Draygone on Mar 12, 2005 14:20:53 GMT -5
I don't think there's any chance of myself doing anything with it. All my other stories that I want to get working on are already fleshed out, at least partially, so they'll be the first to be dealt with.
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Draygone
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Post by Draygone on Mar 11, 2005 17:04:28 GMT -5
Okay, I sent it to you.
I'm not sure, but I think I was onto something with that idea. Not sure how many others could come up with that, since I haven't played too many RPGM games. It took roughtly 15 minutes of pacing back and forth to come up with. (I come up with ideas better when I pace around than when I'm just sitting in my chair, for some reason.)
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