CHILLY-PHEESE-STEAK'S PROFILE

Can't Be Stopped
Urban Turn based RPG with a bit of humor & flair

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Can't Be Stopped

author=charblar
This is looking great so far keep up the good work!

Thanks. I'm hoping to get a demo out soon.

author=Bakutex
I love earthbound-esque games. This game looks swell too.
I've tried a earthbound fan game or two in the past which is probably why it looks so similar.

CBSLasers.png

author=dinkledaberry
The Tater fires a...a what? Come on man, don't leave me in suspense! A bullet? A laser? The world needs to know!

It's a laser but the animation is so fast it was really difficult get a shot of it.

author=Punkitt
Oh man this looks great!!

Thank you.

Let's work on your game descriptions!

Thanks Marrend. I tweaked it a bit and posted it and my submission was accepted. Appreciate the help.

Let's work on your game descriptions!

Hello. I'd appreciate if someone could take a look at my description and could let me know if they spot and glaring flaws.

Can't Be Stopped is a RPG Maker 2003 game in-development that primarily features what is known as a custom battle system (hence the name). This game started development late in the year of 2012 as a little hobby project that was lost mostly thanks to a careless roommate and a failure at proper file backup. However, where most projects die CBS was restarted, restored and eventually. With the official release of RPG Maker 2003 some much needed features are now possible which increased my motivation to work on this game.

The game stars Laryn a quiet a but kind teenager, that ends up wrapped up in a plot that threatening her home town and possibly the world. Along the way she encounters many absurd and possibly insane characters that will make you wonder if what she's doing is even worth it.

The core features of the game will (hopefully) include:

-A colorful cast of quirky allies and enemies.
-Simple Custom Battle System with a few bells and whistles.
-Custom Menu System with various features such as limited item storage, quest logs, and bestiary.
-A point based skill system allowing you customize Laryn's battle performance to fit your style.
-The ability to change Layrn's appearance which can add more options both inside and outside of combat.

[RM2K3] Creating proper percentages using variables.

I've got a custom battle system in the works but I need help figuring out the proper way to code percentages. Basically I have a point build system where adding points to a skill increases the chance of activation/effects of the skill. However a majority of the skills are chance based (meaning they have a chance to activate whenever an action is taken) so I was wondering if anyone could help.

Here's an example of one of the skills:

@> Comment: Hero Damage/Effect Skill
@> Comment: Adds a chance to deal up to 50% extra damage.

@> Conditional Branch: Variable [0181:Sharpness] >= 1
@> Control Variables: [0045:Sword Random] = Random No. (1...18)
@> Control Variables: [0045:Sword Random] = Random No. (1...18)

@> Conditional Branch: Variable [0181:Sharpness] >= 2
@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 3

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 4

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 5

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 6

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 7

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 8

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 9

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 10

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0045:Sword Random] >= 18
@>Skill Activates!!!!
: Branch End


As you can see having a higher skill level (Variable 181) overall increases the value of RNG (Variable 45) but I'm unsure if there's a better way of handing this. Any help or feed back is appreciated.