CERNUS'S PROFILE
Search
Filter
A Golden Week of RPG Maker 2003
I've done the database, the initial dungeon, the first town and the world map.
Tonight I'm going to do some story sketching and tomorrow I'm going to finish implementing the battle system.
I think that sounds like a good idea if you can pull it off. It would certainly help you increase the play time of your game without having the do each map manually.
Tonight I'm going to do some story sketching and tomorrow I'm going to finish implementing the battle system.
author=iddalai
What do you guys think about the random dungeon generator?
For the type of game I'm doing it makes sense.
I think that sounds like a good idea if you can pull it off. It would certainly help you increase the play time of your game without having the do each map manually.
The official English 2k3 version is out!
I bought myself a copy the other night in a not-at-all transparent attempt to ease the sense of guilt I've had from abusing the pirated copy over the years.
I've had a quick look at the application and it all looks really good in my opinion. Excellent job :).
I'm not planning on having kids myself so therefore after much negotiation I can promise that I will make my friend name their first born child after anyone who can find a way to get rid of that row command!
I've had a quick look at the application and it all looks really good in my opinion. Excellent job :).
I'm not planning on having kids myself so therefore after much negotiation I can promise that I will make my friend name their first born child after anyone who can find a way to get rid of that row command!
[RM2K3] Several questions
Hi Phluff.
For the skin selection you would have to use a common event. Set the event to "parallel process" then use the "Key Input Processing" in a loop. Say if you want the menu for skin selection to be triggered when the player presses "1" then have the Key Input Processing command export to a variable and then set up a conditional branch to check if that variable equals 11. Inside this conditional branch is where you would put your menu.
Using "Timer Operations" on the first page of the Event Commands you can actually have two timers running independently. As far as I know there isn't a way to add the play time to the default menu. You would either have to create a custom menu or have an item in the inventory that turns on a switch when used and triggers a common event that displays the play time.
I'm afraid I don't quite understand your query regarding variables. If you are referring to the default menu then there is no way to manipulate variables with that. If you mean the "Show choices" function then you simply insert variable operations within those choice branches.
For the skin selection you would have to use a common event. Set the event to "parallel process" then use the "Key Input Processing" in a loop. Say if you want the menu for skin selection to be triggered when the player presses "1" then have the Key Input Processing command export to a variable and then set up a conditional branch to check if that variable equals 11. Inside this conditional branch is where you would put your menu.
Using "Timer Operations" on the first page of the Event Commands you can actually have two timers running independently. As far as I know there isn't a way to add the play time to the default menu. You would either have to create a custom menu or have an item in the inventory that turns on a switch when used and triggers a common event that displays the play time.
I'm afraid I don't quite understand your query regarding variables. If you are referring to the default menu then there is no way to manipulate variables with that. If you mean the "Show choices" function then you simply insert variable operations within those choice branches.
Things I've Learned
author=Ramshackin
Any insight into how to make an open game, without the player feeling lost? I've never felt lost in an Elder Scrolls or Fallout game.
I was actually trying to come up with a way to create maze-like dungeons recently (although I never got round to doing anything with it).
As established, the problem with having maze-like dungeons is that if they contain treasure chests then the player feels compelled to explore every single path in the area, which can be boring, and what you really want is to give the player an incentive to find the exit as efficiently as possible. Having randomised treasure and being able to replay dungeons would solve the problem of feeling that you are missing out if you don't explore everywhere but then there needs to be something else about the dungeon that gives the player an incentive to find the exit as quickly as possible.
A few possibilities could be having a monster in the maze that is pursuing the hero, or maybe the dungeon is slowly sinking? Or even have a mechanic where the player is given treasure proportional to how quickly they found the exit.
Things I've Learned
Make sure the player knows where to go is also something I've been thinking a lot of lately.
There's this odd thing with dungeons in RPG's. Say you reach a map with two paths so you take the left one and progress to the next screen. And then you progress to the screen after that and then the one after that you'll end up thinking "crud, I've accidentally gone the right way. I better go back all the way back and take the other path just in case there was a treasure chest at the end of it."
I agree with GoatBoy that the player should always have a strong indication of which path leads to the exit because blind exploration becomes a chore.
There's this odd thing with dungeons in RPG's. Say you reach a map with two paths so you take the left one and progress to the next screen. And then you progress to the screen after that and then the one after that you'll end up thinking "crud, I've accidentally gone the right way. I better go back all the way back and take the other path just in case there was a treasure chest at the end of it."
I agree with GoatBoy that the player should always have a strong indication of which path leads to the exit because blind exploration becomes a chore.
The Difficult Second Quest
Not at all! Thanks very much for the bug report - I've fixed it now and so the right-sided teleport event should work properly in the next version. I'll take the fact that you played it a second time as a good sign :P. Please let me know if anything else occurs to you.
The Difficult Second Quest
Nice catch BaconAndEgg :P. I have no idea how I let that slip by. I'm glad you enjoyed the game and thanks for letting me know about that mistake.
The Difficult Second Quest
Hi Cap_H and thanks for the feedback. I agree that a jarring shift in tone can often kill a good story and I have every intention of keeping it consistent :).
Hello everyone
Hi!
I used to be quite active in another rpgmaker community a while back but just recently I've caught the rpgmaker bug again so I decided it might be fun to get back into it. I'm afraid I'm another one of those people who is still hoping that some day Lysander will finish A Blurred Line :P.
I like RPG's of course but my real passion is creative writing and I find that the rpgmaker is an exciting medium to use.
I hope this doesn't break forum etiquette or anything but I'm just released a demo of a comedy rpg I'm working on and I would love it if as many people as possible could check it out. The link is: http://rpgmaker.net/games/7594/
Hope to see you all around!
Cernus
I used to be quite active in another rpgmaker community a while back but just recently I've caught the rpgmaker bug again so I decided it might be fun to get back into it. I'm afraid I'm another one of those people who is still hoping that some day Lysander will finish A Blurred Line :P.
I like RPG's of course but my real passion is creative writing and I find that the rpgmaker is an exciting medium to use.
I hope this doesn't break forum etiquette or anything but I'm just released a demo of a comedy rpg I'm working on and I would love it if as many people as possible could check it out. The link is: http://rpgmaker.net/games/7594/
Hope to see you all around!
Cernus














