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Cover Story: SD Paradise!
SD Paradise
Story/Interview by: Lord Ixzion

RPG Maker 2 is not about just RPGs anymore. Of course, if you were around for the original RPGM, then you already know that some people defied the so-called laws of RPG Maker and broke the limits of the system and pushed them to new heights. One of those individuals was Dave Carter, whose ground-breaking game, Fu-Fu The Acid-Trip Bunny (which is an RPGMM Gold Award by our current standards), was the first platformer for the system. RPGM creators were wondering what Dave would do with the power of RPGM2. We would have to wait for a decent period of time before we knew.

Then, around December 2003, we managed to get a sneak peek of the new project from the RPGM mastermind. This is what we saw:

We couldn't believe it! Immediately, most of the RPGM world was floored by the beauty and obviously noteable hard work that went into this game. Most simply couldn't wait to put this game through a test drive. We wouldn't have to wait long. In fact, it took roughly only a month to get this demo out into the world. You can check out what we had to say in the Reviews section. However, before you run off, why not read what the man himself has to say?

Q1. Who is Dave Carter?

Dave: Dave Carter is a 24 year-old starving artist that has never really made it off his artwork. He currenly resides in the great city of Austin, TX with his fiance, Amy and two cats. He spends his freetime drawing comics and making video games.

Q2. What made you decide to enter the world of RPG Maker?

Dave: Ahh, great question. When I was a kid I was a complusive sketcher, I loved to draw. I also had a fascination with this 1980's kids animation program called "Etch-a-Sketch Animator" and "Etch-a-Sketch Animator 2000." Those were toys where you could draw your own pixel cartoons and animate them from scratch. So, on top of regular drawing, I also studied pixel art to make these Animator cartoons. I was also a shy loser with little to no friends when I was little, so that made me free to work on all this artistic stuff. Over my childhood I mastered the Animator and the Animator 2000. Of course at the time 8-bit consoles were taking the mainstream by storm and I noticed that they were made with pixel art! That sowed the seed of my interest in pixel game design.

Fast forward to the early 90's. I was in my preteens a hardcore videogame comic book junkie. There was an issue of Nintendo Power that had a segment called "Games that the USA will never get." One of the featured games was "Super Dante RPG Maker." I was floored and wished we could some day have it. Soon "Mario Paint" came out for the SNES. Of course being an old pro at kid's video art programs I bought it and fell in love with it. I drew alot of comics and stuff in my early teens, but I also took time to further my pixel art skills on Mario Paint. I would also make little game scenarios with homemade sprites on top of animated jokes for my friends. I went nuts with the program to say the least! I never had a computer as a kid. So drawing electronically on that was out of the question. So I just used these little programs to teach myself game art.

Then in the year 1999 the announcement was made that RPG Maker was hitting the states. You know the rest. That seems a bit long-winded, but it really my use of "Etch-a-Sketch" products and "Mario Paint" that made me instantly at home using RPG Maker.

Q3. Speaking of "knowing the rest," what games have you produced with RPG Maker 1?

Dave:

  • 1) Crazy horse
  • 2) Cosmic Woodchuck
  • 3) George W. Bush's Cocaine Quest
  • 4) Fu Fu the Acid Trip Bunny
  • 5) Nano-Bot
You'll notice that the production value increases with each game. You can also see the progression from the "M" rated antics of "Crazy Horse" to me calming down for more mainstream work like "Nano-Bot".

Q4. Let's push ourselves forward to now. What is your newest creation for the RPGM series of games?

Dave: It's an attempt at a home-made PS2 platform franchise. "SD Paradise" is a far cry from "Crazy Horse," my first RPG Maker 1 game. My goal was to make a PS2 platform game that could maybe hold it's own against a real lesser know, crappy PS2 platformer. You know, crap like 'Ty the Tasmanian tiger." LOL!

For those that don't know, I'm a die-hard platform game fan. That's my favorite genre of video game. It's the purest form of video game. It always was, and always should be. But that's just my opinion. :p

Q5. What is SD Paradise all about?

Dave: It's the couragious story of a bear that must fufill his destiny. You must save a tropical island from a deadly volcano! It's actually a deep story of heroism. Or at least I like to think it is. The game takes place on a tropical island, so it lends itself perfectly for beautiful levels that can easily be created. This is my first attempt at a good, meaningful story. As well as my first attempt to go 100% mainstream.

Q6. What kind of platforming gameplay can players expect this release?

Dave: Good question. The engine is very similar to "Fu-Fu", one of my RPG Maker 1 platformers. I guess I would describe it as a better, 3-D version of the Fu-Fu engine. The general style of the game is traditional platforming fused with 3d. Like Klonoa or Strider 2.

Q7. The style of the level portion of gameplay looks like another game from a while ago. From the '80s, perhaps? Would you mind telling us about that game?

Dave: OHHHHHH! HaHaHa! You got me. There is an old arcade game called "Crystal Castles". Made in 1983 I believe. It was a VERY e arly attempt at 3-D. You star as a bear that must collect jems while enemies chase you in a 3-D maze. Since I chose a bear as my main character I thought of the only other game I knew that starred a bear. Crystal Castles!! So the gem chase battles are loosly based off Crystal Castles. Props to anyone that actually remembers that game.

Q8. What was the hardest part about creating the game up to this point?

Dave: The hardest part was when I was first experimenting with a jump engine. It took a lot of patience and a lot of swearing. Luckily, I'm an artist and I just have this insane level of discipline so I can work with lines of code for 4 1/2 hours. And only MILDY go insane. But I'd have to say that first couple of weeks of crossing my fingers as I was testing out jump codes over and over again. That was the hardest part.

Q9. When do you think this project will be done?

Dave: Ohhh, man. LOL. I'm actually not sure of the number of worlds I want in the game. I have about 3 more planned in my head. I really can't say. It depends on how hard I go at it, and how much time I have. But the fact that people seem to like it and want more will fuel the desire to get off my ass. I'd say no later than late Summer '04. Of course I have to factor in time to beat the ENTIRE Mega Man Collection next month. Then there's Ninja Gaiden. ARRRGGGH!

Q10. Are there any other projects you have in mind for RPG Maker 2?

Dave: It's funny you'd mention that. This is a surprise to everyone, but I have a new little puzzle demo called "Sprite Chaser Hikashi". It's a quick but fun demo that I made in no time at all. 6 hours total. It's about 97% done right now. So that should be coming out next week, after bug checks (it's already out. -Ixzion). But it's really small and short. By no means the epic month-long production of SD Paradise.

Q11. What advice would you give someone new to the entire RPG Maker experience?

Dave: Great question.

For Rpg maker 1: Of course I would suggest to dig up all the helpful FAQS on the internet and study them. Then study them in front of RPG Maker and experiment first-hand. Internet help forums will help you out A LOT. When I was starting out 4 years ago I lived on the Pavilion help board for WEEKS experimenting with stuff.

For RPG Maker 2: This time around Prima put a GREAT guide out. So my advice is this: Do the "Blamo's Dungeon" entry-level exercise at the beginning of the guide. This will teach you the dirty basics of RPG Maker 2. If at first you can get the "Blamo" exersise then keep trying over and over until it makes sense. To be honest, when I first got RPG Maker 2 it took me FOUR full times to get the Blamo's Quest exercise down. It's also very helpful to take notes while doing this exercise. Once you've mastered that you can expand on that basic knowledge with experimenting. But the guide is great. If you're serious about RPG Maker 2 I would read the guide cover to cover (sans Fu-Ma guide) and just study it like any subject in school.

But most importanly, you have to have patience and dedication. Just like ANYTHING hard you have to learn, you just have to buckle down and do it.

Thanks for your time.

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