LOCKEZ'S PROFILE
The Unofficial Squaresoft MUD is a free online game based on the worlds and combat systems of your favorite Squaresoft games. UOSSMUD includes job trees from FFT and FF5, advanced classes from multiple other Square games, and worlds based extremely accurately upon Chrono Trigger, Secret of Mana, and Final Fantasies 5, 6, and 7. Travel through the original worlds and experience events that mirror those of the original games in an online, multiplayer format.
If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
Vindication
This is the story of one man, his quest for revenge, his desire to protect what he has left, and his ultimate failure.
This is the story of one man, his quest for revenge, his desire to protect what he has left, and his ultimate failure.
strange issue with battle weapon in RM2K3 (in battle)
Yeah, I've never heard of this. As far as I'm aware, battle animations never go behind anything. It's definitely not related to the image file; it's an issue with z-priority.
Are you talking about the animated character (BattleCharSet folder), the "weapon animation" (Battle2 folder), or the attack animation (Battle folder)?
Do you have the enemies in question set as "flying" in the database (there's a checkbox on the upper right corner of the screen, below "transparent")?
Are you talking about the animated character (BattleCharSet folder), the "weapon animation" (Battle2 folder), or the attack animation (Battle folder)?
Do you have the enemies in question set as "flying" in the database (there's a checkbox on the upper right corner of the screen, below "transparent")?
Changing Map IDs
Each map has its own file in the game folder. In RM2003 they are in the main game folder have names like Map0001.lmu, while in RMXP and RMVX they are in the data subfolder andhave names like Map001.rxdata or Map001.rvdata. You can just rename the files to the correct numbers that you want.
Be aware that this will ruin every single teleport event in your entire game, and will make all your existing saved games be in the wrong places.
Be aware that this will ruin every single teleport event in your entire game, and will make all your existing saved games be in the wrong places.
Boss Battle Design Contest - Knowledge is Power
Ladies and gentlemen, we have nine entries total. I have zipped them together into one 130 MB download, and am hosting it on my personal webspace since my locker is nowhere near big enough.
http://burger.sandwich.net/temp/Boss%20Battle%20Design%20Contest%20entries.zip
Some of the individual battles had names, like "The End is Near" and "Everything Ends". I decided this was a good idea, and gave names to the ones that didn't have names. Use those names when casting votes.
Keep in mind that some of these do have readme files. I recommend reading 'em.
Judging is done by you. Yes, if you're reading this entry, that means you. (Unless you're reading it way in the future after the contest is long since over.) People who entered the contest and people who didn't enter the contest are both eligible to cast their votes.
You can vote for as many games as you want. Each vote is worth one point. The game with the most points wins. Send your votes to me via rpgmaker.net mail. (Click on my name and then click "Send Message.")
I want to place down some guidelines for judging, though.
1) Read the original post. It says, and I quote, "The criteria for judging will be entirely based on gameplay. Is the boss battle too easy? Too complex? Does it get cheap kills? How much problem-solving is involved? How much sense does it make? How well does it adhere to the theme? Does it create an exciting and difficult but undoubtedly beatable and fair challenge?" Try to keep this stuff in mind when judging!
2) The original post also says, and I quote, "Graphics, animations, sound, music, etc. will not be judged and will not affect your score. Use the RTP or whatever you have lying around." I want to reiterate this for emphasis. You are not to let the battle's visual and audio presentation affect your judging. This is a gameplay contest, and gameplay is what we are judging here.
3) Don't vote if you didn't play all the entries. You don't have to win them all, but you do have to *try* to win them all.
4) Contestants are not allowed to vote for their own submissions. (It all evens out anyway if everyone votes for themselves.)
You have three days from the time of this post to cast your votes.
http://burger.sandwich.net/temp/Boss%20Battle%20Design%20Contest%20entries.zip
Some of the individual battles had names, like "The End is Near" and "Everything Ends". I decided this was a good idea, and gave names to the ones that didn't have names. Use those names when casting votes.
Keep in mind that some of these do have readme files. I recommend reading 'em.
Judging is done by you. Yes, if you're reading this entry, that means you. (Unless you're reading it way in the future after the contest is long since over.) People who entered the contest and people who didn't enter the contest are both eligible to cast their votes.
You can vote for as many games as you want. Each vote is worth one point. The game with the most points wins. Send your votes to me via rpgmaker.net mail. (Click on my name and then click "Send Message.")
I want to place down some guidelines for judging, though.
1) Read the original post. It says, and I quote, "The criteria for judging will be entirely based on gameplay. Is the boss battle too easy? Too complex? Does it get cheap kills? How much problem-solving is involved? How much sense does it make? How well does it adhere to the theme? Does it create an exciting and difficult but undoubtedly beatable and fair challenge?" Try to keep this stuff in mind when judging!
2) The original post also says, and I quote, "Graphics, animations, sound, music, etc. will not be judged and will not affect your score. Use the RTP or whatever you have lying around." I want to reiterate this for emphasis. You are not to let the battle's visual and audio presentation affect your judging. This is a gameplay contest, and gameplay is what we are judging here.
3) Don't vote if you didn't play all the entries. You don't have to win them all, but you do have to *try* to win them all.
4) Contestants are not allowed to vote for their own submissions. (It all evens out anyway if everyone votes for themselves.)
You have three days from the time of this post to cast your votes.
What are you thinking about? (game development edition)
Make an alt account.
Yes, that is technically against the rules. But kentona will understand. It's not against the spirit of the rules; you're not doing it to deceive legitimate site visitors.
Yes, that is technically against the rules. But kentona will understand. It's not against the spirit of the rules; you're not doing it to deceive legitimate site visitors.
Game Mechanics and Pacing
My decision to add two extra filler dungeons to Vindication, while well-meaning, was not really a good one. It improved the pacing of the game as a whole at the cost of destroying the pacing in those two parts of the game. There was probably a better solution.
This is a really good article. Every suggestion is accompanied by a thorough explanation of why the the thing it's fixing is problematic and why that solution works. You might not think some of these things are important enough to do, or that they cause more problems than they solve, but it's hard to really say anything in the article is just plain wrong.
This is a really good article. Every suggestion is accompanied by a thorough explanation of why the the thing it's fixing is problematic and why that solution works. You might not think some of these things are important enough to do, or that they cause more problems than they solve, but it's hard to really say anything in the article is just plain wrong.
Boss Battle Design Contest - Knowledge is Power
Boss Battle Design Contest - Knowledge is Power
Indeed you will. You can help judge them if you want, as can anyone.
You guys have until midnight tonight to finish sending in submissions. I have eight submissions so far.
You guys have until midnight tonight to finish sending in submissions. I have eight submissions so far.
Game Mechanics and Pacing
Ah, the thing about the guards and the Baron is actually good stuff. I definitely agree that having all four battles hard causes a major problem, and having just the Baron be hard still causes a more minor problem. I'm not sure, though, that the more minor problem of the player losing and having to redo the scene and easy guards is worse than the new problem you've created: the fight against the Baron is anticlimactic and doesn't feel like a major achievement on the player's part.
For my part, I am completely ignoring your advice for this aspect of battle pacing. But that's because I know exactly why you want it done the way you do, and I agree with you, but I have a different way of solving the problems you mentioned. My way is to use FF13 style game overs, so that when you die, you get sent back to right before the battle. Not right before the series of battles; right before the exact battle you died in. Because I essentially agree with everything you said, I don't want the player to have to redo the boring crap, but I also want my climactic gameplay moments to coincide with my climactic story moments.
Of course, this kind of custom game over doesn't work well in many types of RPGs, and I'm not proposing it as a strictly superior method. I know exactly why I'm breaking your rule and how I'm going to clean up my mess; your rule is still a good one.
For my part, I am completely ignoring your advice for this aspect of battle pacing. But that's because I know exactly why you want it done the way you do, and I agree with you, but I have a different way of solving the problems you mentioned. My way is to use FF13 style game overs, so that when you die, you get sent back to right before the battle. Not right before the series of battles; right before the exact battle you died in. Because I essentially agree with everything you said, I don't want the player to have to redo the boring crap, but I also want my climactic gameplay moments to coincide with my climactic story moments.
Of course, this kind of custom game over doesn't work well in many types of RPGs, and I'm not proposing it as a strictly superior method. I know exactly why I'm breaking your rule and how I'm going to clean up my mess; your rule is still a good one.
dejanordarker.png
Somber is a good word. Music will really help set the tone here. I think you could easily pass this off as either a depressing memory of a once-great city or as a rugged outpost full of adventure, depending on the music.
Is that one diagonal white line part of a rain effect? Rain would make it a lot more dismal.
Is that one diagonal white line part of a rain effect? Rain would make it a lot more dismal.










