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PostPosted: September 10th, 2009, 10:35 am 
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"The worst pokemon."
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Ixzion wrote:
Yes, but I didn't plan on having my world turned upside down for 3 months, either.

At least I'm working on mine, ass. :p



Draygone wrote:
Yeah... well... at least I've collectively worked on mine more...
:rlh



And I've put more work into mine than both of you combine... so HA!

Anyways, glad you are keeping some sort of pace. Keep it up.

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PostPosted: September 10th, 2009, 3:56 pm 
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Keep it cool
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Since we're boasting, I've released three games this year! Ok....one was a garbage game...so technically two. Which is more than I'm sure you all can show for, hahahaha.....yea.

In ANY case, glad to see progress, and hopefully more people will follow suit with your example.

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PostPosted: September 12th, 2009, 3:04 pm 
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Rainbow Crash
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9/12/09 3:00pm

I've finished converting the first memory card for the world map-less game.

I've also managed to include a nice-looking connection for the water village from the mountainous path. I like it.

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PostPosted: September 17th, 2009, 4:33 pm 
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9/17/09 4:30pm

I've hand-drawn two new maps and will be converting them into dungeons soon. I have 8 blocks of SYS mem taken up, and I have about half the game to put in. I hope items and all that won't cause too much of an issue.

It feels good to have a plan and a goal.

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PostPosted: September 21st, 2009, 6:58 pm 
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9/21/09

The work on the ice town is about 60% done. I like the way it looks and how simple it is, while still being expansive. It looks pretty different from my other towns, which I really like.

I have 3 more areas to create (minus any dungeons) and I will then focus squarely on events and such.

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PostPosted: September 21st, 2009, 7:02 pm 
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"The worst pokemon."
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Keep up the progress, man. You may need to do a screen shot or two after you are done creating places.

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PostPosted: September 24th, 2009, 12:06 am 
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9/24/09

Here are three new pictures of Acre-age!

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^ Icicle Apartments

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^ Snowy Garden

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^ House and Ice Wall

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PostPosted: September 24th, 2009, 12:07 am 
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Oh my god. That looks awful! I'm never going to play Acre-age! What's up with the metal, automatic doors? Like really. It looks like sh*t! (now read that to the opposite effect for the true meaning)

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PostPosted: September 24th, 2009, 7:30 am 
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ShadowFox beat me to it. :(

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PostPosted: September 24th, 2009, 9:52 am 
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Nice work there, boss... now keep up the pace.

Like seriously, keep going.

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PostPosted: November 2nd, 2009, 1:22 pm 
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11/2/09

After a break, I've created and event-linked all the rooms in the Icicle Appartments. It may not sound like a lot of work, but the appartments are actually 5 different rooms.

I've reached 9 blocks of scenario data with the same amount of areas left to create. I'm stopping when I reach 14 blocks in order to have 1 save block, so I have 5 blocks left for areas and dungeons.

I should be okay. Since the main areas are being made first, I'll know if I need to change up the other areas to compensate.

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PostPosted: November 4th, 2009, 11:42 am 
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Looking good Ix. It is amazing what you can do with RPGM1.

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PostPosted: December 31st, 2009, 3:36 am 
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12/30/09

The SYS data is really forcing me to think outside the box for a lot of my ideas. I've had so many ideas for super-expansive areas but the SYS data simply won't allow me to do that and get all of the spells, items, creatures, etc. in there. So I've decided to condense some of the other areas in the game. However, the unintended effect of this is that is makes the game feel a bit more stylized. The areas outside of your hometown are almost scaled-down, but it puts more of a focus on your home than the outside world, which I like.

I spent the last 8 hours working on completing the maps needed for the game. I'm happy to report that the village of Stute (ice village) and the Holy Kingdom of Parsonia are now completely made, sans the events and what shall happen there. This leaves the final boss lair to be made. I can focus my efforts on my efforts on this with about 10,000 of 13,000 data I have left. I'm also aware that I must leave enough for the save file.

I might need to make another area related to the plot, but right now, it's not much of a concern. I'm really liking where the final boss is gonna be hanging out.

With the world-mapless Acre-age, I decided to walk from Jance's house to the furthest reaches, which lie in Parsonia. If you're going by foot, it'll take a good 2-3 minutes of walking. This isn't too bad, since various things will happen during the course of the days. But, just in case people don't feel like walking, every area in the game has a port, which will allow you to sail to any port that you have visited previously.

That said, I think that doing the SYS data is the easy part of RM design. The hardest part is the scenario. That's where you have to make everything interesting and type on that infernal click-move-click keyboard. But in accordance with my original plan, I'm gonna keep working to make Acre-age a one-of-a-kind experience on RM. The best and most complex game I've ever made.

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PostPosted: January 7th, 2010, 5:59 am 
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1/7/10

Even though Parsonia, which has the most screens for a non-hometown community (with 5), I added another one because it would make sense to include it. So it has 6 screens and is a pretty big scaled-down town. After adding it, I'm down to 10,000 SYS data.

I've started on the final area tonight. It's gonna be pretty challenging to fit this last area into the constraints of only that much, since I have a lot of story to tell. Frankly, I'm going to have to get tres inventive. I've already decided to use up 7000 of the SYS data to complete the final area, leaving me with 3000 for items/spells/enemies/etc.

So far, so good, though. I hope to start getting into the scenario data pretty soon.

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PostPosted: January 25th, 2010, 12:51 pm 
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3k sys isnt much for spells ect. have you used sys saving ideas like using event data to replace 3 sys eating items like some fixtures? you can save quite a bit this way.

when deciding what to keep or toss away think in terms of value. is the part you want to keep worth every step too your game. you can reduce the dead ends to gain more meaning out of a dongeon, eliminate filler stuff that doesnt add to your game, cut back on the gimicky stuff that doesnt drive your game forward. if space is a premium them sacrifice only that which doesnt subtract from the game play.

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PostPosted: January 31st, 2010, 11:38 pm 
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I am gonna go through and really optimize the hell out of the game areas before setting up the characters and all that. I really need everything I can.

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PostPosted: February 2nd, 2010, 1:04 am 
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2/1/10

I've thrown down the gauntlet. I've said that I'm gonna finish Acre-age by June 1, 2010 or I'm going to abandon the project. Seeing as doing that leaves me with a funny taste in my mouth, that leaves me with 4 months to get to the end or near end of the game. If I get to like 95% done or something, of course I'll take the extra time to finish.

That said, today, as part of Power Progress month, I went through my game and managed to salvage about 2000 extra memory. It's not much, but should leave me with 5000 to do spells and items. I think that's enough. I'll find out as I work tomorrow.

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PostPosted: February 2nd, 2010, 10:23 am 
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"The worst pokemon."
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Really? That's a mighty bold statment. And wouldn't it be better to actually wear the gauntlet instead of just throwing it on the ground?

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PostPosted: February 2nd, 2010, 7:57 pm 
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Doesn't the gauntlet only provide +2 Defense?

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PostPosted: February 2nd, 2010, 9:13 pm 
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Hey, I'd rather have 82 Guard instead of just 80.

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