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Old 02-12-2018, 06:14 PM   #1
Brightness
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Sad day for the Pavilion

I... I am very sad, you know that feeling when your little cousin deletes your game (34 hours of work on my puzzle game) and you can't do anything about it because his mother will get mad? Ah.😭😭😭... Now I have to start all over again.

What's your sad story about RPG maker?
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Old 02-12-2018, 06:26 PM   #2
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Re: Sad day for the Pavilion

When I found out that making games with RPG Maker 3 was too much of a hassle to even bother finishing one after, say, 3-4 attempts at making one.
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Old 02-12-2018, 10:27 PM   #3
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Re: Sad day for the Pavilion

If you think RPGM3 is tough to deal with, try working with RPGM2. Very temperamental, but definitely powerful once you figure things out (after 5 or so years of using it, at a minimum).

Last edited by dragaron; 02-12-2018 at 10:28 PM.
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Old 02-12-2018, 11:09 PM   #4
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Re: Sad day for the Pavilion

RM3 wasn't hard to use, but it's definitely boring to use. The lack of freedom eventually drains your enthusiasm. Whenever I tried making small mini-projects on it a while back, I always did every last database entry besides the monsters, then began to work on the level design when I started going "This is starting to become a chore..." I think it's the reason why my major RM3 projects were cancelled back in the day.
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Old 02-12-2018, 11:16 PM   #5
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Re: Sad day for the Pavilion

I think RPG Maker Fes is fun and easy to use. It's always cool seeing the resources you get, and the DLC options.
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Old 02-13-2018, 02:26 AM   #6
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Re: Sad day for the Pavilion

I had almost completed my RPGM project Police State in 2003, started in 2000, and decided not to finish it in 2003 when I started programming. The memory cards got stolen in 2009 as the result of a burglary. I had the data backed up on a PC but the hard drive was corrupted when I tried to recover the files in 2010/2011.

My copy of RPGM was later stolen in 2014. Unless I get rich, I will probably never re-purchase it again. I worked for that game when I was a kid. I cleaned offices with my half brother to help pay for it.

I've moved onto bigger and better things with RPGM MV. I won't be showing anything for a while, but when I do, a demo will be close after. I have ideas that no command-driven jRPG I know of has implemented, and the PSX RPGM is far too inadequate a platform for what I want to do. RPGM PSX simply doesn't have enough usable memory to do much with regard to custom art, and I had to severely restrict my art to 2-3 monster sprites, 4-5 blocks of objects(using ALL 9 frames for different objects and moving them into place with scenario events that dark the screen upon entering a dungeon and move them into place before allowing the player to see the screen, eating up more memory), two custom character sprites, and even a "blue chef holding a gun sprite" because the blue chef already in-game was a good substitute for the police officer sprite that I didn't have the spare anime maker block to import or make my own(and I could blend that sprite in with some object graphics like a blue car, lockers, and toilet stalls because they shared the same colors WITH the chef sprite able to fire the gun and face left or right).

I mastered PSX RPGM, but my game was severely limited due to memory constraints and will now never be published because it's lost.

Oh well.

RPGM MV, for all practical purposes, will allow me "unlimited" custom art. That opens up so much, that I know I will spend years making art for my games just because I can and I'm a perfectionist to that degree.

RPGM on the PSX was a good start. It's a delightfully complicated toy, but a poor substitute for actual programming or access to a hard-drive. I messed with other engines like Sphere and Dark Basic and even tried making my own with some C++ and Open GL. They're also way too clunky to use without a team of people and enough time to make all of the models I would need(I wouldn't live long enough to do it all myself).

RPGM MV allows custom scripts, but already gives you a base engine whose function you can modify to some extent with those custom scripts, saving 90% of the work. Making a fleshed-out complete and playable role playing game of epic play duration from scratch can easily take tens of thousands of man hours. RPGM MV cuts that to thousands of man hours, allowing total freedom in quantity and quality of dialogue, art, music, tiles, animations, characters, ect and allows you to use simple sprite graphics or even use those sprites into a 3d environment with custom scripts. RPGM on the PSX in turn cuts that work to hundreds of man hours, but it's so threadbare a program that one is stuck with its battle system engine if they want to make a long, epic game with enough custom art to make it stand out(with all 9 anime maker blocks available for use at a time) and custom music is almost an impossibility(there are workarounds, but it is severely restricted where and how it can be used, and it will eat up precious memory), and requiring the player to slip multiple system and scenario cards at various points in the story(in my case with Police State, you had to load the THREE memory cards in a very specific order each time a scenario and/or system card was swapped to and as a result this RPGM game wouldn't have been playable on most PSX emulators requiring a PSX copy of the game).

I never much intended to touch RPGM PSX again unless it was to play someone's game, all of this being said.
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Old 02-13-2018, 02:31 AM   #7
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Re: Sad day for the Pavilion

Toecutter, I understand what you said. My advice, you must look out for thieves.. Man, they're sucking you up dry. Let me punch them if you see them.
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Old 02-13-2018, 05:06 AM   #8
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Re: Sad day for the Pavilion

TC, if you ever get the itch to play RPGM (PS1) and make Police State a reality, it runs for only $10 or so on eBay. I could always order it and have it sent to you or a P.O. box or something. Still, the issues it presents with limited customization and memory are greatly inhibiting.
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Old 02-13-2018, 01:28 PM   #9
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Re: Sad day for the Pavilion

I remember I got a lot done on my Calculator project and accidentally overwrote the scenario data. Had to start from scratch, although fortunately I had written down a lot of notes on how it works, so it was easier to rebuild.

Gotta back up that data and make lots of notes.

To make you feel better, here's some happy music:



Tengu Man agrees, losing data is bogus.

Last edited by 1ce; 02-13-2018 at 01:29 PM.
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Old 02-13-2018, 04:47 PM   #10
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Re: Sad day for the Pavilion

Stole your memory card? Way to add insult to injury. I mean how much could a used memory card possibly be worth.

This is a depressing thread.
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Old 02-17-2018, 03:12 PM   #11
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Re: Sad day for the Pavilion

Relatives are the bane of any saved game file. Do not let them near.
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Old 02-17-2018, 03:35 PM   #12
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Re: Sad day for the Pavilion

There was this one time at band camp...

*** SPOILERS ***
...where my sister's ex stole a bunch of my games and memory cards, thus me losing so many hours on RPGM projects.
*** END SPOILERS ***


Also

*** SPOILERS ***
I never been to band camp.
*** END SPOILERS ***
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Old 02-20-2018, 12:06 PM   #13
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Red face Re: Sad day for the Pavilion

That feel when you have multiple ideas at once
But in you're haste to save your game, you save over one of them
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