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I assume you're going to upload your beginning here so people can play it Cat?

I doubt this has been done with any of the previous community projects. Usually the public only gets to play it once the game is completed or canceled.
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I would volunteer to be next depending on what the current part is like in way of storyline.
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I would actually be fairly interested in participating in this if allowed.
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Giving RTP a little more love with these screenshots. Here I will show you both the old early '09 (or was it late '08?) version of the Dragon Forest and the still highly WIP 2010 Dragon Forest.

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why do people make these slanted arguments, "i would rather play good gam with x properties than bad gam with y properties" like whatever dude. I am sure RTP dragon quest 3 clone #2367 will entertain you because the numbers are slightly different. I would much rather play through space funeral while stoned or something.

Probably because it's more realistic than "Would you rather play a game made by a five year old in two weeks or a game with flawless, exciting custom battle and menu systems with a perfect storyline, balancing, pacing, characters, etc. that was actually finished (impossible)?", and they're a damn good way to put a point across if relevant to the discussion at hand.
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you act like you can't have both.  i'd rather play neither of these.

For the sake of the post, I left it at those. I have never seen a game that did everything well while making use of great custom graphics and systems. Maybe I'm just not that fortunate.
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No offense to anyone making RPG Maker games, but the Japanese RPG Maker games are way more unique than your games. Like Yume Nikki.
I think everyone should try to make something more unique. I can't take RPG Maker games seriously when its like a generic Final Fantasy ripoff # 9000.


All because something is unique does not mean that it's good. Case in point, I couldn't even stand Yume Nikki. Big empty maps with no clear indication of a way out nor direction = terrible game design. This is the problem with most games that promote their custom graphics/systems. Such games, at their core, do nothing new with the systems, and even more fall back on those systems to make their games any good while everything else suffers.

I would much rather play a Final Fantasy fangame using RTP graphics and music that was highly entertaining, well put together, complete with a compelling storyline than "Hey, look at my menus! Oh, my game? Bah, I just took the tree graphic and put them symmetrically in a square for this one map. Go back and drool at that amazing battle system I slaved over for 7 months."
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Against my better judgement, I decided to give this game a go. So far it seems awfully generic, but surprisingly not terrible.

I gave this game a go some time ago and gave up after this shipwreck scene.
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Does anybody know if there's a bug-free version of Final Fantasy Dreams (or one that can be opened with RpgMaker)? The first version I've seen had a bug where it skipped half the plot and the second one has a missing teleport to the worldmap, so both are unplayable after a certain point.

You should report the bugs to Aten, and no, he's one to lock his games into a single file using programs like Molebox Professional, so looking for a way to open it in the Rm2k3 would be a fruitless endeavor.
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Okay, I should have rephrased that, I didn't like Barkley at all, original yes. My kind of RPG? No.

And I'm not making Dragon Age, I'm just using the basic structure (Leveling System, Class Differences, etc) which is common in many RPGs. The story itself is different, unless you relate the War, to a Blight. But I find that closer to being an Apocalypse.

And I'm not avoiding making an Original, Never-before-seen game, like I said this is just the backbone, and I wanted feedback from it. You guys say it's cliche, and like every other RPG out there. I see that as a good start, how I build up the characters, the world and the tell the rest of the story is what can make it seem original.

Why not just make the game if you're content with what you have written and outside opinion won't sway you? If you're happy with what you have, then just go for it. I'm sure that when it's all said and done that there will be an audience and your work will be able to speak for itself.
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Judging by this entire game idea, I'd have to assume that you're addicted to Morrowind, Diablo 1 and 2, World of Warcraft, Dungeons and Dragons and Guild Wars, as everything (save for a few cliche archetypes (amnesia and the sort)) you put up here as your own ideas were taken directly from one or more of these sources. I almost couldn't make it past the "General Idea" section of the original post without giving up any hope of a halfway decent game. Also, a "great hidden inner power" and "pulling out" was just too much and I walked to the other side of my house to laugh to the point of tears.

One thing that I saw many times throughout this post was the mistake of misusing "there". There = place, their = belonging to people, they're = they are. Also, there were numerous other typos like "motifs" instead of "motives".
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Clouded Heart (v3) was uploaded a few months ago, link's still good:
http://gamingw.net/forums/index.php?PHPSESSID=rjm3v9pk7ar1gtkfdcrejape60&topic=74782.msg1589585#msg1589585

I was just about to plug in my port drive to retrieve the game from it and upload it again, but I'm glad to see that the previous upload link is still available.
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Yeah but when you're carrying around a 30 foot sword and can jump a million feet in the air with it, I don't think you need to much more practice.

That's what equipment weight is for. Just take away agility depending on the weight of the weapon, requiring you to either purchase stat raising items (gold via battles) or battle to level up. Even if you could carry a 30 ft sword, would you be well trained in the art of swordplay to be able to use it? If not, then that's where training in combat comes in.
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I try to see RPG battles as part of the journey, as no story is without conflict. Don't forget, the heroes need opportunities to hone their skills and strengthen their bodies.

I was just thinking about this yesterday. There's a dangerous and untamed world outside of town in these worlds. It's sort of like our savage wildlife on steroids as they have to do battle with giant insects, arachnids, birds, fish, grazing beasts, elemental entities and fiends formed from the corruption of the Void. To have a world devoid of struggling for survival, you might as well just stand around in a town all day. Leveling up, or gaining experience specifically, shows how they have become trained in the use of the weapons that they carry or their ability to focus their conjured spells onto their target, and should be considered as much instead of "I need to have X strength and Y agility to fight Z."
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If the game does get canceled, I sure hope you plan on at least releasing a demo of sorts shortly beforehand.
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To the guy that said the thing about that game by strangeluv,
I generally disliked that game, and if what your getting at is that my game has the same plot/storyflow then you'll be sadly disappointed.
I posted a pic of a character collecting herbs and that means its the same? I'm lovin' your logic! I'm guessing your a democrat, also.

I'm sorry, did I strike a nerve? When did I claim that your ENTIRE GAME was the same and that you should be ashamed for even thinking it was a good idea? Though, with that aside, I hardly feel that you're one to speak about logic.
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"2. A hero traversing a mountainous forest in search of an herb needed for someone's gift, to me, screams "A Home Far Away"."

Actually, this sounds like a typical generic herb gather quest used in many, many games. I can promise you that A Home Far Away was not the first to use it.

Some great screens here guys. I'm really digging that battle system!

Of course it wasn't. How do we know this? Because absolute originality is dead. All I meant was that the first thing that came to my mind was A Home Far Away.
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I know I'm not that great a mapper, but does orange-ish water appeal to anyone else? I love water thats deeply colored of the sort.

And yes blah blah blah overused overlay.

[Screens]

A few things I need to bring up.

1. Are you a fan of Sonata Arctica?
2. A hero traversing a mountainous forest in search of an herb needed for someone's gift, to me, screams "A Home Far Away".
3. The overlay of the smaller screen doesn't seem to make all that much sense, as there doesn't seem to be any trees atop those cliffs. The orange water would look fine if the sun was setting and it's light reflecting off of the water, otherwise it just looks polluted.
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EDIT: Nevermind, my idea wouldn't have worked. Looks like your only option is to move up to XP or VX.
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rm2k3 comes with a dungeon randomizing feature.... if you want specific events I suppose there should be a way to set events that automatically place themselves in valid spots on map creation

Of course it does, but that's not what this discussion is about.