CORTI'S PROFILE
Corti
60
Search
Filter
+++ DynRPG - The RM2k3 Plugin SDK +++
Try it. You can PM me if you encounter problems.
Yes!
author=AlexRE
I guess, in order to display just one face out of the 16 on the faceset, I have to deal with the 4 last parameters of canvas->draw ?
Yes!
+++ DynRPG - The RM2k3 Plugin SDK +++
author=AlexREHey! I don't have the time to do it for you, but maybe i can help you a little.
Sorry to ask again, but is there anyone that can help ?
author=Me
The Actor class has the information, which faceset is selected.
// This gets you Hero 1.
RPG::Actor *actPtr = RPG::actors;
// Get the filename of the used faceset
std::string facesetFile = actPtr->getFacesetFilename();
// Get which of the 4x4 facesets is used. The id should be 0 to 15, or 1 to 16, i don't know, Try it!
int faceUsed = actPtr->getFacesetId();
// You can check which Actors are in the party by using
for(int i=0;i<4;i++) // check all party slots for actor
{
RPG::Actor *actPtr = RPG::Actor::partyMember(i);
if(actPtr != NULL)
{
// Act with Actors!
}
}
// Loading an image works like this:
RPG::Image *imgPtr= RPG::Image::create();
imgPtr->useMaskColor = true;
imgPtr->loadFromFile(facesetFile , false);
// Don't forget to kill the images later
RPG::Image::destroy( imgPtr);
// And this is how you draw. Draws an RPG::Image or a part of it onto the canvas.
RPG::Screen::canvas->draw(int x, int y, RPG::Image *image, int srcX=0, int srcY=0, int srcWidth=-1, int srcHeight=-1)
// Fetch variables by using
int variableValue = RPG::variables;
What you need to do is build the logic when it is shown and where. For beginners. Use a switch and in the onFrame-Callback, check if the scene is map and the switch is on and then draw the faces of all heros where you want them. And please don't load and kill images on every frame.
+++ DynRPG - The RM2k3 Plugin SDK +++
The Customer Is Always Right - Perception Of Designer & Player "Responsibilities" In Amateur & Commercial Video Games
author=Max McGee
THE PLAYER IS SOMETIMES WRONG.
There's nothing one can possibly throw against that statement. Other varieties would be "the player is always right/wrong" or "the designer is always right/wrong", which is both really stupid.
But what matter is why the player does not "get it" as intended. Whenever one does a little riddle in the game, there will be people too "stupid" for it, so how hard/cryptic can it be before it is undesirable? In the rpg maker community most people play a lot of rpg-games so the obvious things should be clear for most reviewers. Sometimes i wonder how much i should explain if i wanted any person able to use a keyboard to also be able to play my rm2k3 game.
Too "stupid" may be the wrong word, it can also be a matter of age/experience/education if some "gets it" or not.
No matter what one does as a decision of design, some people may find it trivial(and are bored) and some find it too hard/can't do it, so there definitly will be cases when "sorry player, i won't change that, you just have to improve" is definitly valid.
Go Make me a Sandwich: Sexuality in Bayonetta (and other games)
I'm really hoping that this whole "marketing via sexyness"-thing will become boring for the majority someday. I already think it is, but its not a video games only thing.
Do computer-rendered women in commercials make me wanna play a certain game? Certainly not, because its like "eat our food, its tasty" which says absolutely nothing since every foodproducer says his food is tasty. Undernourished actresses/singers with botox-faces are boring as well.
Boring, Boring, Boring as hell. Seen that a hundred thousand times, thy~ next!
Do computer-rendered women in commercials make me wanna play a certain game? Certainly not, because its like "eat our food, its tasty" which says absolutely nothing since every foodproducer says his food is tasty. Undernourished actresses/singers with botox-faces are boring as well.
Boring, Boring, Boring as hell. Seen that a hundred thousand times, thy~ next!
Which game was the biggest disappointement for you?
Daikatana:
Could have been so fine. The levels looked nice at that time, the weapons were creative and cool. The AI was stupid as hell but it would not have mattered if there hadnt been all those stupid jump & run moments.
Sad is: this game could have been so fine, so much wasted potential.
Could have been so fine. The levels looked nice at that time, the weapons were creative and cool. The AI was stupid as hell but it would not have mattered if there hadnt been all those stupid jump & run moments.
Sad is: this game could have been so fine, so much wasted potential.
What RMN game are you playing now?
Rise of the Third Power:
Too bad its cancelled, its awesome. I've very rarely seen such nice game balance. I like how every character is different with his unique way to fight, though the mage princess kinda sucks and the warlock leads to gamecrashing errors so often that i'm not going to use him anymore.
Too bad its cancelled, its awesome. I've very rarely seen such nice game balance. I like how every character is different with his unique way to fight, though the mage princess kinda sucks and the warlock leads to gamecrashing errors so often that i'm not going to use him anymore.
Gearing Up and Pace of Distribution
My plan:
Giving every monster group a small chance to drop a piece of gear matching its level. I made myself an excel-sheet in which i enter a level and it returns the statvalues for all combinations of stats (atk,def,haste,crit). Its all calculated so that every combination is equally strong (as much as that is possible).
All my characters can use the same gear, atk for example improves melee damage, magic damage and healing. While dealing more damage and healing more is never bad, haste and crit lead to different playstyles. Taking a lot of "% chance on crit"-talents invite to give the best crit gear to a certain character for example.
Things like that exist for every character, so it will be a bit off a puzzle, combining characters, their talentsystem and gear for a more effective way you want them to be. Fast & Critting, slow hardhitting and almost invulnerable~
Giving every monster group a small chance to drop a piece of gear matching its level. I made myself an excel-sheet in which i enter a level and it returns the statvalues for all combinations of stats (atk,def,haste,crit). Its all calculated so that every combination is equally strong (as much as that is possible).
All my characters can use the same gear, atk for example improves melee damage, magic damage and healing. While dealing more damage and healing more is never bad, haste and crit lead to different playstyles. Taking a lot of "% chance on crit"-talents invite to give the best crit gear to a certain character for example.
Things like that exist for every character, so it will be a bit off a puzzle, combining characters, their talentsystem and gear for a more effective way you want them to be. Fast & Critting, slow hardhitting and almost invulnerable~
Button Mash - Forcing the player to use different skills
author=Crystalgate
Some of the skills you suggested though, interrupts and defending, are rather hard to get the player to use without actually forcing it.
If interrupts or defending isn't necessary, it means using that those actions have to be faster than simple attacking and healing to be worth using. This can be done, but it's a bit tricky since defensive actions usually don't deplete any HP.
I agree, it is tricky. So far i've seen very few rpg-maker games or even retro rpg that manage to make "clever stuff" and defending really worth it.
I've seen some games that make defend regenerate lifepoints and/or mana. I used defend a lot more often in those games. One problem of the rm2k3 battle system is that you dont know when exactly an enemy will strike, ctb systems that show the ordner of turns make that easier to see. Things like "enemy uses mega punch - i should defend now" work a lot better under that condition.
Interrupts would also work better if they didnt take turns (2k3 battle system is once again the limiting factor). While for example in world of warcraft interrupts work great is because they can be done parallel to other action. Turn based systems have to make it even clearer that an interrupt/silence/stun is worth the turn but thats more a matter of teaching people and it should be made clear how those mechanics work.
In old Final Fantasies i didn't use a lot of "clever stuff" because most of the time, it was not worth it or the enemies were immune. Why should i bother testing sleep,paralysis, blind, yeah whatever each with its 40 to 80% chance to work if the monsters can also be burned down? What would work better are skills that work or don't work and the player gets taught when and how they work, so he can learn how to use them as valuable tools.
Examples:
- That is a humanoid and he's not some kind of 35yards huge elite mob so i can stun.
- that is a melee mob, using silence wont prevent its attacks.
- that is a robot, "kick in the balls" wont work.
-i got 4 mobs, 1 caster, 2 melees and 1 elite. Silence caster, Stun melee, burn melee 2 then take care of the elite = plan
How is this for my first boss?
author=Thiamor
But there DOES need other methods, as said before, to counter the sleep. Like 1 character who has a higher defense against it.
Its not the same. Poisoning the own group would be the result of a a player noticing "ah, damage breaks sleep, how can i use this knowledge to my advantage?".
Yours is boring. Oh boss uses X, well all but one are knocked out but the one has the antidote (as a spell or item).
What i like about the idea is that it requires clever use of mechanics, not just the boring "seen this a hundred times in Final Fantasy"-stuff. The problem here is: Without telling the player, it might be hard for some players to understand what they are expected to do and on the other hand, if you tell them "hey, poison breaks sleep" it takes away a bit of the challenge.













