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The Screenshot Topic Returns

That is an awful tileset.

The bottom of the roof ribbing exists two tiles above the door. Exactly where it should be on your map.

However the tiles available for you to draw the tip of the roof are all wrong. I'm sure someone could do a quick edit for you to get the proper tiles there.

The Screenshot Topic Returns

I don't think you need to change the colour/style of the roofs at all. It was just a point I was making. You have still made a good, busy looking town.

Can you post the Tileset and perhaps I can help you find the tiles you aren't using properly for the light-blue roofs? I know for a fact that if there is a centre-ribbed roof tile, there should be the appropriate ends for it. Unless they were removed to make room for some of those RTP tiles, I don't know. Seeing the texture pack will help though.

The Screenshot Topic Returns

The trees on the patio outside the Pub don't make much sense. Plus it looks difficult to actually even get to the Pub. I'd remove the trees (one of them is even blocking a table) and the table in the top left so that you can walk straight in.

Also the light-blue roofed house beside the pub has some mapping mistakes with the roof. Same with the light-blue roofed in at the bottom of the screenshot.

I like the way you've grouped the buildings and used different style roofs to distinguish the houses.. Unfortunately, that doesn't make sense from a cultural stance. (Until modern culture, architecture was localized and since building materials were also often localized the structure and decorative style of a house would be largely the same, with more exotic/lavish materials being reserved for high-class residency and government buildings.) That doesn't mean it looks bad. You are making good useful of tiles that weren't designed to be used in the typical RPG Maker town style.

The Screenshot Topic Returns

author=tpasmall
So I attempted to make a destroyed tent, I don't really like how it looks but it's the best I could do. Aside from that, this map is pretty much done though (I think).


These tents make it look 1000x better. I would make at least one more variation of burn marks in the roof of the tent, though. The first and third tents in this shot (left to right) are easily spotted as the same.

Something I have found from experience is that having the same decal/doodad patterns on a map isn't necessarily a bad thing, but keep them at least a screen width apart. Ensuring that the end-user won't see them at the same time. This will reduce the chance that they will notice them, or if they do notice them, highly reduce the amount that they care.

The Screenshot Topic Returns

author=Radnen
So, guys I'm wondering which palette you guys like best: Top or Bottom?




I like the bottom one, but there's something storybook about the top one.


Could I see the top grass with the bottom trees?

The Screenshot Topic Returns

author=Versalia
author=Max McGee
Next should someone not show a shot of their battle system if they're using tankentai?
if it's entirely unedited and all RTP, I will not be in any way impressed, so probably not.

I don't think there's anything wrong with using scripts that do what you want them to. I just find it absurd that you call them "innovations." I've seen too many games that just tossed a bunch of scripts together and called it a game. Maybe not valid criticism for you, but absolutely valid criticism for general game design. I see this constantly. SO INNOVATIVE

author=Max McGee
You're being an absurd, elitist little bully and you know it


yeah but your game looks boring so I have no real compunctions about pointing out that it smells like you found an alchemy script and decided it made a nice game :3


You're really nitpicking on the word 'Innovation'... Really? You couldn't just accept the fact that he is trying to make something? His maps look good, he has what appears to be an idea and direction he's working on. Comment on what is there; don't comment on his decision to use the word 'Innovation.'

Ye Olde Ancient Screenshots Topique

I posted this in another thread but I will repost it and remove everything that doesn't have screenshots. This also serves the dual purpose of reminding Max McGee that he said he'd COMMENT ON THIS STUFF >:O

rpgxp\7Day Game\

This was a contest game that I didn't make the deadline for. It was a small map, and I was toying with making the cities look exactly like the small representation from the Inquistor's World Map tileset:

The concept was mission based, and 'Time of Day' based. You would have x days to complete a mission, and they would occasionally require you to wait out someone passing by at a specific time, or something along those lines. I used Trickster's Time system to create it and it worked nicely. I just never got around to creating any content.


rpgxp\ABS 2\

This was a developing/testing environment for the re-write of my ABS system. I loved this script and thought it was one of the best ABS available until I started getting some pretty negative reviews about it. Infact, so negative that I got teenage-butthurt and stopped developing it entirely. That was pretty silly now that I think about it.


rpgxp\Adrenaline\
This was an attempt to rewrite my Adrenaline system that I used in From Sea to Sky (not in this list.)
This was a really old RMXP game I had made, the screenshots are still on RPG RPG Revolution. I unfortunately had a friend writing the story who made it into a Final Fantasy style epic that I could never have hoped to complete.

rpgxp\atb






This was my unfaithful recreation of the FF6 battle system for RMXP. I purposely tried to use the same style, but was willing to compromise menus and such to make it a little more unique. It was planned to be the basis of any game I wanted to make, and then just changed slightly as necessary. It's actually finished, except for a small bug with the scrolling of menus and never finishing the victory window.


rpgxp\Botanica\

This was a game that was supposed to be a demonstration to my 'New World Objects' script (which I am assuming was a rewrite to my World Objects script) that essentially brought in the World of Warcraft style resource collection system and tied into my crafting script. The point was to create a game where the player's success was hinged on these systems. Whenever you entered a map, it would randomly place some herbalism and mining nodes (specific to certain terrain tags) and you could learn the skills, level up with them, etc.


rpgxp\Dungeon-Inferno\






This was essentially my Magnum Opus. The only game I ever completed from start to finish. It's got the most ridiculous storyline, incoherent characters, and a shit-load of bugs (even while testing to get some pictures I ran into a bug that I couldn't go further because of.)

This game was created for the RMXP.org Dungeon Contest. The idea was to create the most viceral and interesting Dungeon scenarios. The game didn't have to be a complete game, iirc, but I took the contest as an excuse. I used my ABS (dolled up a little for this game) and had some custom art done for the characters, and went to town on it. I got a lot of helpful advice from Anaryu (god bless him) and created something that was amazing. I believe the contest resulted in a tie between ccoa and I, which wasn't resolved. In my opinion, Anaryu's game probably should have won but all three of these entries were competent games.

This game included 4 boss fights (surprising to me, as I completely forgot about them;) several puzzles including a mirror-reflection puzzle that astounded a lot of people (it was just a lot of graphical work and switches) and the requirement to control three characters at once. This was pretty poorly done as they would just idle around while you weren't using them, and in a lot of cases I limited it to 2 for the sake of my own ease. The game also had two endings, although I can't remember what the conditions were. I'm sure it had something to do with all the chests full of gold in the last area of the game.

I am going to create a GamePage for this one, just so people can try it and enjoy it at their leisure. I won't be fixing any of the bugs, though. My RMXP days are pretty much over. I may fix the one bug I encountered that made it impossible to continue by chopping in some code but that is about it.


rpgxp\Enhancements\ (a.k.a. Alone)




I don't remember exactly what the storyline for this game was. I remember that you started in a massive jail, and I had a sort of espionage/stealth style mission to escape the jail. However it ran so ridiculously slow it was unplayable. I was trying to play the game to get an idea and some screenshots, but it crashed every time a message was shown and like I said was unplayable. I took a few shots of the editor though because I like the maps I made and everything.


rpgxp\Fantasy RPG
This was a dead-start that I was making to mimic some of the typical menu systems and such that you would see in a SNES era jRPG



rpgxp\FFRPG


This was a system and database rewrite to use the Final Fantasy Table Top RPG 3E rules developed by ReturnerGames. It was a great system but they overhauled it into garbage.


rpgxp\GameRage

A folder for a guy I was doing commissions for. I never got paid, but at the same time, I never finished what he asked me to do. It was a custom menu system but aside from what is pictured above, he never gave me any further details.


rpgxp\Inferno

This was the predecessor to Dungeon-Inferno. I scrapped it and restarted fairly quickly, but instead of controlling three characters in this one, you would control one. However she had a shadow that you could swap between, so you would hit a switch then swap to your shadow and run through the door that was about to close, and stuff like that. I decided to swap it to three unique heros instead.


rpgxp\InqOutdoor

This isn't even a project. When Inquistor released his Medieval Outdoor tileset, he posited that nobody would be able to use them as well as he could. I made this map to prove him otherwise, he ate his words.


rpgxp\Introduction



This was a project created within RMXP to explain RMXP. I only ever got the map screen completed and it wasn't very nice (it was essentially a slideshow with text boxes.)


rpgxp\Lufia2



This was a script to recreate the Lufia 2 system (and as a result, the Zelda system as well.) Works like a charm, and has been downloaded off my Box.net (despite only being referenced in one post on rpgmaker.net) over a 100 times. I used to have a GamePage for it, but WIP decided that a script demo didn't consistitute a game and removed it years ago.


rpgxp\magic

This was a script that made use of an idea I had. Essentially, when combat initiated there were 'Fields' of energy. In a volcano (as depicted above) the field was primarily Fire (infact was entirely Fire, but that was for testing purposes.) Your hero was a Mage who could 'evaluate' things to change his specialization. In this scenario, he was a Cryomancer. As he used Ice spells, the Ice 'Field' would start to gain strength. This would empower Ice spells. In this case he was fighting a Fire Elemental so that was pretty much his only choice. Had he been fighting something that wasn't immune to fire, he might have decided to 'Evaluate' the Field in combat, which would have changed him to a Pyromancer. Because the field would be so dominated by Fire, his Fire spells would be doing double damage. This was slightly inspired by the Chrono Cross Element system.


rpgxp\mapscript

A script I made to resemble the Metroid map


rpgxp\New Game 01






Not sure what this game was about, other than the opening sequence was a war zone. It had some neat maps and an interestingish looking CMS


rpgxp\ORG Tuesday (aka Into the Baron's Gulch)




This was a project I was making for another RMXP.org contest. After the success I had with Dungeon-Inferno, I thought I would be able to do something else. I couldn't, lol. I bite off way more than I could chew. I keep coming back to it and thinking I should do something with it, but I really can't even see where I was going with it. There is a thread for it at hbgames.org but I can't log in there anymore (something buggy with Chrome and their login system) and I can't search unless I am logged in.


rpgxp\Osirus

Another project I have no idea what I was doing with. I think I made about 3 different intros for it. Something about priests being demons or something I dunno.


rpgxp\Photograft


rpgxp\SSRPG


A side-scrolling RPG in the Zelda 2-vein.


rpgxp\Umbral Wake
I can't believe I have the project file for this?

This was the game I made as a demo so people could see how my ABS worked, and what it was like in action. I had planned on making it into a real game, but never got around to it. IIRC the plot had something to do with the main hero's parents being necromancers, or something.


rpgxp\Winter


This was the start of a project for a Winter contest at RMXP.org
It was to be a collection of mini-games and a loose plot around it. I had fully created the sledding minigame (which was actually pretty fun but I got bored after the first map) and half-created the snowball fight game. It never got finished.

Skyrim Hype Thread: Undead Chicken Soup for the Dragon's Soul

If someone is aggressive towards you that normally wouldn't be (Guard, Town Citizen, etc.) you can lower your weapon (or raise it, then lower it) and they will usually stop and either walk away or initiate a conversation.

The priestesses in the Temple of Dibella in Markath came at me when I snuck into their area to steal the Statue of Dibella for someone in the Warrens. I hit them a few times and was like "wait, I didn't do anything wrong. They probably just want to talk." and lowered my weapon, they started a conversation asking me to leave. Of course, I hit them a few times so as soon as the conversation was over they came at me again. Funnily, I lowered my weapon again and they stopped and did the same conversation. I could essentially take breaks any time I lowered my weapon. Kind of silly. Long story short, they're all dead now.

The Screenshot Topic Returns

author=Craze
prexus, I think that looks really cool. If you're concerned with screen size, you should probably google "vx screen resolution script." If you don't like messing with the windows, use the Melody engine, as it auto-resizes to fit your screen.


I'm not, this was just for practice.

The Screenshot Topic Returns



I made this to get more practice using Tiled to make VX maps and to try out the style Despain used earlier that I was interested in. Tiled takes a fair amount of time but I think the results are worthwhile. Although I can definitely see what Des was saying about the VX screensize not allowing for much on one screen.