CHILLY-PHEESE-STEAK'S PROFILE

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

Search

Filter

What Do You Think About Text Pauses in Game Dialog?

author=Sooz
author=Chilly-Pheese-Steak
I'm disappointed there was no Final Fantasy Tactics jokes in here.
You mean other than on the first page?


Ha. Thanks what I get for searching via text instead of using my eyes.

As for my own use of text pauses, on my current thing I'm using a blend of battle styles with side-view battlers accompanied by your typical front-view message box that describe the action. So I tend to throw an \| at the end of most battle messages sometimes a \. in front of it if I need to extend the time bit.

As for regular text messages I put a \. at the end of each line of text except the last one.

Can someone help me?

author=AngelicBrat09
:) thanks so much for the help ^.^ i appreciate it.

You're welcome glad I could help.

Can someone help me?

Something like this or do you need it darker?

Early Project Artstyle critics

I'd need to see it motion to really give you a good opinion but like LockeZ mentioned I think you added way to many filters to everything.

Whatchu Workin' On? Tell us!

I've been messing around with portraits. I added a blinking effect too them and official RPG2k3 keeps surprising me. In Tsukuru you could only get them to blink before the message box appears but with a little work I managed to get them to blink during the message.

[RM2K3] Setting up an the RNG

author=PepsiOtaku
You more or less have the right idea. Start with this:
Set a variable from 0 to 100
Check the variable if it's above or below a certain point ( <= 30 would be 30%)

Then you can modify that as you see fit. A number from 0 to 1000 would be the equivalent of using a % with 1 decimal place, or 0 to 10 would be % increments of 10.
I've given this a try and I'll admit it seems to work better than the method I was using before. I'm still getting doubles way more often than I'd like but hedge's advice below may have helped with that.

author=hedge1
Try this once just to see if there's something else at work here. Change your "Hero Acc" variable to be set not 1..30 but rather something like 2..30. Since you only "miss" if you roll a 1, changing your randomized values like that means that you should never, in a million tries, ever miss. Thus if you ever do miss you know that the number is getting altered or re-randomized elsewhere.

One possibility is that parallel process events do run in parallel, which means that one script can mess up another script.
I tried it and like you mentioned no misses came up. I double checked and no parallel processes were using that variable in anyway. I was using that variable in other formulas but that shouldn't have mattered since I re-rolled it at the beginning of every attack. Either way I changed it to a different variable altogether and it seems to have fixed the double missing issue.


This is what I'm using now. Thanks for the help guys.

What Do You Think About Text Pauses in Game Dialog?

I'm disappointed there was no Final Fantasy Tactics jokes in here.
As for my opinion depends on how detailed the characters faces graphics/models/whatever are.

[RM2K3] Setting up an the RNG

Is there a better way I could code a percentage chance of something happening? Or better yet is there a way to improve RM2k3's RNG? I've searched the forums and google but almost of the the topics more or less were debates on where RNG is good or bad.


This is the chance of a normal attack missing and more often than not it happens once a test battle (which average about 3 turns per battle) and even worse if a miss happens it usually happens on the next turn despite the variable getting re rolled twice.


This is how I'm setting up it my percentages. (Ignore the faded bits.) Am I doing something wrong or do you think there's no problem?

Screenshot Survival 20XX

author=Gretgor
Cool! Will be doing this with the color. And yeah, I think I'll make the yellow (which is going to become orange) one diamond shaped.

EDIT:



Is this better?

Also, I apologize for the confusion, since I overwrote the old SHAPES.png in my locker, so now both pictures are this one.

I think I should make the green one darker. Agreed?


Most definitely. The green one contrasts way too much, not just to the other gems but to the characters and background as well.

Inventory, Shops, and You!

I really only like flavor text when every weapon is more or less the same. I mean if an iron sword and a steel sword only differ in color and a few points in attack then flavor it up. But if you doing things like weapons that double attack or poison on hit I'd rather the description tell me a special effect instead.