polar_fawkes
Towns Guard
- Xy$
- -0.20
hey all! took me a bit to find this forum, glad to have ended up here. seems like a really good resource. it's cool what you have going on here! in particular, i'm looking to connect with other commercial developers, and the support team, as i move forward with a long-term project, with the intention of utelizing every deployment the exporter supports. (bracing for that brutal android xcode conversion process lololol)
i've been programming since i was 8, which would've been 1996. just picked up basic, then visual basic, then c and all that horseshit (this was pre-garbage collection and all that fancy memory shizzle whizzle, so it was basically a dead end for single-man development teams at that point. especially as a 10 year old lol). when rpg maker for ps1 hit, i was hooked. grabbed every version i could and learned everything it could do.
ehh, fuck. this is getting rambly. basically, i spend 10 years working in film, live events, and tech, getting good in those fields, just programming as a background hobby. i've done shit like qa for companies as well, spend 6 months last year in interviews with the guys at irvine for a blizzard job. so fairly proficient, fairly professional, still a lot of room to grow. but the focus has always been writing for film on the creative front.
i finally have some really promising scripts sold and in development, so i had all this time, and i spent about a month on a gdd for a game developed in ace vx when i saw the mv announcement.
i've gotta say, yanfly's scripts are fucking incredible. completely turns the business model from 'ok pump out a mediocre grindfest, charge a buck, beat everyone to the iphone and android markets' to 'holy shit... just this prototype i have might be the greatest rpg i've played.' everyone should check those plugins out. and i mean spend a day watching every video in the plugins sec- here go to this site http://yanfly.moe/yep/ and just go down every single one, even if you think you don't need it. incredible stuff here.
if you're new and just browsing for the first time, hello! i've got some tips.
tip 1) go to common events, create an event called procGameLoop, and set it to 'parallel' with switch 'fireEngine' on. then, once you're done with the intro, set 'fireEngine' to on. the only thing you need to put in there for now is 'wait 300 frames' aka 5 seconds. there's going to be so many times where you're like 'i wish rpg maker did x' it does! you just make it. day/night cycles, real-time faction favouring, etc. it's the same for c#. it's all if/thens.
i'm telling you, that loop will save you sooo much time. it's the secret. use it.
tip 2) nothing beats content. write good content. ohters have elaborated better than i am able to, go get a book on storytelling. robert mckee's 'story' is a good one lol. don't skip learning how to write. by using rpgm, you are doing 2 things. you are designing a video game, and developing a video game. these are two very different spheres of thought, so learn the difference and build your workflows around them!
finally, if you haven't seen these two videos, put them on next time you're doing a cheeky lil bit of landscaping or balancing or whatever's not writing:
todd howard at george mason university
will wright on generative systems
damn. what an intro. happy holidays everyone, godspeed with the world crafting ;)
i've been programming since i was 8, which would've been 1996. just picked up basic, then visual basic, then c and all that horseshit (this was pre-garbage collection and all that fancy memory shizzle whizzle, so it was basically a dead end for single-man development teams at that point. especially as a 10 year old lol). when rpg maker for ps1 hit, i was hooked. grabbed every version i could and learned everything it could do.
ehh, fuck. this is getting rambly. basically, i spend 10 years working in film, live events, and tech, getting good in those fields, just programming as a background hobby. i've done shit like qa for companies as well, spend 6 months last year in interviews with the guys at irvine for a blizzard job. so fairly proficient, fairly professional, still a lot of room to grow. but the focus has always been writing for film on the creative front.
i finally have some really promising scripts sold and in development, so i had all this time, and i spent about a month on a gdd for a game developed in ace vx when i saw the mv announcement.
i've gotta say, yanfly's scripts are fucking incredible. completely turns the business model from 'ok pump out a mediocre grindfest, charge a buck, beat everyone to the iphone and android markets' to 'holy shit... just this prototype i have might be the greatest rpg i've played.' everyone should check those plugins out. and i mean spend a day watching every video in the plugins sec- here go to this site http://yanfly.moe/yep/ and just go down every single one, even if you think you don't need it. incredible stuff here.
if you're new and just browsing for the first time, hello! i've got some tips.
tip 1) go to common events, create an event called procGameLoop, and set it to 'parallel' with switch 'fireEngine' on. then, once you're done with the intro, set 'fireEngine' to on. the only thing you need to put in there for now is 'wait 300 frames' aka 5 seconds. there's going to be so many times where you're like 'i wish rpg maker did x' it does! you just make it. day/night cycles, real-time faction favouring, etc. it's the same for c#. it's all if/thens.
i'm telling you, that loop will save you sooo much time. it's the secret. use it.
tip 2) nothing beats content. write good content. ohters have elaborated better than i am able to, go get a book on storytelling. robert mckee's 'story' is a good one lol. don't skip learning how to write. by using rpgm, you are doing 2 things. you are designing a video game, and developing a video game. these are two very different spheres of thought, so learn the difference and build your workflows around them!
finally, if you haven't seen these two videos, put them on next time you're doing a cheeky lil bit of landscaping or balancing or whatever's not writing:
todd howard at george mason university
damn. what an intro. happy holidays everyone, godspeed with the world crafting ;)