The lighting is strange, especially with the slimes. It seems as if the other characters aren't casting a shadow, but they are.
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Yeah, that's exactly how I described it on IRC some times ago, incestuous.
I think it is very toxic. You just feed of each others idea and incorporate them to your games and then claim innovation. Maybe it's because I'm "out of the loop" but when I check the game dev forum, I just see the same thing over and over again.
When you have idiots who sell and buy garbage like this http://www.johnwizard.com/
I somehow can't agree with you.
Beyond people making games with RM themselves, I doubt so.
The way I see it, this should be what headlines your game design document, and should be reflected in everything else you choose to put in that document.
Another huge problem with rm2k/3 is how pictures can be moved. Moving a picture requires knowing what number it is while in the programming step, instead of being able to move the picture based on the number in the variable. I remedied this in the tech demo by create an objected oriented system that used pictures as objects were created. So, for example, if a bush was hit, it would call the event, check to see the first available picture (lets say Picture 2), and then assign picture 2 to the bush animation. Lets say a rupee drops from the bush, the event would be called, and picture 3 would be assigned as a rupee. Lets now say that I shoot an arrow after I hit the bush, but before the rupee vanishes, the event would be called, and picture 2 is now free again to be used, so picture 2 is assigned to be an arrow.
The system is very useful to keep track of picture usage, and to create animations/objects of anything at any time.
You can reference pictures by variable using Cherry's patches. Find it, download it, use it. Saves so many headaches.Probably the most timesaving patch ever, but it doesn't have built-in pic ID allocation.