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PostPosted: August 7th, 2010, 2:00 pm 
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i took this idea from the pav and thought you guys might like to ponder it here.

i think mine would be clearly defining everything i wanted to happen prior to making the game so id spend less time remaking, and more time building new stuff.

what would yours be?

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PostPosted: August 8th, 2010, 1:09 am 
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Other than what you mention it is hard to imagine anything that one would want to change about their game that they can't just change. I guess if your game is really big than maybe you might want to change certain things that would be too burdensome (like storyline elements that traverse numerous events). As for me though I just change whatever I don't like. The only time I ever had to remake stuff was when I first got RPGM3, dove in and made a lot of things only later realizing better ways to make them. That however is part of the experience and is unavoidable unless one specifically decides to not make a big game from the start. I guess in that sense I would say that I wish I could change making so many things from the start but I really don't regret that because it gave me experience.

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PostPosted: August 8th, 2010, 4:41 pm 
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I say this somewhat jokingly, but maybe it would've been better to have cancelled Usuru rather than release it.

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PostPosted: August 11th, 2010, 2:57 pm 
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Condensed dialog.

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PostPosted: August 11th, 2010, 3:52 pm 
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How would I improve Jester's Hunt? Easy. Better-looking maps. They're all rather bland-looking, using only the most basic pieces and almost nothing really creative. The cloud level is the worst, as that's almost all the level consists of, with almost zero scenery being used.

I might've also done something different with the final battle. As long as you go in with a certain amount of health, you absolutely cannot lose. I think the main issue is that I included no way of making any mistakes. Instead, there's just an unavoidable counter-attack. Which means that if you don't go in with enough health, you absolutely cannot win.

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PostPosted: August 28th, 2010, 6:14 am 
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Increased draw distance. Since we're doing ifs.

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PostPosted: August 30th, 2010, 11:48 pm 
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thefinalrune wrote:
Increased draw distance. Since we're doing ifs.

I don't follow what you are saying.

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PostPosted: August 31st, 2010, 8:14 pm 
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I'd assume the complaint is that RPGM2 has a draw distance of only 14 steps in each direction.

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PostPosted: August 31st, 2010, 9:52 pm 
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Oh I see.

But I thought this question was about what you would like to change about the game you are making or made as opposed to what you'd like to change about the RPGM software itself. Can you change the draw distance in RPGM2?

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PostPosted: September 1st, 2010, 5:31 pm 
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Yeah, this is about changing your own game, and no, you can't change the draw distance.

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PostPosted: September 2nd, 2010, 2:58 pm 
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You can if you shrink the characters and zoom in.

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