avoiding the story path in a dungeon so you can explore all the other paths
Microsoft lent me a HoloLens to make this video
http://bit.ly/HoloLensActiongram
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avoiding the story path in a dungeon so you can explore all the other paths
Microsoft lent me a HoloLens to make this video
http://bit.ly/HoloLensActiongram
when you have to conserve every single healing item in your inventory JUST IN CASE
Mage: “Ah, I’m out of MP.”
Warrior: “Then you should use an ether!”
Mage: “But, but you can’t buy ether.”
Warrior: “It’s the final battle!”
Mage: “But I only have 85 of them.”
Proximity Events - v1.3by V.M.IntroductionThis script will allow you to use the script portion of conditional branches to activate events based on player pr...
Proximity Events | Created by Vlue
An RPG Maker Ace script by Vlue for using events’ proximity to the player as a factor in event conditional branches. A demo game is available in the forum post as well, and can be opened in the editor to check out the code used. The demo game includes, as examples:
Fires lighting when the player is near and extinguishing once they’ve moved away
Events chasing after players when near, and stopping once they’re a certain distance away
Switching music when the player is within a few squares of an event, and returning to the previous music when they move away
Last Updated: 2014.05.01 Download Link Github Link The default equipment system in RPG Maker VX is the standard equipment system seen in all of the previous iterations, which consists of weapon, sh…
Ace Equip Engine | Created by Yanfly
An RPG Maker Ace script by Yanfly for making and using different types of equipment in games beyond the default types.
The train tracks in the original Infamous wrap around each section of Empire City, allowing fast traversal of the area once they are operational. This was very important, especially later in the game, as it allowed the player easy traversal of fairly large environments, but only after they’d been in that environment for some time.
While playing through Infamous 2, the player can press L3 Button to let out a Radar Pulse, revealing the location of any blast shards, enemies, and other objects of interest in the immediate area on the mini-map. By having this require a physical action rather than be a passive ability, it encourages player driven exploration for the various games collectibles, as well as not cluttering the mini-map with non-mission specific icons.
How to Use Famitracker - Chapter 1, Introduction
Famitracker is a tracking program which emulates the sound chip from a Famicom. A tracker is a type of sequencer which is used to create music and looks a bit like a spreadsheet. Starting out, this might be a bit intimidating, but it is really much less complex than it seems.
Each column of data below represents an instrument channel and each row represents the progression of time through the song. Effects can be added in each cell for incredible granular control over the generated sounds.
Why use Famitracker when more modern DAWs have broader features and less limitation? For starters, Famitracker can create an incredibly authentic Nintendo sound. It has been compared to something like pixel art as well, where working with less can sometimes create something much more.
I learned much of this while working on my own Chiptune album and getting a solid start using various online resources was fairly difficult. My goal for this tutorial series is to offer a broad overview of how to get started with Famitracker and start writing music. Enjoy the series!
Additionally, if you prefer to learn by watching videos. You can watch this guide on YouTube.
Chapter Index
Chapter 1 - Introduction
Chapter 2 - Getting started
Chapter 3 - Creating an Instrument
Chapter 4 - Making a Simple Loop
Chapter 5 - Basic Effects
Chapter 6 - Wrangling the Noise Channel
Chapter 7 - Juggling Instruments
Chapter 8 - Percussive Triangles
Chapter 9 - Wrangling the DPCM Channel
Chapter 10 - Expansion Channels
Chapter 11 - Managing Frames
Chapter 12 - Putting it All Together (Save the City)
Chapter 12 - Putting it All Together (Sanctuary)
If you have any questions, comments, or thoughts on improving these tutorials, please don’t hesitate to get in contact me on Twitter @ben_burnes. Thank you!
Find, Make, and Use Audio for your Games - Chapter Index
This multi-part series offers a broad overview of how to find, make, and use audio in video game projects. While none of these chapters go into great depth on any particular aspect of audio in game development, this series stands as a general introduction to why audio is important in your games as well as places to find audio resources.
I intend to update this series whenever another topic comes to mind. If you have suggestions for a new chapter, please don’t hesitate to get in touch with me either on Twitter (@ben_burnes) or by using the Ask Me Anything link at the top of this page. Thank you and enjoy the series!
Chapter Index
Chapter 1 - The Importance of Sound
Chapter 2 - Finding Music and Sounds
Chapter 3 - Making it Fit
Chapter 4 - A Primer for Digital Audio
Khas Self Switchesby Khas ArcthunderIntroduction: This is a tool that makes the control of other event self switches possible. Also, this script implements ...
Khas Self Switches | By Khas
An RPG Maker Ace script by Khas for letting events control other events’ self switches. Also adds a few extra controls for self switches in general.
RPG Maker VX Ace Switches School Tutorial Game | Created by GrandmaDeb, Aindra
A tutorial on the basics of switches in RPG Maker Ace, in the form of a game that can also be opened in the editor in order to check out the code used.
theme 08: king and lionheart
preview 1 / preview 2 / code
a header / sidebar theme that i used for a while on this blog!! there are 3 main ways you can customize the theme layout - 1) a header + sidebar appearing upon scroll, 2) a sidebar only, and 3) a header only. the theme also has optional pop-up navigation boxes, 4-6 custom links, and show captions/tags options.
features
- 400px/500px posts
- 1920x1080px header / 60x60px about icon / 100x100px sidebar icon
- 4 custom links (with popup navigation) / 6 custom links (without popup navigation)
- optional pop-up ask, about, and updates boxes
- options to display the header + sidebar / just the header / just the sidebar
- optional: show captions, show tags, like/reblog buttons + post type icons, header description box
- custom colours, selection, tooltips and scrollbar
notes: i would keep the title relatively short. the header image is 1920x1080px in size, the about icon with the pop-up navigation is 60x60px in size, and the sidebar icon is 100x100px in size. the about and sidebar icons will resize your uploaded images accordingly but they must be square in shape. the header must be the correct size otherwise it will not display correctly.
if using the pop-up navigation - you will need to enter the html to customise the about and updates boxes, i left instructions in the code so it should be easy to do so. please make sure to have asks enabled and enter your tumblr username (i.e. the49thname) into the “tumblr username” type field on the customize menu so that the ask box will work.
credits: header + sidebar icons were made by me, star background for preview 2 was made by @100daysofpattern, please do not save for your own use. this theme uses font awesome icons.
if you have any problems let me know, read the rules, and please like/reblog if using, thank you!!
for more themes go here.
Because of the player’s ability to choose their weaponry and the buttons they’re attached to in The Legend of Zelda: The Minish Cap, the game shows the buttons with their current abilities shown in the upper-right hand corner. In addition, these buttons are shown as they are in relation to each other on the controller.
The Seed Satchel and Seed Shooter/Slingshot in The Legend of Zelda: Oracle of Ages and Oracle of Seasons are meant to be act as all-purpose ranged weapons and puzzle solving implements. By including these, the game presents a single item that can be used in a multitude of scenarios, with variable types of seeds used for each situation. This greatly changes the make-up of the puzzles and enemies in the game.
While a somewhat large area overall, the puzzles in Myst are usually contained to a single room, at least mechanically. While hints and clues could be spread across entire worlds, the puzzles themselves would always be in the same place, providing a sense of consistency overall. In doing this, the game reinforces its calm tone, and beckons the player to leave any puzzle they cannot complete for later; they’ll always be able to come back.
“The Nine Forms of the Five Room Dungeon“ by Matthew Neagley
I’m going to be running a bunch of roleplaying first timers through their first game of Dungeon World… so I’ve been looking over the Five Room Dungeon model again, trying to give myself plenty of ideas for adventure seeds.
This is a very helpful visual.
Any advice on writing and publishing RPG books? I've got a lot of ideas but I'm not sure what to do with them. Should I write a basic dungeon adventure first just to start out?
Here’s some prior advice. And here’s some more. Read this especially!
My advice to people who are passionate about tabletop games and want to self-publish a game or adventure is two fold:
1) Make something unique to you!
Don’t write a “basic dungeon adventure” first. Don’t write a “basic” anything. That sounds boring as fuck. Write and create something you yourself would really want to play and buy.
D&D and Pathfinder and the adventures published with them will probably always be there to outsell/outperform you when it comes to bog-standard generic inoffensive fantasy. They’ve got that part of the industry locked down. So why not do something different? Like, really different!
Write a game or an adventure that’s weird and outlandish and personal and strange. Fill it with your darkest desires and your intrusive thoughts. Write something that you think you and you alone will like, catering to your specific tastes in games, both in tone and mechanics. Don’t censor yourself or hold back in any regard (that comes later, in editing).
Why? Because I guarantee you are not alone in these tastes, and by making something geared to them you will serve an audience that’s hungry for it. Whatever you do, don’t be generic or bland or make something that apes the style of a successful (but generic) game. Making something unique helps you stand out amongst the thousands of other games out there that are generic.
See Fire on the Velvet Horizon. See Yoon-Suin the Purple Land. See BREAK!! See A Red & Pleasant Land. See Día De Los Dinosaurios Muertos. See Slumbering Ursine Dunes. All of these are fantastic adventures and games that have roots in generic fantasy (read: D&D), but do incredibly unique and interesting things with them. Often things that haven’t been tried before.
You are your own unique person with your own preferences and tastes. Trust them, and make a game/adventure that’s true to that!
2) Make your game/adventure LOOK good!
So you’ve made something unique. Something crazy and new and personal and weird. Great. Now you need to make it look good, and make it easy to read/use.
See before how I was all positive, encouraging, and uplifting? This is the advice I give to bring you back down to earth. A unique and interesting new game doesn’t count for shit if it doesn’t have enough art, if it doesn’t have compelling art, or if it’s hard to read and use.
I’ve said this before somewhere that I think that art is one of the most important (and undervalued) aspects of TRPG design. To successfully sell a unique idea to people, especially if you’re not already an established creator in the TRPG community, your book is going to need art. Lots of art. Lots of good art.
The old adage “A picture is worth a thousand words” is especially true of TRPG design. Art can be used convey the following kinds of information (and much more) far faster and easier that paragraphs of text can:
Character appearance
Character personality
Location details and complexities
Tone and atmosphere of a setting
Intended tone of the game as a whole
The specifics of certain mechanics (movement, actions, attacks, spells, etc).
So few TRPGs do this, and even fewer get it right. It’s understandable why so many books don’t do this (custom art is often expensive, time consuming to produce, and arguably more difficult to make than just using text), but it is still inexcusable to not do it.
Something that goes along with this is having good layout and graphic design. This doesn’t just mean making sure your book looks ‘pretty’ (though that’s important too), it means making sure your book is easy and quick to USE, not just read.
This involves map placement, map design, indexing, hyperlinking, random table and stat-block placement, how columns of text are formatted and placed, and designing a useful table of contents. Your goal should be to ensure the following:
That the reader understands the ‘gist’ of your adventure and what might happen in it after the first couple of pages.
That the reader doesn’t have to swap back and forth between rulebooks when using your adventure.
That at no point should the text take longer to parse and convey that it would take the reader to just “make something up on the fly”.
That the reader doesn’t need to constantly be flipping back and forth through your book to get to the information they need.
TRPG books aren’t novels or magazines or even instruction booklets. They are a special kind of reference document which is meant to be used in the moment, NOT memorized entirely beforehand. Good graphic design and layout can make all the difference in this regard.
Just look at some of the thought and design that went into these LotFP books:
These useful tools are absent from almost all of the big TRPG published books where they are needed the most. As an indie publisher, they’re worth considering and will definitely make your book better.
If you want your game book to stand ahead of all the others, these are some of the best and most needed ways to do it.
I wish you all the luck in the world.