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I swear "flash screen" in battle anims is broken.

No matter what, it just flashes the sprite of the character using the action. Yes, I have checked a thousand times, it is set to flash 'screen' not 'target' or anything.

I make a basic animation for Right Hand attacks. I say on frame 09 or so, to flash the screen white. When I test battle, it just flashes the character, not the screen. What's weird is that in the animation preview--it DOES flash the screen. But in actual gameplay, it doesn't.

Is this a known bug?

Timed hits in Rm2k3 DBS?

I was wondering today, is there any conceivable way that you can think of to incorporate timed hits (as in Super Mario RPG) in to the DBS in rm2k3?

For instance, your hero selects a skill attack, and you have a battle event start during that attack that waits X amount of frames and checks for input?

It seems like there would be some roundabout way of accomplishing this in the DBS. Any ideas?

Why hasn't this feature been implemented into RPG Makers?

You select a tile from your tileset, as you normally would, only if you hold a certain key (say "alt" just for the sake of it) then the tile is mirrored. A similar thing could be done for a vertical flip.

This could add a lot of variety to your mapping without using a bit more memory nor time. If it were implemented for 2000 or 2003, it could have reduced the average tileset by about 25% just by taking out the redundant tiles that are manually flipped or mirrored.

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.

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?

Text bubbles.

I have finished the basic coding for a text bubble system using RM2k(3).
This feature is laughable on RMxp as with scripting, anything is easily possible.

However, to accomplish this on Rm2k is actually quite a feat, and I am proud of it. As far as I'm aware, no one else has ever released a demo or a game with this function.

Basically what happens is... you do everything like normal. Messages and stuff like normal. Only you call a common event before each message, which will run a heap of calculations and then show the text/textbox near the person that is talking. There are some videos of it on my site http://ara-rpg.blogspot.com/

I am still in the early development of this event. I anticipate it to be able to do much more.

What are your thoughts?

PS. I'm aware that anyone could simply have each NPC show a pre-made picture with text and such on it, then just display it where you want. Why does this suck? 1. Your game will have (hopefully) thousands of unnecessary pictures for each freaking dialogue that happens. 2. Your dialogue will be locked--you will no longer be able to use commands like \n \v etc because they're just solid pictures.

Hello from a very old RPG Maker...

Hello. My name is GDKT (giantdonkeykongteam)

I started using RPG Maker before Don Miguel translated 2000. My first game was in RM95 and by today's standards, would be laughable. I played a huge role in the early RM2K community, being the first to release a custom Enter Hero Name system (since EHN is broken in Don's RM2K) as well as timed-hit battle system a la Super Mario RPG.

I love mapping and coding things, and unfortunately that has been my downfall. I get too caught up in those things that I never made a long, finished RPG.

Years (6, 7?) later, I have decided to give it one final go. I am making a game.

Where do I make a topic about my project?
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