Oh jeez. That's a mouthful. You must love your keyboard...
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I think it was the Auto Font Install script, not the font itself, that was causing the issues. I still like the other one better, but its not worth pissing off people with technical issues.
Non Default Windows Font - I think it looks better.
http://www.775.net/~...ges/Forest1.jpg
Comic Sans MS Font - Less technical issues, but I like the other font better.
http://www.775.net/~...ges/Forest2.jpg
Well the actual origin of the problem is not really important. When I said you shouldn't bother with fonts you need to install, I mean like.. at all. No custom fonts.
I mean sure, getting an autofont installer is nice and all but... its not something people like. What would be really cool is if you wrote your own font handler, so windows isn't even involved. xD
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Yeah, default title screen and music. Havent even come up with a real Title for the game yet. I think the story is more important than a name or title screen. Im also considering doing a looping cutscene before allowing the title screen appear with various scenes in the game, once the game is closer to being finished, and I think there are scripts for that. Thus, start the game, goes to cutscene with maybe a Prologue, then to title scene for like 20 seconds, then to another cutscene, something like that...
I think your current title is epic, even though it doesn't make any sense. c: If you develop the story more, and have the "Once More, with Feeling" title mean something, then that would be awesome. Like I said earlier, the title made me want to download it.
As for titlescreens, ask Kevin.ds for one once you have an idea of what you want. He's awesome at making them, and does it for fun. ;D
Also, there is a screen that skips the titlescreen. I would use that, and then event the rest, aka the cutscenes, and the actually titlescreen.
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Signs with no boxes: Intentional. I thought it would offer a difference between the character just "Knowing" something, and reading something. Does the same thing on chests and items and what not. Same thing as Zone Name. Walk into a new zone and 2 second text tells you the name of the zone. Not like people really need it, but the autorun gives me the opportunity to do other things at the same time.
I see. Well I recommend using like.. some wooden board picture for the background or something, 'cause the windowskin clashes so much with your awesome white bubble speech.
I never noticed the Map name.. interesting. xD Or did you just now add it? I guess I have a bad memory. And try to use autorun as little as possible. It can drain fps massively.
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Random msgs from Sarah: Its optional to enable or disable player movement with the MMW script. Weird thing is that while the text is up and the player is allowed to move, random encounters dont happen. Also, touching touch events dont trigger while text is up either, so allowing player movement while moving text is up, I have to do carefully. Most of the text stopping the player from moving was intentional also, but I dont want it to get in anyones way. Rethinking some of the banter to allow movement during...
Hmm. Interesting. I'd say go for it anyways, and like you said, be careful. Make certain sections of your map, and disable the ability for the messages to appear depending on where the player is. Or something like that.
Don't you just
love game design? xD In all seriousness, I think this is one of the most fun parts of game design; figuring out things like this.
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Delas LOL! I never noticed that before! Apparently it was on ALL of the freakin spells! Fixed. Thanks for pointing that out. Yeah, "Deals X Type of Damage"
You're game has to have SOME spelling mistake. It's an indigame rule.
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Typos were intentional, hopefully not totally overdone. Just wanted to establish that character as being exactly as his name implies, "Stupid"! (thats the characters name, not calling anyone stupid...) I've pondered on if the misspellings were overdone, (yes thier was also intentional, should have been they're anyway, wrong usage), however, it gives me an opportunity for him to misinterpret statements later that, as usual for this character, gets them into trouble. I.E. he says "Dee Anger", "Well, I am Angery!" and does something "stupid", when it wasn't "Dee Anger" at all, it was "DANGER". I think that part of maintaining the consistency of the character, I'll have to maintain the typo's, even if they come across as overdone, but I'll consider toning it down just a bit...
After reading them a bit, and thinking about it, I realized that you were using the typos as a way to tone the kid's character. However, I do think it is overdone just a tad. >_<"
Maybe use apostrophes to signify the slang speech. For example, if someone says "u can kill em with the 50 cal" as opposed to "You can kill 'em with the 50 cal." it becomes more obvious that the 'em wasn't just ignorant writing.
Does that make any sense? >___< lol. Anyways, it's up to you over course, but my advice would be to lower the "typos" a bit.
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Smacking around seemed to fit the mood of the Bully's theme, it felt "slapstick" like, and humorous, not to be taken seriously, until...
Getting dragged around, yeah, don't sweat it, its kind of hard to feel anything when you're DEAD! Oops! Did I say that? Wait... Wasn't there something in the firepit that hopefully you didn't need to use?
Well you did it rather well. Most people don't pull cutscenes off very well in RMXP. The use of the jump command was a nice touch with the shoes and stickyburrs "or whatever you intended the

's to be.
I couldn't keep myself from giggling. xD Wait a second... did I not finish it? o_0 Is it possible to not get beat up?
Le' gasp! D: I guess I need to retry tis..
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I have no idea when I'll release the full game. I really don't want to overwhelm myself, because I think the quality of the project would suffer as a result, so I am not aiming for something EPIC, however, the scenarios I keep coming up with seem to be headed that direction. So far, our two main characters end up running after the little girl, who isnt quite as weak or dumb as she appears, in fact, it would probably be a really good idea to not piss her off at all, but she will join, temporarily, then betray the group when they finally confront the Bullies, at which point, the girls TRUE power is revealed, which leads the new party, consisting of our two mains, and one of the Bullies replacing the little girl, to discover that the little girl's immense power has damaged the crystal of earth (maybe crystal of water, havent decided yet, but expect a flood), Ralph finds out he lost his soul when Sarah waited too long to use the "item", and his life is directly dependant on the survival of the crystal, Sarah gets Cursed by a Gypsy, and one of the Bullies has been seeking the Crystal in order to harness its power for himself! And that would just end up being the first Crystal of several! After that, I have no idea where it will all lead to! Three more crystals? Time Warp? Moon crystals? Maybe even leviathans? I dont know yet.
Well it sounds like you have a good idea of where you're going to go from what you currently have, and that's great. You don't have to have the whole thing planned out, really. Lot's of good RPGMaker games are made up by the authors as they go along. You can be sure that I will be keepin' up with this game. =D
Leviathan?! Fricken hecks yeah. Lol. Not sure how you would do that in RMXP... I guess you could go inside it with the secondlast tileset. Eh? EH?
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One of the goals I have during this little project is to make none of the characters completely good or evil, they all have their own personal motivations for doing what they do, but to do them in such a way that their actions wouldnt necessarily be considered evil if you looked at things from their perspective. It allows for a lot of plot twists, characters that are as "dynamic" as much as they can be between each other, etc. Dynamic not meaning conditional branched story telling, just that all the characters have unique relationships with each other, even the NPC's. Like Stupid pointing out that Mouth has a crush on the not so "little girl". I dont have that many maps built, as most of the time seems to come from Eventing. I tried to make sure each map was as high quality as I could make it. There are a couple of houses, 3 caves (short, like the forest), and a waterfall. The maps I seem to be able to slam out very quickly, but the way Im trying to write it requires a lot of backtracking. Currently Eventing out the big conflict between the group with the girl and the bullies, and havent totally decided how to finish the scene. This zone, still need to write Ralph finds out he lost his soul, Sarah gets cursed, and one of the Bullies joins the group. As far as which one has been "using" the bullies group to find the crystal, you'll just have to wait and see. I guess thats writer speak for I havent really decided yet! Its about an hours worth of gameplay so far...
Another great example of character development. The all-evil baddie cliche has almost become boring. Cliche's aren't always bad, and people actually avoid them too much, but having characters like you mentioned sounds really interesting, a lot more so than super cliche RPGs.
I can't wait to see more of your maps. That's pretty much the main reason I play RPG Maker Games -- to see what other people can do.
Whoa whoa whoa. Spoilers! Lol. Warn us next time. :3
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Okay, any other Technical Issues?
Nope.
I hope I sufficiently kept up with your expansive post.