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BACKWARDS_COWBOY'S PROFILE

Backwards_Cowboy
owned a Vita and WiiU. I know failure
1737
Gaming and game design are my hobbies. I've spent the most time with VX Ace and 2k3 (prior to Steam release), but the only thing I've ever finished anything with is 2k.

Psychology was my first degree, but being responsible for depressed kids was too stressful. So I got a Masters in Healthcare Management and now I'm responsible for depressed adults!
Last Quest IV: The Prequ...
RPG Maker 2000 adventure for the Golden Game Mak Contest

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My First Game Draft

There's actually a built-in event command called "Show Choices" that opens a box where the player chooses from a few options. I don't remember the limit of choices, but you can just have a Page Two of choices, or find/make a script that expands the number of choices if the default isn't enough. Just have the choice menu pop up when the player leaves town.

As for the city/castle builder, the easiest way to do it in RPG Maker is to have a place where the player invests money, and at certain amounts, the city/castle gets bigger. For an actual build-your-own type of thing, I wouldn't know where to begin.

Edit: Similar to The Elder Scrolls IV: Oblivion castles & houses, where you chose what to add to your house from a merchant menu, and then it was added in a predetermined location.

My First Game Draft

author=Kadamode
So let's say the main mechanics would be making a group, pit that group against another group and let the RNG decide the outcome. What if you don't have a group? What if you're alone? At least I could focus more on the socializing element when it comes to making a guild. The only viable option that I can think of for now is a separate 1-on-1 fights for duels and such, which I don't really like. So maybe I can use the same mechanics except limit it to 1 on both sides, which seems weird or make a different battle mechanic for 1 on 1 fights which seems weirder. Any suggestions?

Besides all that I've mentioned, are there any other ways to conquer an MMORPG server besides being the best guild, the richest merchant and the deadliest solo player? I think I would like to have 5 different endings rather than 3.


Well if you're using an RNG for the outcome of battles, you could have guild/party size as a variable that will be added to or used as a multiplier for the RNG, with a larger guild and higher level characters increasing your odds of winning. A solo player is unlikely to beat a large guild alone, unless their level is high. Likewise, a guild with a dozen low-level members wouldn't be able to conquer a trio whose level is much higher than theirs, unless the massive number of members somehow overpowers the trio. If you're going to be randomly generating guilds, this could lead to issue where the game makes an absurdly large guild to take on a strong player, unless you impose limits. I'm not quite sure where you're going with the battle concept, but I might just be reading it wrong.

As for the endings, you could have a bachelor/bachelorette ending, where you are the player with the most lovers in the game. This would really make heavy use of any social functions you put into the game. You could also just have a retirement ending, where you settle down and have a family (if you end up implementing marriage, then this would be like an 'easy' ending). Some other more abstract ideas would be a Craftsman/Collector ending, where you either craft or possess every item available, or a monster hunter ending where you've killed every monster in the game (if you add any non-human/non-guild battles), or a City-Builder function where you can buy land and upgrade it to a city, and when big or populated enough, it becomes the new capital and you win with a Political ending. Most of these would be hard to implement, but if you were planning on adding the necessary features anyway, such as crafting, then it might be worth a shot.

Some Questions About RM

If you want to do a one-time conquering thing, where once you conquer it is permanently yours, then that can be done with in-game switches and variables. If you want to have a contested region where you have multiple factions fighting over the area, then your options are scripts or an improbable amount of in-game events (which would likely result in some frame rate loss depending on how many are run at once.

My First Game Draft

If you're going for an MMO feel, then I recommend 8-directional movement scripts. They are available for all versions of RPG Maker. I also recommend time of day/weather scripts, also available for all makers, and doable with built-in events and functions. Same goes for the monthly events (the time script can do those). I like seeing games that use social and time-based aspects, as they give so much more to do than just "Fight. Story scene. Shop. Fight. Boss. Story. End." You could easily do a relationship system using variables and switches, and I think some scripts exist for really complex dating-sim style relations. So good luck with the story and preparation, and hopefully you'll have more to show about your project as you get closer to the purchase of the maker, and can start taking some more ideas from the community.

Tethical, a tactical RPG engine

author=LockeZ
But the video is like listening to a Ben Stein economics lecture in slow-motion, so I can't fault you for zoning out and missing some parts.


I'm probably going to be using it as a sleep aid from now on.

I didn't catch the entire video. I have a bad habit of running the video while reading the page so one of the two is always lost to me. But the parts I did watch just showed re-made scenes and models from FFT so I just feel like what was on display was more or less a technical remake of the game.

If all goes well and it does in fact get made, and he doesn't give up and just walk off with the cash, I think it would be interesting to try. But the whole "stretch goals" as he called them are a little much, in terms of time and money. He wants an extra 20k to code cross-game hero/boss battles. That's the same amount he values the maker/engine at. In the end though, it all comes down to whether or not he gets support and money for it in 29 days.

Need people to help me make my world

Some questions in regards to the map:

1. What maker are you using?

2. Is this a custom tileset, a downloaded tileset, or the RTP?

3. Would you be able to post some screenshots of what you have so far?

Tethical, a tactical RPG engine

I'm not quite sure where he's going with it just by reading the page and watching the video. It seems more like he's making a game that includes an editor to allow you to edit the game. Similar to Blizzard's popular built-in map editors. Especially when I look at the donation level perks and what he'll do if he gets a certain amount of extra money. It says "You can design a character for the game" or "Design a class for the game". I'm not seeing a stand-alone engine, but a game with an editor. And I honestly don't think he'll make much more than his 20k goal, if he makes it. He barely got 1% in a day, and he has a 30 day funding range. Unless he can pick up more donations within the first or second week (I remember somebody explaining how most successful kickstarters make the majority of their cash in the earliest stages, and slow down as the longer they're up). I'm thinking that this is more along the lines of FFT: The Editor.

I hate to be so negative about such an ambitious project that's going to benefit the game design community, but I just don't see this as a $20k+ mainstream editor. And the most important thing to the success of Tethical is what the final product will contain. If he uses Final Fantasy sprites in the official release, how will SquareEnix react knowing that he's got at least $20k to cough up?

Which RPG Maker should I use?

author=amerk
author=Backwards_Cowboy
2. Price. If you can't afford XP, VX, or Ace, go with one of the older ones.
The older makers aren't free, and all the English translations of RM2K and 2K3 are illegal. In fact, the only true legal maker you can get for free is Ace Lite.


True, but if you're making a free game, the legality of the older makers isn't exactly much of an influence on what you should use. Ace Lite was more or less a demo, as you couldn't really make much of a game with it due to the limitations and lack of included RTP (I think it gave you about half of what the full version has). If the OP was planning a commercial project, I wouldn't have recommend them, but going off the mention of 2k3 in the first post, I'm assuming it's just for fun or freeware.

Which RPG Maker should I use?

The RPG Maker you should use can generally be determined by the following factors, in my experience:

1. The newest one. 80% of the time, the newest maker is the way to go. The exception to this is 2k & 2k3, and XP & VX. Many people skipped the change due to battle systems or limitations.

2. Price. If you can't afford XP, VX, or Ace, go with one of the older ones.

3. Style. If you want to make a SNES-style game with an "old-fashioned" battle system, don't bother using scripts to "downgrade" a newer maker to match the style when it's already there. Same goes for making new resources to look older in a newer maker. Unless your retro game needs the crazy technical abilities of scripting, use a retro maker.

Protecting your project from thieves.

You could always pull a SnowOwl and put your username in the middle of random crap. Find and arbitrary default comment in the RGSS script, and throw your username in the middle of a technical sentence about what the script does. Not only will a thief probably not look for it, but even if they do look, they still might not find it. Copyrighting your game is only worthwhile if it's at least 30% full-custom resources, or a commercial project. In the case of a commercial project, you REALLY want to copyright the hell out of that thing. If somebody recreates your $10 game as a free one, you're screwed out of retirement.