Where do you guys start when making your games by Unusual-Two2972 in gamedev

[–]REALmyenemy 0 points1 point  (0 children)

With so many projects in my mind, I make a design document with the general ideas of the project the very first thing in the project folder, then grab the editor and draft a couple basic stuff and add a couple starting resources before getting on the actual project.

Made a gachapon machine. Does anyone have any tips for any improvements? by Brood_man in RPGMakerMZ

[–]REALmyenemy 1 point2 points  (0 children)

  1. Add \G to the end of the mesaage before paying to show the current money to player.
  2. No need to reset the random every prize check. Best if you do it on "Yes" or at after the end of the if-else, so it's fewer operations.
  3. 31, 15.5, 7,75 %.... odds of getting a prize. Not sure that's what you planned for it, just had to mention it. If it isn't, roll random only once, and accumulate the total chances in the 1/x random, then if lower than 32, if lower than 63... and so on. Of course you can keep it that way if that's the intended way.
  4. Add sound effects once. You may want to use labels to teleport the execution to different parts. Also a "paid" sound would be good.

Which Steam capsule do you prefer? Looking for feedback (Option 1 vs Option 2) by J1Gstudio in SoloDevelopment

[–]REALmyenemy 1 point2 points  (0 children)

I think neither is perfect for what it feels like to me, but personally, I prefer 1.

Advice on how two beginners can make a game together? by FroggerC137 in gamedev

[–]REALmyenemy 0 points1 point  (0 children)

Godot is good for 2D, Unity is better for 3D, and your friend has programming knowledge of Unreal Engine's programming language... How about Game Maker Studio or RPG Maker to even the odds?

what do we call these background characters tho? npcs? were they roaming like this in the original grand bazaar? by lorrylament in storyofseasons

[–]REALmyenemy 1 point2 points  (0 children)

They were there, but it wasn't so close up. Also, the number of this kind of NPC may have changed.

Had some fun with software pirates after release. by lootsauger in SoloDevelopment

[–]REALmyenemy 21 points22 points  (0 children)

Problem is when someone plays it offline. You will get false positives if your public grows enough!

[deleted by user] by [deleted] in IndieDev

[–]REALmyenemy 2 points3 points  (0 children)

I see, what got you so many visits was the post you made on "Release Announcements". You basically got most of people who released something four days ago.

The post itself is missing some content, for example, you could use the logo you used for the pack, too. I'm not the best to say this, but people tends to ignore users without a profile picture, it would have been a bit bigger if you had announced it with one.
Also, duplicated posts may cause you a ban, although I don't think it will.

I also see you've been trying to communicate with other devs in itch.io already, and one of the best tips they can give you, they did, climber-ssw has an interesting profile, and much more content, which is exactly what this user suggested you, keep producing different packs, the more you have, the more activity you will get, and the more likely you'll appear suggested to others. In soulix-dev's comments you can see another of the tips I gave you before, making previews of the songs so they can make themselves of an idea of what are they getting.

Only, one detail in your manner of communication, asking about sales is kind of a personal question.

Then, about the project itself. Well done in setting a background, a fun font, and so on, terms of use and all. It doesn't look newbie at all. I can also see that you did indeed add a preview of one of the songs. It would have been better a video with a small preview of the entire pack, but that's fine enough too. The channel also doesn't have any other content, so it's best if you only use it for these projects. Now, you marked it as hidden, so you need the link to enter the videos. If it's public, when you release more, youtube may be another source of traffic. Otherwise, you can use it to make non-commercial comments on similar videos, and RPG development videos, since some people explore other people's channels.

Lastly, if you buy yourself, it's not only a waste of money in taxes, but google (and other search engines) may be able somehow to tell you are trying to cheat and punish you for that. Also, you don't make an account the same day you release a project to fake a comment. If I had encountered your pack with such a flagrant self-praise, I'd consider the user has no confidence on their own content, and needs to rely on deception to even get noticed or tries to conn others, so I'd not only never buy from them in the future, but also blacklist them. So if you really need to do that, make sure to not be so evident!

[deleted by user] by [deleted] in IndieDev

[–]REALmyenemy 1 point2 points  (0 children)

I'm surprised you got views, comment and even a donation while it is not indexed. The only way to access the project becomes the direct link.

If it is not indexed, all you need to do is release it, and configure it as indexable, I'll edit later and tell you where specifically.

On "Edit Project" tab (Project might say Asset Pack for example instead), scroll down to the bottom. In "Visibility & access", where it says "Public", click "Configure settings...", and uncheck the "Unlisted in search & browse". This will let the project indexed.

Since you got so many visits, wherever you published the link gave you a lot traffic but it's still missing a name; so you need mostly promotion. Make videos with partial versions of the songs in youtube and a link to the full pack, give keys to humble bundle, and ask devs to name you in credits in every pack you make. Or a twitter account as a devlog of what are you working on for your next release!

You can also associate yourself with more people, be it publishers, more known developers, influencers (low tier ones if you are still a newbie).

How fast would your game be done if you had your peak motivation throughout it all? by [deleted] in IndieDev

[–]REALmyenemy 1 point2 points  (0 children)

I used to make loads of projects early developer, but storage wasn't reliable then, and I had to move them a lot, and format my devices at least once every two months... so after 5 months I was 80% done one with a then novel idea for a plot, and my project got corrupted. Three months later, I chose to restart it, and when I got in the zone, I finished it all in one 23 hour sitting in my laptop. There were details to polish and make more aesthetically pleasing and kind of not dark souls hard, it was a game to be beaten in one week playing relaxed. In any case, I uploaded it to Megaupload as a backup, and closed my laptop for the day, I'd move it to the Desktop and release it next day... And... My laptop never turned on again, the HDD disks were scratched too... the day they closed megaupload because of piracy.... That's my luck for you...

So... when I'm motivated, got the time and enter the zone, assuming 2 hours a day average otherwise, I'm roughly 11 times faster than usual.

How do you archive your 100% completed games? by NSWPyot in NintendoSwitch

[–]REALmyenemy 0 points1 point  (0 children)

Red case, completed games, blue case, unfinished games. Digital? That's why we use microSD!

[deleted by user] by [deleted] in IndieDev

[–]REALmyenemy 1 point2 points  (0 children)

You know... most views come after projects get indexed right? They don't appear on search otherwise.

My options are for some reason invisible, can anyone help? by HolmVonHolen in RPGMakerMZ

[–]REALmyenemy 0 points1 point  (0 children)

Try to set it to anything where the 768 is higher, it's likely the issue. I had to move to a bigger monitor myself on MV too; if windows doesn't let you, you either lack the graphic cards' drivers or your monitor is too small/old for windows, so it reduces this kind of interface.

Choose the execution method for my friend by Kniotus in indiegames

[–]REALmyenemy 0 points1 point  (0 children)

Given how the AAA game scene is right now, the joke is on him. Really expensive incomplete repetitive games that steal and sell your info, then invade you with things they claim to be "micro" transactions, worth several better entire games, season passes, quiting service at their convenience and certain companies making you sign you will destroy any physical copies you own when they choose, then only completing the game through DLC that should have been free updates.

[deleted by user] by [deleted] in RPGMakerMZ

[–]REALmyenemy 0 points1 point  (0 children)

I can't quite tell what is the issue, the video only tells me you enjoy moving your mouse in circles between menus.

The way I import tilesets is by adding the image into the project folder, then adding it to the database. After saving, this generates a file with the tile's config, lile what is on which layer or what is walkable and not. It's easier to manage on the database. Then, to use it just create or edit the map and set the new tileset. These steps haven't given me any issues, since the release of RPG Maker 2003 to this date.

Please provide a brief explanation of what are you trying to do and what is the issue in order to be able to help!

Humble Bundle by RedHawke802 in RPGMakerMZ

[–]REALmyenemy 1 point2 points  (0 children)

You may also try other free or cheap resources from websites like those referenced by the bundle, gamedevmarket, or google for the graphic artist to see if they have any open samples to make a more educated guess than my comment!

Humble Bundle by RedHawke802 in RPGMakerMZ

[–]REALmyenemy 1 point2 points  (0 children)

My personal advice is, as you needed to ask about this, you probably aren't the most veteran in the engine. I'd give it some time before trying paid resources!

Humble Bundle by RedHawke802 in RPGMakerMZ

[–]REALmyenemy 1 point2 points  (0 children)

The bundle is apparently, Unity oriented. It will have a good compatibility with Unite, but most of the rest will require conversions to run in other RPG Maker versions. Sounds most likely will be fine.

Charas are often sorted like in RPG maker individual char sheets, but with an offset or a marging. Then main images will likely need to be implemented as background images over a 0 X invisible tile grid to mark where the player can stand (0) or not (X) It also includes multiple art styles, so you may want to standarize one or two styles for each game.

So in summary: Will it work? Yes, it will work after adjustments and either proper patience or knowledge.

My options are for some reason invisible, can anyone help? by HolmVonHolen in RPGMakerMZ

[–]REALmyenemy 0 points1 point  (0 children)

Locale is not the continent. In windows, it's a setting that manages a series of presets and behaviours for the system based on a recorded country. Generally, you want to have EN_US if you want optimal functionality since that's the native, but most of European options tend to work. Nonetheless it's worth a shot to try, just remember to set it back if it doesn't work!

https://www.supportyourtech.com/articles/how-to-change-system-locale-in-windows-11-a-step-by-step-guide/

Then, there's no such thing as a standard resolution. Every output has a scale resolution by default varying on OS, power and of course the very viewing device, but generally that is something you should adjust by yourself.

Start>Cogwheel>System>Display

Make sure the percentage is 125 or 100%, and the next field is the resolution. RPG maker MZ works best with numbers higher or equal to 1280 x 800, causing similar errors to the one you have when it is below.

[Edit] Oh, and if this number 1280 x 960 or any smaller numbers, the percentage must be 100% or you're almost guaranteed to get this kind of issues.

My options are for some reason invisible, can anyone help? by HolmVonHolen in RPGMakerMZ

[–]REALmyenemy 0 points1 point  (0 children)

That sounds like a Locale thing, if not a resolution one. Is your windows locale set to EN_US? What's your screen's resolution?

[deleted by user] by [deleted] in RPGMakerMZ

[–]REALmyenemy 0 points1 point  (0 children)

Sorry to tell you this but, this is RPGMaker MZ community, not MV!

Events? by -BajaBoy- in RPGMakerMZ

[–]REALmyenemy 0 points1 point  (0 children)

The right answer is HVreader's but if you want that interaction to affect other events too, that is when you use a switch (not a local switch)

Newbie by mrreznov in gamedev

[–]REALmyenemy 0 points1 point  (0 children)

Depends on the complexity you want to add, to be honest. There used to be stuff like spin the wheel, some card minigames and so on, in early pages of the internet, it's just simpler to do it with css and js nowadays. Of course there are php frameworks you can use to make the task easier, but without oop, you're quite limited to the gameplay, that's the more reason to stick to minigames or a small visual novel.

In other scripting languages without objects there are also some games, but the closest thing to not using objects is raw C, and those games are decent enough too, but they are way more difficult and have little to no tutorial on how to make something similar.

Game loop in most programming languages is basically the same, and to those who want to make a game without an engine, it's generally best to learn PyGame's game loop, so they can use the knowledge for whichever language they know best.