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LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
rabitZ: If the player has more than five statuses inflicted, and you're comfortable with some slightly more advanced scripting, I recommend making it so it shows the first five effects for 2 seconds, then shows the second five effects for 2 seconds, then goes back to the first five effects and repeats like that. If that makes sense. And if there are more than ten status effects inflicted at once, then you would of course need more than two pages.
@lockez: good suggestion! I guess its either that, or trying to make it scrollable with the down-up directional keys, right? haha just for curiosity, do you expect characters in your game to get inflicted with more than 9 status effects? :)
@chana: thanks! I like low attribute values because I was used to D&D and early Might&Magic games were they were so, although RMXP in particular is better suited to high attribute values because of its default battle formulas.
@chana: thanks! I like low attribute values because I was used to D&D and early Might&Magic games were they were so, although RMXP in particular is better suited to high attribute values because of its default battle formulas.
author=chana
I like the level of att., pdef., etc , very low levels often go with excellent strategy!
This a million trillion times.
(Not counting HP.)
In my game, characters start out with low stats, like 3 attack, 2 defense, and the like.
And as they gain levels they might gain one point or so per stat, and there me a level or two were you don't gain a point for a certain stat.
It is awesome. Usually monsters you fight are one point higher than you, or the same.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I'm currently trying to redo all the mapping in Flower Bubble Game!!! so that I can release it for reals. I haven't really touched this game in seven or more years, and I didn't actually care how it looked when I made it the first time because it was made for a specific person. So it looked unbelievably horrible.
I switched from the RTP tileset to a modified Sword of Mana tileset, which uses nice pastel colors and feels very appropriate for the game. Since the entire game uses just one map, remapping the whole thing is not as bad as it sounds, although it's still hours of work because the map is quite big.
Here's a comparison screenshot! It has gone from impossibly shitty to moderately shitty. I have about a third of the map converted so far.
In Iniquity and Vindication? Yesssssss.
You can get inflicted with 5 status effects at once while fighting the second boss in the first dungeon! And that's a 1 vs. 1 battle where you only have the basic initial skills! Though you'd probably have to try really hard to get the fifth one on purpose.
My game is probably way more status-effect-heavy than yours though. I bet half the skills in my game probably inflict some sort of effect on either the user or the target. My status effects feel more like the effects in WoW than the effects in FF or DW. A lot of them are just Att -15% for one round, or minor effects like that.
I switched from the RTP tileset to a modified Sword of Mana tileset, which uses nice pastel colors and feels very appropriate for the game. Since the entire game uses just one map, remapping the whole thing is not as bad as it sounds, although it's still hours of work because the map is quite big.
Here's a comparison screenshot! It has gone from impossibly shitty to moderately shitty. I have about a third of the map converted so far.

author=rabitZ
@lockez: good suggestion! I guess its either that, or trying to make it scrollable with the down-up directional keys, right? haha just for curiosity, do you expect characters in your game to get inflicted with more than 9 status effects? :)
In Iniquity and Vindication? Yesssssss.
You can get inflicted with 5 status effects at once while fighting the second boss in the first dungeon! And that's a 1 vs. 1 battle where you only have the basic initial skills! Though you'd probably have to try really hard to get the fifth one on purpose.
My game is probably way more status-effect-heavy than yours though. I bet half the skills in my game probably inflict some sort of effect on either the user or the target. My status effects feel more like the effects in WoW than the effects in FF or DW. A lot of them are just Att -15% for one round, or minor effects like that.
I love the new look! It's a little bright, but very nice. You might want to lower the tint of the chipset and see if you like it better. The old musical instruments fit even better with the new chipset. Love that slanty shanty!
I' grinding away on my game and listening to Blind Guardian, my favorite band. I don't often get chance to work on it so when I do, I grind away.
I'm using the DBS and I'm thinking about changing the battle type from Alternative to Guage. Which do you guys prefer?
I'm using the DBS and I'm thinking about changing the battle type from Alternative to Guage. Which do you guys prefer?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I remember one of the RM2K3 battle menu types doesn't ever show your max MP and only shows your current MP when you're in the skill menu for that character, while another one only shows your max HP and status effects when you are targetting the character for a healing or defensive spell, or something dumb like that. I might have them mixed up but I know they both have different things you can't see. While the third one, the one that makes you choose FIGHT or RUN every single turn and has room for facesets at the bottom, has some other info it doesn't show and is by far the worst because IIRC it has a much higher chance of randomly glitching out and causing commands you input to be skipped so you just lose your turn.
I don't know which is which but I strongly recommend using one of the two that always has the menu at the bottom, because they don't glitch out and make you skip turns nearly as often. (Of course, if the game is permanently set to wait mode, the glitch disappears and this is all irrelevant, so then you just have to pick which info you think is least important. To me, MP is less important than status or max HP in most games.)
I don't know which is which but I strongly recommend using one of the two that always has the menu at the bottom, because they don't glitch out and make you skip turns nearly as often. (Of course, if the game is permanently set to wait mode, the glitch disappears and this is all irrelevant, so then you just have to pick which info you think is least important. To me, MP is less important than status or max HP in most games.)
Thanks for the input. Every one of the battle types has it's pros and cons, it seems... For example, I think it's ridiculous that you can only see the monster names in the 'traditional' battle system, the Final Fantasy style one. However, I think the 'gauge' system is the most aesthetic. (The one that shows faces.)
I'm not sure yet. Every one of the systems has bugs. I might use a patch to permantantly set the game to wait mode to get rid of the problem you addressed.
A logical solution would be to code my own battle system. Although I'm capable of doing so, I simply don't have the time (or patience)
I'm not sure yet. Every one of the systems has bugs. I might use a patch to permantantly set the game to wait mode to get rid of the problem you addressed.
A logical solution would be to code my own battle system. Although I'm capable of doing so, I simply don't have the time (or patience)
Story of Ligara. Still working on it, working on the Endoleash min hunt and bugs that get in the way.
I just released my first game for iOS today :D
It's a little sad actually, since I don't have an iPhone or iPad myself, so I can't actually buy it and play it...

It's called Dzoop. It's a puzzle game, you slide knobs around and you try and figure out how to get them all into their goals at the same time. It's simple and quick to learn, but surprisingly addicting, especially if you like ze challenge.
If you want, you can try and figure out the puzzle above, it's an easy one. The rules are:
1) You can slide all the knobs in any cardinal direction. All the knobs move in unison: if you slide up, all the knobs go up as far as they possibly can.
2) Knobs block other knobs from moving, as do dead ends.
3) Each knob has to end up in its own goal at the same time.
I did a lot of the game design, UI and game art. My friend is a programmer (it's his apple account) and he did all of the code.
So this weekend I'm:
1) whoring myself out on the internet to get buyers for dzoop
2) doing level design for our team project in my Game Design class (essentially I'm creating several tiny pinball machines, it's fun)
3) sweating a lot, because Michigan decided to get hot again
It's a little sad actually, since I don't have an iPhone or iPad myself, so I can't actually buy it and play it...

It's called Dzoop. It's a puzzle game, you slide knobs around and you try and figure out how to get them all into their goals at the same time. It's simple and quick to learn, but surprisingly addicting, especially if you like ze challenge.
If you want, you can try and figure out the puzzle above, it's an easy one. The rules are:
1) You can slide all the knobs in any cardinal direction. All the knobs move in unison: if you slide up, all the knobs go up as far as they possibly can.
2) Knobs block other knobs from moving, as do dead ends.
3) Each knob has to end up in its own goal at the same time.
I did a lot of the game design, UI and game art. My friend is a programmer (it's his apple account) and he did all of the code.
So this weekend I'm:
1) whoring myself out on the internet to get buyers for dzoop
2) doing level design for our team project in my Game Design class (essentially I'm creating several tiny pinball machines, it's fun)
3) sweating a lot, because Michigan decided to get hot again
Ohh! Someone from Michigan!
Right now I am STILL searching for away to capture a whole map in XP, to use as a map for VX. D:
Right now I am STILL searching for away to capture a whole map in XP, to use as a map for VX. D:
author=Adon237
Ohh! Someone from Michigan!
Right now I am STILL searching for away to capture a whole map in XP, to use as a map for VX. D:
SephirothSpawn's Map Screenshot for XP, as in Nessiah's map lighting tutorial. Never used it myself though.
Me? What am I working on? ... club advertisements. And writing emails.
Oh, and I'm doing some more pixel art for my project-that-doesn't-have-a-name-yet.
I'm testing my forest area. I've done some minute balancing such as lower the HP of some enemies and such, but I've realized I need a feature that prevents the player from getting chain ganked by on-screen encounters. It's usually not a problem, but getting into a new encounter before you had the chance to open the menu and heal isn't very fun.
I think I might just be a few edits away from getting some images for Arbiters From Another World's gamepage! Not that I have a gamepage ready right now, but that's a minor issue!
author=Sayaauthor=Adon237SephirothSpawn's Map Screenshot for XP, as in Nessiah's map lighting tutorial. Never used it myself though.
Ohh! Someone from Michigan!
Right now I am STILL searching for away to capture a whole map in XP, to use as a map for VX. D:
Me? What am I working on? ... club advertisements. And writing emails.
Oh, and I'm doing some more pixel art for my project-that-doesn't-have-a-name-yet.
I love you. lol
Anyways thanks! Now I can parallax map the way I want to.

Thinking about doing a little doujin gam making.
The game would act as a companion to the Ao No Exorcist anime rather than following the manga a) because I'm unfamiliar with it at present and b) I have more colour references to go off. Each episode would be considered a stage with the characters who fight being the ones you can play as. So in stage 1, the tutorial, you'd only be able to use Rin for the fist fight he gets into, but the Stage 2 fight would have Shiro (awesome exorcist dude) and all the people at the monastery consisting as the party. You'd also get to play as Rin at the very end of the Stage for the Gehenna Gate boss battle.
However, right now I am only making Stage 6, the Esquire Exam. Normally the stage would consist of fighting with the Izumo/Shima/Bon/Koneko party as well as fighting as Rin, but the demo version only has the Rin fight in order to test how efficiently I can do certain things. a) animate Rin b) use a side-view graphics style c) animate enemies d) my speed of completion.
Since Stage 6 only requires the Dormitory and Power Room maps, it's the easiest to create.
If only I had the coding skills to make it for an iOS or PSP or something. I'd much rather it be a small portable game.






















