CRAZE'S PROFILE
a wolf can eat the equivalent of 100 hamburgers in one sitting
who needs PLOT whe nyou ahve GAY PEOPLE
who needs PLOT whe nyou ahve GAY PEOPLE
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Neophyte is Coo'
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HOW TO MAKE ROW COMMANDS WORK IN RM2K3's BATTLESYSTEM:
Okay, so on GW Neo had a way to make the Row command "selectable" that works flawlessly in all three battle styles with a few little dealies. I made it so that weaponskills can only be used in the front row and magic can only be used in the back row. Caveats: you have to take Row out of the main menu so people don't mess it up outside of battle, and you have to make an event that checks switches after going to an inn to re-apply position conditions.
Basic set-up:
--Inflict all characters with Front (or whatever you want) when they join the party.
--Each character needs a battle event in all monster groups that goes off when they take turns (so that it fires every turn they take, but not "turn 0")
--Make a branch for each possible command the hero can use. If they take it, End Event Processing.
--After all the branches, toggle a switch for that hero (like ).
--If the position switch is on, remove Front and add Rear. If off, remove Rear and add Front.
Ta-da! =D
HOW TO MAKE ROW COMMANDS WORK IN RM2K3's BATTLESYSTEM:
Okay, so on GW Neo had a way to make the Row command "selectable" that works flawlessly in all three battle styles with a few little dealies. I made it so that weaponskills can only be used in the front row and magic can only be used in the back row. Caveats: you have to take Row out of the main menu so people don't mess it up outside of battle, and you have to make an event that checks switches after going to an inn to re-apply position conditions.
Basic set-up:
--Inflict all characters with Front (or whatever you want) when they join the party.
--Each character needs a battle event in all monster groups that goes off when they take turns (so that it fires every turn they take, but not "turn 0")
--Make a branch for each possible command the hero can use. If they take it, End Event Processing.
--After all the branches, toggle a switch for that hero (like ).
--If the position switch is on, remove Front and add Rear. If off, remove Rear and add Front.
Ta-da! =D
I just had potato chips for dinner.
Release Something! Day III: Demo Day Edition [June 20th, 2008]
ARIA might not be as long as we hoped: we're getting a little cramped thanks to Karsu's end of the school year... but the first chapter is (almost) done, so there will be something!
EDITed for but(t)s
EDITed for but(t)s
The Envelope: An Improvised Live Text Adventure
Investigate the ordinary well, then go to the fountain and see if it will tell you to clean your face.
What would make an rm2k3 game be great at being itself?
THIS THREAD IS RM2k3 ONLY. DO NOT COMMENT ON RM2K, RMXP, RMVX. DO NOT EVEN THINK ABOUT GAMEMAKER OR SPHERE OR ika OR VERGE OR FURY^2 OR OR OR OR.
So, people always try to make an rm2k3 game that BREAKS LIMITS or EXCEEDS EXPECTATIONS. They use ripped graphics most of the time and most people use the DBS with some sort of little tweak. Gameplay usually revolves around collecting little shiny things (seriously. play any rm2k3 game and there will be shiny things on the ground) while exploring dungeons that may or may not have a fog overlay.
We've ranted and raved about that long enough, however. AMATEUR GAME DESIGNERS SUCK IF THEY AREN'T CREATIVE and all that aside... how do make an rpgmaker2k3 game that is really, really, really at being an rm2k3 game? In other words, an rm2k3 game that knows that it's an rm2k3 game.
Examples of this mindset are the rm2k game Three the Hard Way (normally impossible-to-get chests that instant-kill you if you cheat to get them) and basically any humor game. TTHW doesn't really cut it any more and is rm2k anyway (I'm looking for lots of discussion about battles as well as exploration, here), and humor games tend to be not-so-great 50-80% of the time.
How do you open up RM2k3 and make a game that is really great at being an rm2k3 game; that is fun and interesting, yet knows that it's made a somewhat awkward program?
So, people always try to make an rm2k3 game that BREAKS LIMITS or EXCEEDS EXPECTATIONS. They use ripped graphics most of the time and most people use the DBS with some sort of little tweak. Gameplay usually revolves around collecting little shiny things (seriously. play any rm2k3 game and there will be shiny things on the ground) while exploring dungeons that may or may not have a fog overlay.
We've ranted and raved about that long enough, however. AMATEUR GAME DESIGNERS SUCK IF THEY AREN'T CREATIVE and all that aside... how do make an rpgmaker2k3 game that is really, really, really at being an rm2k3 game? In other words, an rm2k3 game that knows that it's an rm2k3 game.
Examples of this mindset are the rm2k game Three the Hard Way (normally impossible-to-get chests that instant-kill you if you cheat to get them) and basically any humor game. TTHW doesn't really cut it any more and is rm2k anyway (I'm looking for lots of discussion about battles as well as exploration, here), and humor games tend to be not-so-great 50-80% of the time.
How do you open up RM2k3 and make a game that is really great at being an rm2k3 game; that is fun and interesting, yet knows that it's made a somewhat awkward program?
Discussion of Multiple Things
In RM* games, streamlining the experience is important. Balance the game so that no (or VERY LITTLE) grinding is needed, allow save-anywhere saving (possibly add SAVE HERE POINTS if something nasty is coming up) and that weapons have obvious differences that aren't just "sword does 20dmg gun does 50dmg lol." In the description be like THIS SWORD ALWAYS HITS" or "GUNS DON'T HIT MUCH BUT PIERCE ARMOR (add a pierce attribute)."
WIP read this you peen
What we did horribly on our first games.
I would hate to play that version unless the dungeons were filled with mini-bosses (since every story boss owns you).
Make STORIES facilitate the GAME, not a GAME that is a STORY with no DUNGEONS (unless it's a tactical game but I want to see dungeons in a tactical game that isn't D&D plzkthnx) (Karsu if you bring up AM:Tactics I will kill you)
Make STORIES facilitate the GAME, not a GAME that is a STORY with no DUNGEONS (unless it's a tactical game but I want to see dungeons in a tactical game that isn't D&D plzkthnx) (Karsu if you bring up AM:Tactics I will kill you)
RMN Map-Design Contest [Winners announced]
I'd just like to say that the riddle has been solved 1.9 times already.
Also the Nun Lady is lying....
Also the Nun Lady is lying....
Making the DBS interesting
Use the algorithms (kentona has a link to WhoopA's site somewhere, I think) and the help file to figure out how to use skills to the best of your ability, then BALANCE THE GAME. Learn how to use the ATB bar effectively!
It's really all trial and error. BIG TIP: in rm2k3, give enemies about 1/3 to 1/5 of your fastest party member's AGI at the desired level.
It's really all trial and error. BIG TIP: in rm2k3, give enemies about 1/3 to 1/5 of your fastest party member's AGI at the desired level.














