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So you walk in that house and you are in the fireplace? =P

Maybe change where the chimney comes out.

Bahamat Lagoon battle charsets?

Thanks, but I'm looking for Battle Charsets. Not Charsets that could be potentially used as battle sprites. =) Not sure if I'm being clear.

I made my own for Byuu last night, took about 20 minutes.

http://img821.imageshack.us/img821/1333/gushiken001.png

Bahamat Lagoon battle charsets?

Has anyone made any of these? The only thing close to it I can think of is some of the animations used in Shichimenchouken.

But since 2k3 out, has anyone made/found Bahamut Lagoon battle charsets? Or an index of all the sprite poses?

Well-defined DBS or primitive CBS?

What is the community's attitude towards 2k3 DBS games? Do you cringe going into that familiar battle system?

If you had to choose between a very well-defined DBS, with balanced items/monsters/everything, or a fairly primitive CBS that just barely gets the job done and lacks a lot of depth, which would you choose? The DBS would offer more longevity and reliability while a shoddy CBS could be imbalanced and technically lacking.

Differences between RM2k and RM2k3?

I know of a few, obviously the side-view DBS is the main appeal. Other than that I know rm2k3 lets you use alot more keys for the Key Input Processing.

Are there any other major changes? Is there any reason to prefer 2k over 2k3?

8 Way movement?

Has anyone found a way to event a good 8-way movement system?

I have done it in XP, but the problem I'm finding in 2k3 is that you can't have the computer know if you are holding down a button while pressing another one.

I can get 8-way movement to work for one step at a time, but not for actually holding down two directions, like up/left.

Selva.png

Looks good. If you are going to incorporate shadows under the bridges like that, you should really consider adding shadows to the sides of the houses--it will really make the town seem more realistic.

Monsters with unique attack animations/sounds?

So, is there no fix? This seems like a pretty silly error on Enterbrain's part. Who would want a game where every enemy has the exact same attack animation/sound unless they are using a special skill?

Monsters with unique attack animations/sounds?

This has probably been asked before, or the answer is probably blindingly obvious...

but I can't seem to figure out a way to have enemies with unique attacks and sounds. For example, when an octopus enemy attacks, I want a monster sound. When a soldier/human attacks, a sword/weapon sound. From what I've seen in the database so far, there is no way to adjust the normal attack for enemies. It always uses the sound effects in the Systems tab.

I've already thought of one idea, where instead of having them "attack" you assign them skills instead. But this requires a LOT of skills, and it also forces a little text bar saying the skill name to appear before they attack every time.

So, summarizing, I want monsters to have different attack sounds (and maybe animations?) but using the actual ATTACK command and not having text boxes appear. Possible?

RPG Maker DS

All things considered, I bet this will be a hit in Japan. It looks like it's designed to be able to make fun little RPG's on the go, and I think it will be a huge success over there. Just my thoughts, though.
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