BEN_RANDOM'S PROFILE

I'm Ben_Random. I've been around since 2008 but I didn't really get active here since Super RMN Bros. 2. That, an unfinished game, and a couple of contests sums up what I've done with game making on this site. I find that my main purpose here is writing. I have a few tutorials out there, as well as some reviews on Mario fan games such as RMN Bros. or Mario V.S. the Moon Base.

Now with the internet the way it is these days, you can probably use just this information to stalk me.

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RMN Game Roundup - 4th Quarter 2011

author=Oblic
What about Hero's Realm? Har har...


I'm dead serious, that Canadian turtle sandwich better make a sequel.

The RMVX Database: Part III "The Skill of Making A Skill"

So sorry for the wait on Part IV. I've been taking an RMN "break" for a while, but I should get to writing soon!

The RMVX Database: Part III "The Skill of Making A Skill"

As far as screen-shots go for parts I and II, I'm going to wait to add those in once I'm done with the series.

As for the series as a whole, we are looking at 11 to 13 parts. This depends on if I combine tabs like "armor" and "weapons", which are essentially the same thing.

The RMVX Database: Part II "A Class on Classes"

Sorry about the wait for Part III. I'm not sure when it will be finished, considering my week is pretty full. Hopefully next Monday at the latest.

The RMVX Database: Part II "A Class on Classes"

author=Marrend
This thread is now pointers on how to word things. For example, the Status efficiency should probably read something akin to:

A: If an actor of this class is attacked with a skill that applies this status, the status will always (100% chance) be applied.
B: If an actor of this class is attacked with a skill that applies this status, the status will have a good chance (80%) of being applied.
C: If an actor of this class is attacked with a skill that applies this status, the status will have a moderate chance (60%) of being applied.
D: If an actor of this class is attacked with a skill that applies this status, the status will have a low chance (40%) being applied.
E: If an actor of this class is attacked with a skill that applies this status, the status will have a poor chance (20)% of being applied.
F: If an actor of this class is attacked with a skill that applies this status, the status will not (0% chance) be applied.


...Is that too wordy/technical?


I actually do agree with you, but I think I'm going to leave this tutorial as it is for now. I may come back to it once the series is finished and I put a "Table of Contents" at the begining.

The RMVX Database: Part II "A Class on Classes"

author=mirageman613
author=Ben_Random
F- An actor in that class will take 200% of the normal damage when attacked with the selected element.
Still wrong, F means that the actor is healed by that element.

I meant to put -100%. Today is just not my day. I'll fix it.

I think Part III is going to get a little more proof reading.

The RMVX Database: Part II "A Class on Classes"

author=mirageman613
Actually, elemental efficiency determines how much damage a class takes from that element, not how much damage they deal with it.

A = When an actor is hit by that element, it will deal 200% of its normal damage
B = When an actor is hit by that element, it will deal 150% of its normal damage
C = When an actor is hit by that element, it will deal 100% of its normal damage
D = When an actor is hit by that element, it will deal 50% of its normal damage
E = When an actor is hit by that element, it will deal 0% of its normal damage
F = When an actor is hit by that element, it will heal that class by 100% of its normal damage


Oh, my bad. Thanks mirage, I'll fix it.

The RMVX Database: Part I "Making a Hero"

author=Marrend
Might be a good idea to have more screenshots in general for this particular series. This would accommodate for people who are more visual learners than a wall-of-text.

Besides, showing a screen of where one clicks literally shows them where to click, whereas writing "this is where you click" might garner some minor confusion to people who are absolutely new to the program. Which is not what this series of articles necessarily wants.

But that's just my two cents worth of opinion.


I got hurried and started writing Part II without an answer, but be warned, there will be screenshot's in future tutorials.

VX for Dummies: Getting Started

author=GhostX32
Four Thumbs Up!!!

(If you're curious about where the other two are try this:
1. Stand up.
2. Remove your shoes and socks. (if you're not wearing one skip!)
3. Look down on those toes.)


Thank ya' Ghost!

The RMVX Database: Part I "Making a Hero"

author=Marrend
If I were a math fiend, I'd point out that the "Exp to next level" graph is essentially the first derivative of the "Total exp earned" graph. However, since this tutorial is supposed to be for people who might not have the math background...


I know I didn't fully elaborate on all the graphs, but I'm pretty sure the majority of the RMN audience won't care one way or another.

On another note, do you think I should add screenshots to Part II?
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