RPGMaker discussion! Relevant to my interests.
So I switched from ACE to MV pretty much right away as a lot of the stuff seemed interesting to me, like the easier scripting and some graphical things I thought were nicer. I couldn't make any sense of ACE's scripting, and to be honest I don't expect to make much sense of MV's either, but I figured if it's easier, people who are into scripting have easier time of making fancy plugins or scripts I could nab.
Converted one of my work-in-progress into MV, manually, I might add, the automated conversion scripts didn't work for me, so it was a bit of a project in itself. It's sort of playable, which is more than I can say for anything I've done with CRPG creation kits since Neverwinter Nights, though lacks the final bits of the main story and lot of the side content.
A very big hurdle for me has been graphics, I have hard time deciding what kind of art-style I would want, if I should try creating it myself, or trying to find and hire some artist from the depths of the internet. The latter option doesn't jive that well with me since I don't plan to make money out of any of this, but at least the art would be done by someone who (probably) knows their stuff. And when I mean art-style, I mean mostly the character art, tilesets and such I can do fairly easily. Reminds me a lot of making wallsets and combat wilderness art for the ol' UA.
Sound and music is also easy for me, luckily. If it's not considered too shameless, I'll mention off-handedly my Youtube channel, HKissa0203, there's some muzak I've made for the said game(s).
Combat balance has been and still is a big issue for me to figure out. In UA days, my careful method of creating combat balance was to throw enemies into the encounters and hope it sorts out as I playtest and tune it. Due to the difference in combat system, this true and tested method doesn't work as well, so I have to actually look at numbers and stuff to make sure all the characters feel viable and none is overly underwhelming. Generally my approach is less but more meaningful combat, ie. there's no random encounters, and every set combat should stand out. But it's still difficult to finetune it.
What I like about RPGMaker really is its simplicity, basically. I think a lot of my failed attempts to get anything done in the past years have been because I forget or lose touch how things work, as I tend to take very long breaks from creative process. RPGMaker has that ease-of-use that it's very easy to return to where I left off a month ago and not have to spend hours to remind myself what I was doing and how I was doing it. I think UA is very similar.
So this was my 'hey! remember me? anyone?' post of the year (well maybe there will be more, it's still early). Now speaking of playtesting, if someone wants to be a playtester for the above mentioned game, that can be arranged. Though I may be known for very self-serious designs with lots of character and drama stuff, I've mellowed a lot since those days. There's still a lot of characters and maybe some drama, but it's way less serious.