ATEN'S PROFILE

I'm a hobbyist game maker. I like making games as both a hobby and a challenge. I'm currently trying to make a game using the Linear Motion Battle System similar to Tales of Eternia. If you are interested, check out my youtube of the progress! Located here:

http://www.youtube.com/watch?v=kKjDVZON0-4

I also dabble in programing software and I've made some nifty utilities but my best one so far is a Save Editor for Final Fantasy XII. Get it here:

http://www.youtube.com/watch?v=lh-Ek_l3g80
Legend of Vanadia
A tale of adventure and exploration.

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YDS' Let's Try Thread

I would have quit as soon as I realized I had been WATCHING CUTSCENES for 15 whole minutes.

RMXP : Treasure Chest event not visible when running demo

all i can say is post your project like the one I did. Cant say unless I see it.

RMXP : Treasure Chest event not visible when running demo

Looks like you need someone to hold your hand for a while. I made this for you, look at it. Study it and you'll understand.

http://rpgmaker.net/users/Aten/locker/RPGXP.rar

Overlapping "screen" battle animations in RMXP

post=154703
Apparently I'm unable to properly explain myself. Setting the animation's scope to global (or in RMXP's lingo, setting its position to "screen") is the root of the problem. "Local" animations play just fine, separate instances over each of the targets. "Global" ones play as a single animation that covers the entire screen, but have as many redundant layers as enemies are being targeted, which makes them look bloated and ugly.

Ok, I just tried it, I made a fire skill, using the fire animation, set to show on SCREEN, and the skill targets all enemies. It worked fine, as in, one global animation played on the screen, and finished, nothing like the problem you described, (one global anim for each enemy).

I'm gonna say some script somewhere is screwing up, OR your RMXP version is different.

EDIT:

For the record, mine is:

rmxp 1.02a
ruby 1.8.1
scintilla 1.58

RM2K3 - Execute Custom Handler for losing battles just causes game over

Could be, but the universally used version here is 1.08. Even if a ton of people are using Goliath/other patchs etc, it's still based off of 1.08.

RM2K3 - Execute Custom Handler for losing battles just causes game over

I dunno, I just made a test battle, checked the custom defeat option, and it worked just fine :\ The DEATH condition was normal, persist after battle. Also opening the menu afterwards and I had 4 dead guys in the menu.

Video Game Fails

Valkyrie Profile 2, I was playing through the seraphic gate, hadn't saved in over an hour, killed a couple extremely hard bosses. And my PS2 just.... went off. As in OFF off.

Though I guess it counts as a console failure...

Your Profile Views Count!

Here's mine :D

Final Fantasy Dreams

# Profile Views - 40431
# Subscribers - 13
# Downloads - 2732

Legend of Vanadia

# Profile Views - 25786
# Subscribers - 47
# Downloads - 0

I wonder how many downloads Vanadia would get if I posted my demo....

ITT we tell the poster above us why their favourite game sucks

Valkyrie Profile 2

Messing with Levels: Character Balance

All I did in rm2k3 was save the hero's level to a variable (then reduce it by 1 so the new guy is 1 level below the hero), reduce the new chara's level by 99 then increase it by the hero level variable. Done and done.