ryanrybot's Recent Forum Activity

  • Thanks ! It's certainly not abandoned, just just on hold for a little bit.

  • Hi Everyone!

    Just wanted to let everyone know that development has slowed down since March, but I am still fully committed to completing the game.

    This summer has been quite busy for me personally, so unfortunately the game has to be on hold for several months. I will be back on it in August and hope to have more stuff to show by September.

  • Is the blue square an imported image, or did you use the fill tool from within the image editor?

    If it's an imported image, what colorspace did you use?

    Does it look the different in every browser?

    -------

    I just did a quick test, and I cannot duplicate the exact colour difference that you have. There will always be a slight variation in colour when rendering in a browser, but that seems way off. I even took a screenshot of your 2 blues and used those in my tests, and the results weren't that noticeable.

    Perhaps you could try a slightly different blue, and see that makes a difference. Even just a few small tweaks to the colour may fix the issue. It could just be one of those freak colours that renders wildly different.

    Also, your monitor might be enhancing the issue. On my IPS your colour comparisons look much closer in shade than they do on my TN monitor. So that might be partially to blame as well.

  • It seems like you have already made up your mind, and I don't know if there's much we can say to convince you otherwise.

    tunepunk responded with a great list of things you can, and should, be doing as a game developer; most of them at no cost to you.

    It's not the software you use that makes your game popular. It's the ideas and dedication of the developer putting the time in to make a great game that makes it popular.

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  • Hmm... You're right!

    *Scurries off*

    "Okay everyone! Shut it down. Dalzar said no one is going to play your game."

    *Hurries back*

    Everyone knows it's a big waste of time now, and stopped all their projects.

    ...

    The winky face is because I'm joking.

  • Sure, you can make title and intro screens and stuff like that. If you want to check out what is possible, there are quite a few games made with RPG Maker on Steam; To The Moon being one of the more popular ones.

    As for IAP and ads, I can't say I know for sure. There might be a way to have them in MV, but I don't know for sure. The RPG Maker forums might be a better place to find answers, as I'm not very familiar with the newer versions of the software.

  • I don't own MV but, if it's anything like previous versions, it should come with a base set of everything you need to make a game. Of course you can always buy or make more graphics, sound and music if you feel there isn't enough for you to work with.

    The software is quite easy to get into. It's definitely not as customizable as C2, but does give you fine control over things like character and enemy stats. If you used the provided assets, you might be able to hammer together something playable in a few days.

  • While I do like RPG Maker, and have used it on and off since the PS1 version, it really is only catered to making one specific type of game. Where as C2 is more like a sandbox where you can create anything you want, RPG Maker designed just for making RPGs. There are scripts to create more Zelda-esque titles, different battle systems, or different dialogue options, but some of them aren't the most intuitive and most only work for certain versions of the software.

    With C2, you would have to build all the mechanics that come with RPG Maker, so it all depends on how much control you want over your game.

    So with that said, if you are interested in making an RPG, I would at least try RPG Maker. It comes with everything you need, but if you want something that truly stands on it's own you would want to create all the art and music yourself, instead of using the prepackaged stuff.

    I think VX Ace may still be the most popular version, but MV uses HTML5 so you can export to more devices.. There's always a trial version of the software if you would like to try it out.

  • You've done a really good job with this so far! I've noticed a few issues with the way the tiles display (some shore tiles are get reversed), but it looks really promising.

    It's also refreshing to see random generation used for something besides caves.

  • Hmm... Interesting. I can't say that I've run into this issue before, but I will certainly keep that in mind when doing my collision events.

  • I haven't looked at your capx, but I did something a couple years ago that sounds like what you are asking for.

    https://dl.dropboxusercontent.com/u/305 ... index.html

    capx: https://dl.dropboxusercontent.com/u/305 ... ffect.capx

  • Make a game about a guy who was shrunk down and sealed inside a bottle of soda. The goal of the game is to catch the carbonation bubbles for air, and not be swallowed as the bottle tips back and forth as someone drinks the beverage.

    Or!!

    You play as a wet squirrel trying to get away from a sentient blowdryer, whose sole purpose is to make everything dry. You can distract the blowdryer by running past bodies of water or make your own puddles using your bodily fluids.

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ryanrybot

Member since 21 Jun, 2014

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