ASHRAMARU'S PROFILE
Ashramaru
39
I'm a small time Indie Game Designer. I like to create Concepts and Ideas for game and bring them to life through the creation of a team of dedicated individuals. For the most part I am a very charismatic individual, I love having discussions about nearly anything and even more so about game development. If you ever have time PM me or MSG me on MSN: gamejockey419@msn.com
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The Sword or the Pen: Your Character's Weapon Preference in RPGs
The thing I find funny is the fact, The Bow and Arrow is honestly greater than the sword, however the Sword is still view superior to it in most RPG's. Think about it, with a cross bow, I can impale anyone from a far. With a sword I have to run up to you and swing a heavy piece of metal, hoping that I'll be fast enough to hit my enemy. I mean to me, its just weird how swords are viewed so highly, when you can just use a gun and take someone out with ease.
Action Games in Rpgmaker
I don't know, these two ABS' are the best I've seen in RM2k3, I know it functions a whole lot better in XP and Gamemaker though.
http://www.youtube.com/watch?v=msUqw3Scluw&NR=1
http://www.youtube.com/watch?v=f7SotgdE824&feature=related
http://www.youtube.com/watch?v=msUqw3Scluw&NR=1
http://www.youtube.com/watch?v=f7SotgdE824&feature=related
Why are one of my party members acting on his own?
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The Sword or the Pen: Your Character's Weapon Preference in RPGs
The Sword or the Pen: Your Character's Weapon Preference in RPGs
Times have changes, ideas have sparked, new worlds unfold to us from the minds of various creators. As we develop and creator our own unique worlds, we craft our own forms of technology, and even really on history to provide us with past and present forms of technology. Despite how long time goes on, and despite the innovation of our current time period, one tool still remains etched and engraved into the minds of many RPG Player. This tool is “The Swordâ€. Forged of iron, sharp to the point, this cutting tool is what can be labeled as “obsolete†if we look at all the modern technology which our world possesses. Of course the use of a sword in RPG's is dictated by the World and Time period, (Swords have evolved from simply metal, now we have seen Gunblades, Lightsabers, and such) however why is it that even in imaginary worlds, that the sword still remains at the top of the Weapons food chain. I mean honestly its nothing but a heavy piece of forged iron.
My main questions are:
1. What weapon selections are available in your RPG's ?
2. Do you plan to break away from the stereotypical “boy with a sword†in your RPG, if so then why. If not why do you believe that a sword is a useful choice of weaponry even in an environment ruled by futuristic technology?
3. Why do you believe swords constantly appear with RPG's despite the innovation seen in our modern day?
Lastly discuss anything in relation to the topic, enjoy :-*
NPC Dialogue.
@Little Wing Guy: I agree with you on that. After a meteor destroys a neighboring town, you cant expect the NPCs to say the same shit they said when you enter the town. NPC's in my opinion should react to the environment around them. For me when it comes to NPC Dialogue I like to incorporate personalities as well as knowledge of the world around them. Sure some hobo isn't going to know much or care much about whats going on in the neighboring town, but I can assure you he will have something to say about whats going on in his town and his own life. I have always had my NPC's give hints about current events and such, merely to make them important. But the style I like to use for my games is one that is unique to games like Baulder Gate. You can ask a series of questions, but your Charisma give your more options, hell you can even intimidate people if your Reputation if high enough. With this NPCs are kind of meaningful to the game, rather than simply clutter charactersets that make a town look alive.
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Ridiculous Image Thread #1
@WIP: While the image is ridiculous, what even more ridiculous is that Square Enix is working out a deal with a clothing brand to create the clothing featured in the FFXIII Universe.
Indie games that have impacted you
@YummyDrumsticks: Bugs and such aside the game has a story, you just have to play the German version to get into it. :P (Still désappointera in the US Translation) It turns out the German version doesn't contain the majority of them.
Also how could I forget Balmung Cycle Part 1. Not the craziest story ever, but by far a very intresting and well constructed game.
Also how could I forget Balmung Cycle Part 1. Not the craziest story ever, but by far a very intresting and well constructed game.
Help With Stat Bosting Per Level
No problem man, It a bit simple, but it took me a while to crack.
1. Make this a Common Event.
2. Within the Common Event Menu make an Event called Level Up Check.
3. Create a Variable that checks all Characters levels before battle.
Variables to Create
Character 1's Level A
Character 2's Level A
Character 3's Level A
Character 4's Level A
Character 1's Level B
Character 2's Level B
Character 3's Level B
Character 4's Level B
Switches to Create
Level Check
4. Once you have created these variables set them equal to the level of each Character you plan to create.
Example: Character 1's Level is set equal to Character 1's Lv. (This can be done through the Variable Operations Event.)
5. Now make another Common Event that is an Auto Start which triggers when Level Check is on. Call this Common Event, Level Up Check 2.
6. Within the Common Event make a Conditional Branch that check if Character 1's Level A is greater than Character 1's Level B. If this is the case, make 4 Choices which will dictate which Stat you would like to increase. At the end of this even turn the Level Check Switch Off.
7. Next within the Battle Events on Turn 0 turn Switch On. As well as set each Character Level to the Character 's Level A Variable. This will record the Characters level upon entering the battle. When the battle is completed the Common Event Level Up Check 2 will come on and check if any character has gained a level.
I will add some pictures tomorrow but it works so I think that will solve the problem.
1. Make this a Common Event.
2. Within the Common Event Menu make an Event called Level Up Check.
3. Create a Variable that checks all Characters levels before battle.
Variables to Create
Character 1's Level A
Character 2's Level A
Character 3's Level A
Character 4's Level A
Character 1's Level B
Character 2's Level B
Character 3's Level B
Character 4's Level B
Switches to Create
Level Check
4. Once you have created these variables set them equal to the level of each Character you plan to create.
Example: Character 1's Level is set equal to Character 1's Lv. (This can be done through the Variable Operations Event.)
5. Now make another Common Event that is an Auto Start which triggers when Level Check is on. Call this Common Event, Level Up Check 2.
6. Within the Common Event make a Conditional Branch that check if Character 1's Level A is greater than Character 1's Level B. If this is the case, make 4 Choices which will dictate which Stat you would like to increase. At the end of this even turn the Level Check Switch Off.
7. Next within the Battle Events on Turn 0 turn Switch On. As well as set each Character Level to the Character 's Level A Variable. This will record the Characters level upon entering the battle. When the battle is completed the Common Event Level Up Check 2 will come on and check if any character has gained a level.
I will add some pictures tomorrow but it works so I think that will solve the problem.













