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PostPosted: December 11th, 2012, 1:13 pm 
Rank 9: Mischievous Thief Rank 9: Mischievous Thief
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Joined: May 8th, 2005, 1:16 pm

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The maps are looking pretty good. My only gripe is how the grass and dirt don't match the rest of the graphics. I guess I just like continuity. Other than that, keep it up!

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PostPosted: February 11th, 2013, 12:53 am 
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What do you guys think of a RPG Maker game that uses the mouse to control the character and to activate events. I found a script that would allow this and think it could make some great game puzzles?

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PostPosted: February 11th, 2013, 7:30 pm 
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Controlling the character with the mouse? No. I gotta use buttons or an analog stick for that. But to activate events, sure, that sounds good.

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PostPosted: February 12th, 2013, 1:36 am 
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The way I look at scripts is this: Use scripts to fit your game, not your game to fit your scripts. If it's not necessary for the game, it would be best not to use it. I don't see the necessity for controlling the character with a mouse. It would actually be more tedious and cumbersome than fun.

Edit: If it were for a point and click adventure, I'd be down for it, since it's practical and what it's made for.

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PostPosted: February 14th, 2013, 1:41 pm 
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I agree with Fox.

Though, I can definitely see how it'd be tempting! There are so many scripts. I'm a bit guilty since in Operation: Trick-or-Treat, I wasn't going to use any- but I ended up using just one to spice up the modern tileset/RTP a little better to suit the atmosphere of the game. I didn't want it to be creepy, but kind of like a Luigi's Mansion kind of darker environment to emphasize the whole Halloween night thing.

The other thing I did was basically edit some of the actual base scripts the game uses by default. Fair warning on that- you can get about a million error messages sometimes from that when you only have basic knowledge of editing scripts like myself.:P It was worth it to take unnecessary menu options away, however.

Another thing- I have been reading many, many blogs on game design and am working through a couple books. One thing they seem to agree on is a game design document. This doesn't have to be like... a company-wide wiki(a lot of companies do this, which is cool), but like a basic sheet of paper or a word doc or something where you just kinda brainstorm out the features you want in the game... and never get too attached to an idea in case it gets too cluttered and it is perhaps the weakest element. Over-cluttering a game kinda mucks it up a bit, and provides many weak areas instead of a killer feature or concept that deserves emphasis. It's pretty hard to muck up RPGM1 with this sort of thing, but with the PC makers especially script saturation can happen so fast. Not to mention the fact that using certain scripts together can make all sorts of bugs all over the game, so it can get to be a nightmare to bug test.

If the game calls for it... grab it! If not... pass. There's scripts for just about anything at this point in RPGMVXA and VX. Use the power to your advantage!:D

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