RPGMANIAC3030'S PROFILE

I now use XP and VXAce to make games. I usually play games that I would like to actually be in myself, and games that have fantasy settings. I'm open to all types of games. I compose music for my school band and orchestra, and I will probably compose music for my games. I prefer classical music over any other genre.
Jalar Saga: Origins
The fate of the world lies with you...

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Syntax Error

What does it mean if I get a Syntax error while on a specific map? Everytime I teleport to this one map or start there, it just says "SyntaxError occured while running script." Is the map corrupt? It can't be any scripts because other maps work fine...

My game themes

I'm working on theme songs for my series. Each theme would have the same harp melody, but different supporting melodies/harmonies/etc. I'm not working on any more besides what I have for now: The first is for my friend's game in XNA, the second is for Gio: Eras, and the third is for Gio: Legends, so I'll need to make a new one for the original game when I get to it.


Gio: 8 Keys - Fire of Life
Gio: Eras - Whispering Spirits
Gio: Legends - Destiny

Any feedback would be appreciated, theory-wise or other. Thanks!

Overworld theme Length

Program: General (Any RM)

Problem:
I was looking for a good piece to use as the overworld theme to my game Gio: Eras before I try to compose my own, and I found this really nice one after seeing the film it's from...but I fear that it may be too short and would make the player grow tired of it.

Here it is. It's an orchestral arrangement from a song in Princess Mononoke. Those of you who have seen it may recognize it:

Link

Apart from the question of should I use this at all, is this an appropriate length for an overworld theme? I'm still working on making it loop smoothly via audacity.

Character customization for VX

I'm using the composite characters script for VX which can be found here.

http://forum.chaos-project.com/index.php/topic,1250.0.html

I'm using this so that the player can customize the look of the main character and his/her allies at the beginning of the game. Instead of setting up an event which asks the character what hairstyle/clothing they want, I was going to use left and right to cycle between the article of clothing/hair that the player wants, with up and down switching to the next article. This would probably require a lot of events, and a lot of time.

Is there a script out there that achieves the same function, or any other method that is simpler to do?

RMXP Script help - Z-HUD for Blizz ABS

Are there any scripters here that can help me? I don't know if script support requests are asked regularly at RMN, but I'll give it a shot. I asked Blizzard who said he was retired, posted on RPGRevolution with no results, and I googled this and got nothing, so I came here.

I'm using the Z-HUD and the Quick Weapon change script for the Blizzard ABS. Both work perfectly on their own, but the weapon that I'm equipped with doesn't show up in the HUD, and I don't think the player would want to guess what they have equipped/take away from the action and go to the menu to know what weapon they have equipped.

If someone could add this component to the HUD, that would be really appreciated. There is another HUD that shows the equipped weapon, but it doesn't work well with the Quick Weapon change and I like the interface on the Z-HUD better anyway.

Edit: Z-HUD is located here

http://forum.chaos-project.com/index.php?topic=4284.0

My composed music

http://rpgmaker.net/users/RPGManiac3030/locker/Despair.mp3

The title is Despair, and it's in C minor. I composed it using Sibelius 6.

I mainly composed Despair for my high school orchestra, but since It's in my game I put it up here.

Does this sound like something you'd find in a game for a sad moment, emotional scene or something similar? I'm currently using Despair for the intro to Gio Adventures. Regardless if it is or isn't I'm probably going to conduct this for our next concert. I think that it is completed, but there might be something I could add(At least for the game).

Comments/concerns/questions/dislikes would be appreciated.

NOTE: You may need to turn your sound all the way up to hear it best.

Oh, and please don't download it. Thanks.

What Would YOU expect in an Action RPG game?

Gio Adventures: Eras is supposed to be an Action RPG game, but I'm confused on what defines the genre. So, here are some points I wanted to find out:

1.Since there's no random encounters, should dungeons be heavily populated with monsters, or a moderate amount?

2.How many weapons/armor should be available to the player? And should weapons/armor be bought at shops like in Traditional RPGs?

3.Layout of dungeons: should they be Zelda style with many puzzles and rooms without making it too tedious, which the Zelda dungeons were kind of like?

4.Should Action RPG games focus on character development, exploration, fighting, story, any combination? I'm asking for what would make a good formula in an Action RPG.

5.Does exploring world maps work for Action RPG games?

6.Can the setting be in a medieval setting? When I hear Action RPG, I always think modern to post-modern times.

I'm asking people for their personal view on Action RPG games, and what THEY would like to see/what should be included in one made through RPG Maker XP. I don't want to make a mistake and turn this game into a Traditional RPG game trying to pose as an Action RPG game.

What is this file?- RPG2003.GID

I found this file on my desktop. It's a hidden file, having to do with RPG Maker 2003. Anyone know it's use and if I should keep it or not?

Board Game Minigame...

In Gio Adventures: Origins for RM2k3, I started working on a life-size board game. For those who have played Dragon Quest, I'm basing the board game off of the Pachisi track from the series. Basically, you have a certain amount of rolls to get to the finish line with treasure spaces, monster spaces, trap doors teleporting events, etc. My problem is getting the events to work properly. I have a general outline:

1)A parallel proccess event sets up the number of turns left through a variable, and a switch is set true.

2) Another event asks the player to roll or quit. Player chooses roll.

3)Another variable is set to a random number from 1-6.

4)Player chooses to move foreward or backwards. If Player hasn't moved yet, backwards won't work.

5)Each space on the board is a touch event that lets the player continue. Moving foreward increases a third variable, while moving back decreases it.

6)When the third variable is equal to the dice roll, whatever space the player is on activates, and an event happens.

7)The number of turns is decreased by one, and steps 2-6 are repeated.

There are a few problems with this, like moving backwards through multiple paths, landing on the space after the one the player should have stopped at, events on the space before the stopping space starts instead of the stopping space event, and some events not starting when needed. My question is if anyone could show me any way to improve on what I have already. I will be having 7 boards, each with special rules and objectives. Thanks in advance.

Where to find "Unique" game music...

I've been thinking about the musical side of my games, and I was thinking about trying to use as little RTP as possible. Should I just use music from existing videogames? I can't make my own music, and probably no one would work for free on music for a "noobish" game...
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