GOLDENGUY'S PROFILE
Goldenguy
855
Search
Filter
What annoys you in a game?
Actually one thing that does annoy me is generally the use of ALL Final Fantasy item/spell/whatnot names.
It's not a huge annoyance, but I see many more games than not use "Phoenix Down" or "Tent" or "Fire 2" or "Cure 3." It doesn't have to be overly extravagant like the spell/item names in the Phantasy Star series (talking Genesis here), but something a little more original would be great.
And actually to be honest probably everyone here is drawing a heavy influence from one game or another with their creation. Who cares? What will make your game stand out is how well you put your own spin on it, with your own dialects, systems, and whatnot.
It's not a huge annoyance, but I see many more games than not use "Phoenix Down" or "Tent" or "Fire 2" or "Cure 3." It doesn't have to be overly extravagant like the spell/item names in the Phantasy Star series (talking Genesis here), but something a little more original would be great.
And actually to be honest probably everyone here is drawing a heavy influence from one game or another with their creation. Who cares? What will make your game stand out is how well you put your own spin on it, with your own dialects, systems, and whatnot.
I have solved RMVX variables!
I have solved RMVX variables!
Yeah I've noticed the same - how GRS's script worked fine for him and some others, but screwed up stuff for us; and likewise for my script and his. But yeah my version is 1.02 as well.. very odd but I guess at least we have two scripts out for now so if one script doesn't work for someone, the other one may.
RPG Mechanics III : Random Encounter Design Theory
Firstly, how to you place encounters on your map?
- Random encounters. If I were to do non-random encounters, I would really want pertinent monster graphics, and I neither can find enough, nor have the time to make enough (or the skills to make any that look great).
Secondly, how to you explain random encounters?
- In my own game, the monsters (mostly animals) are just pertinent to their own area or the influences surrounding them.
Next, how do you balance your fights?
- I pretty much decide how many hits I'd prefer it to take to kill a monster (and for a monster to kill a hero) using the best purchasable equipment up to that point, with some variance of course.
Lastly, how to you distinguish them from boss encounters?
- Music, usually the size of the monster, and definitely boss fights only occur during set scenes with me.
- Random encounters. If I were to do non-random encounters, I would really want pertinent monster graphics, and I neither can find enough, nor have the time to make enough (or the skills to make any that look great).
Secondly, how to you explain random encounters?
- In my own game, the monsters (mostly animals) are just pertinent to their own area or the influences surrounding them.
Next, how do you balance your fights?
- I pretty much decide how many hits I'd prefer it to take to kill a monster (and for a monster to kill a hero) using the best purchasable equipment up to that point, with some variance of course.
Lastly, how to you distinguish them from boss encounters?
- Music, usually the size of the monster, and definitely boss fights only occur during set scenes with me.
Help with battle events (VX)
Wouldn't mind helping more like I seem to have been able to with the RMVX variables, but I've only just started dabbling some with coding myself. </useless post>
I have solved RMVX variables!
:D No problem. But yeah I had the same issue with that script - don't really know how the coding in this one works so differently from that other one, as it is nearly identical all said and done, but by golly, it does work.
Multiplying variables by fractions.
Haha no problem. Complex fractions (or whatever they're called) are very handy in these integer based games!
How complete does a game have to be before you can release a demo?
My own demo only has the home town, the field that the home town is located on, and the first dungeon.